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I know i had this installed before and man i really missed the difficulty, i had to find it again..
Thanks Dev ^_^ Keep those Enemy Ships flowing, my station feeds off their corpses XD.
I have disabled it, started a new game, then turned it back on later so that i can plug the gaps in the commonwealth that are failing (which are many).
It might be a good idea to scale it down a bit for the xenon. The mod is, to be honest, too good - it makes the xenon absolutely bonkers. I started noticing K's slipping between the cracks and started guerilla warfare, picking off stations far from the highways, deep in commonwealth territory.
Went off to do some faction grinding to get all factions around the highway to -9, and came back to see that Xenon are almost over-running the sector since I wasn't there to quell them a bit.
Any way for me to reduce the rate at which Xenon attack? I clear one invasion leave, only to need to come back to clear another invasion pushing out. They even managed to half-build a station in between these outings.
Thanks
kuertee's ui
https://www.nexusmods.com/x4foundations/mods/552
Mod Manager Needed for mods from outside of steam:
https://www.nexusmods.com/about/vortex
Can somebody tell me where to find the file to lower the Xenon XL ship production or spawn?
@Proxima-b
Definitely, Its because of the mod, I miss it in fact.
("aiscripts/fight.attack.object.capital.xml" patched from extension "faction_fix_pack") Error: Problem occured when handling diff node "add" on line 4, xpath "//attention[@min='unknown']/actions/wait[count(./interrupt)=0 and count(@min)=0 and count(@exact)=0]"; skipping; error message: no xpath match found.
("aiscripts/move.evade.xml" patched from extension "faction_fix_pack") Error: Problem occured when handling diff node "add" on line 9, xpath "//attention/actions/do_while/move_to/interrupt_after_time/@time"; skipping; error message: AttributeError: 'NoneType' object has no attribute 'replace'.
would: <replace sel="//attention/actions/do_while/move_to/interrupt_after_time/@time">[if $boost then $boostduration else 10s, $moveduration].min</replace>
fix the second issue?
I only use this mod on AI.
Loading alphabetically...
("aiscripts/fight.attack.object.medium.xml" patched from extension "faction_fix_pack") Error: Problem occured when handling diff node "replace" on line 37, xpath "//attention[@min='unknown']/actions//do_if[@value='not @this.$targetmodule.canbeattacked']"; skipping; error message: no xpath match found.
("aiscripts/move.evade.xml" patched from extension "faction_fix_pack") Error: Problem occured when handling diff node "add" on line 9, xpath "//attention/actions/do_while/move_to/interrupt_after_time/@time"; skipping; error message: AttributeError: 'NoneType' object has no attribute 'replace'.
Overall result: Error detected
Successfully completed Check_Extension
Currently they are so weak that they are struggling holding on their own sectors or gradually losing them.
And they don't build (or very slow) new ships, with the info displays (from Deadairs dynamic war) they have only 25% of their ships left (XL 70%, M 20%, M-trade/miner 30%, S 25% left) after 12h on a new save.
I don't have any mods (that I know of) installed that change the Xenon (or their build behavior) except SVE (which contains two xenon ships and files for them)
Could it be that this mod causes the xenon to not raid and only "patrol"?
memory leak => more memory used => more garbage collection freezes => less fps => crash with unable to allocate resources error
Also, in my game the xenon are pretty mid and mild so far. I guess, this Mod should also let the Xenon target my satelites like a few years ago (I am playing after a pause) but they ignore mine.
May it be, that the Mod isn't correctly loaded?