X4: Foundations

X4: Foundations

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After the Fall
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2024 年 8 月 10 日 下午 7:54
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After the Fall

描述
The war is over. The xenon... won. The galaxy is burning, and we hide behind the Bastions. They are the last fortresses that guard the gates, and are all that stand between us and complete annihilation at the hands of the Xenon threat.


Why wait for an endgame crisis if you can *start* the game in crisis?

This mod changes the game start, expanding Xenon territory, and weakening the allied factions, and is only recommended for experienced players who like the more strategic elements of the game.



The Details

After the Fall - An X4 mod of what happens once the Xenon have won.

The basic premise of the mod is that the various factions have been forced back to their home systems, and the xenon have overrun the galaxy. Their economies are weakened, the Xenon are strong, and the only things keep the factions from being completely overrun is a series of defence stations right on top of the gates.

We don't provide (yet) any gamestarts. That will be a future release. For now, given that this is really aimed at experienced players that want a slightly tougher start, I recommend a custom creative start. Details are below, in the gamestarts section.

Compatibility
I've tried to keep the changes as tight in scope as possible to increase compatility with other mods. Most should work fine, but in case you're wondering, check the following section on specific changes. In general though, most of these changes are specific to galaxy initial creation; or increase the number of ships the Xenon will build up to, or have at game start.

We don't make any logic changes, mission changes, add new ships, wares, etc.

Some missions might be very hard to complete though, given galaxy state!

The Changes:
  1. Changed existing JOBs.
    • All ally factions have been updated so that they do NOT start with L and XL destroyers/carriers. Instead, they will slowly be built in their shipyards till they're at full strength.
    • Xenon: All ship numbers have been increased to almost twice as much. It's still a large galaxy, and the Xenon are now spread more thinly. So doubling jobs means some sectors can be a little sparse, but they xenon will have a lot of ships to throw at assaults. The Xenon economy has been boosted slightly (currently 30%). This means that the xenon can sustain a constant assault better than they could before; while faction economies are weaker and will find it harder to replace lost resources.
  2. Moved defence stations, wharfs, shipyards, traders, etc. These have been moved to the new, smaller territories for the factions as listed below. Xenon defence stations and shipyards have been placed in these locations instead, flipping ownership to xenon.
  3. Added some new resource fields to new faction home systems, as many of these systems had few, or no, resources. It's a few small, moderately dense resource fields to keep the factions economies slowly moving, but you'll need to help them get new territory.
  4. Weakened faction economies by reducing the number of starting factories. They can expand to build more, but at the start, they're weakend, with a stronger xenon.
  5. Added 5 race-specific defence stations around each gate. I tried to position them exactly in a ring around each gate; but the game moves them around on game start. This means that some gates will have a very strong defensive line, others will have big gaps. Oh well. Those factions might struggle a bit more then...
  6. Lots of abandoned ships! We've scattered many new abandoned ships of various sizes around the galaxy, mostly in Xenon territory. there are even some battlefields featureing many ships in a single location, from S to XL. Go exploring! These locations are static for each version of the mod; but are randomly generated when I run the code that generates the mod: so they may no be in the same place from mod version to mod version.


All changes are on GAME START only.

Gamestarts: Custom Creative recommended

The galaxy starts off quite a bit rougher, with less safe sectors and weaker faction economies. This means that your own growth may be slower - Without a strong economy, building stations or ships may take a bit longer; and earning money to buy blueprints will be tougher. With that in mind, I recommend you give yourself a headstart to avoid an early grind. Exactly how much is up to you. It may be possible to do a zero-to-hero run, but I've not playtested this, and RNG may make it very difficult.

A salvage setup, or hull parts and claytronics can help you help the factions rebuild their broken economies, and provide profitsss!

I recommend setting several story starts to complete, as they will be harder to do now. Boron storyline especially.

For starting locations, the existing unclaimed sectors still exist - you could set yourself up an empire in one of those, OR select one of the safe faction territories given below.

If you want a tough game, start in Grand Exchange, and go searching for safe space without looking at the list below!

Safe locations
For the most part, the 'home' cluster for the race is safe, and recommended you start in one of them. Each faction will have two or 3 sectors, spread over one or two clusters. Some factions are back to back with each other, and are thus a slightly safer and stronger start. Starting with one of those factions locations would give more options for missions and trade, and an easier game.

[h3Neutral sectors:[/h3]
I've also cleared any factions & Xenon from some sectors to give players a few options to set up base, and give some factions a little bit of breathing room and protection for their trade from Xenon raids. Be warned - it won't take long for Xenon to expand in to these territories.

  • Grand Exchange (all 3 sectors. Good starting location if you set up defences, but there is Xenon territory between you and other factions for trade)
  • Family Zhin
  • Wretched Skies X
  • Oort Cloud
  • Second Contact (right between Arg and Ant. If you claim this, you'll help Ant/Argt trade without being raided by Xenon.)
  • Bright Promise (Between TEL and PAR. Claiming this helps protect PAR/TEL trade and makes these two stronger.)

Easier Starts
  • Vigor and Riptide pirate factions: With all the xenon raiding parties, a scrap processing setup would do well! Avarice, and windfall sectors: They have lost no territory.
  • PIO and ANT They start next to each other in Segaris, Gaian prophecy, Brennans Triumph Antigone Memorial, The Void, Fronteirs Edge
  • Argon: Bundled with HAT in Argon Prime The Reach Morningstar III Hatikvahs choice.

Harder starts
  • Teladi: They're slightly isolated in Ianumus Zura Thuraks Demise II & III
  • PAR: Trinity Sanctum III & VII Unholy Retribution
  • HOP: they've been forced back to a corner, with strong Xenon presense on their border. Cardinals Redress Lasting Vengence. Freedoms Reach
  • Zya: Far from anyone else, and surrounded by Xenon. Zyarth Dominion IV & X Eleventh Hour
  • Freesplit: Also far from help Tharka's Ravine XVI Heart of Acrimony II
  • Terran: Pushed back to Earth and Venus. They may have Asgards, but there's a strong Xenon presence in the solar system.

Full source code used to generate the mod here
https://github.com/franko-franicevich/X4Mod-AfterTheFall
热门讨论 查看全部(1)
9
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5 月 28 日 下午 4:28
Issues with Mod
Lord Kentucky
120 条留言
enterprise1959 11 月 2 日 下午 5:54 
If you going to do abandoned ship how about a NEW SHIP the BISMARCK who don't like BIG GUN Hahaha. That Battleship should be in the game.
tacticinmatery 10 月 21 日 下午 5:29 
The envoy DLC sector and the new free sector
tacticinmatery 10 月 21 日 下午 5:28 
What’s the condition of scarlet star and void of opportunity
Shavanna 10 月 11 日 上午 8:59 
One thing i've seen is, that certain factions have way to much territory at the start (especially ARG+HAT and BOR). BOR could be put into Kingdom End (3 sectors!) and ARG into Argon Prime + The Reach - they still have the option to get the 2 timelines sectors easily by themselfs. HAT can just have their trade station in Argon Prime, as they are a quite inactive faction overall and Hatikvas Choice 1 is defended by ARG anyway.
Clanker Crusher 10 月 5 日 下午 6:27 
Will the github changes get merged into the Steam Version once an update for 8.0 is finalized?
L.A.R.R.Y 9 月 30 日 上午 3:28 
Also, I'm not sure if this was intended, but Great Reef, despite being occupied by the Xenon, has a Boron Shipyard in it.
(I'm playing with VRO)
Tanksaawk 9 月 14 日 下午 3:42 
Works with 8.0
Salaco 8 月 20 日 下午 5:00 
Love this mod. Pair with Classic Mode for a true challenge.
Khaos 8 月 14 日 下午 2:12 
Man this seems super cool. Really hope this gets updated eventually so I can subscribe here on Steam.
Vhalknor 8 月 3 日 下午 12:09 
Does anyone have some locations of abandoned ships?