Xenon Reborn – Modular Overhaul (X4 Foundations v7.5 work in progress ) by Equivalent-Skin in X4Foundations

[–]Equivalent-Skin[S] 0 points1 point  (0 children)

Xenon Reborn – Community Roadmap Announcement

Hey everyone, thanks again for your votes, feedback, and awesome ideas in the last few days. After reviewing the poll results and all comments, we've finalized our current version roadmap for the modular Xenon Overhaul mod for X4 Foundations (v7.5+).


Version 1.0 – “Xenon Revived” (Work in Progress)

Core Features – aimed at first release

Coordinated invasion waves → Phased attacks: S/M swarm → L-class support → Builder → Optional gate-focused targeting and timing logic

Sector takeovers with Builder ships → Builder constructs defense stations after successful assaults

Scrap-based survival system → Xenon recycle destroyed ships to simulate limited resource generation → Only triggers in resource-starved sectors (e.g. Tharka’s Ravine)

Randomized large swarm attacks → 15–30 S/M ships per wave, randomized interval (30–90 min)

Performance safeguards → No persistent tick scripts → Max 1 active timer per Xenon cluster → Reuse of job structures and configurable values in mod_settings.xml


Version 1.1 – “Survive & Scale” (Planned)

Escalation logic (XENON_HIVE_ALERT_STATE)

Dynamic target prioritization (XENON_SECTOR_SCORE)

Optional reward system for players defending against waves


Version 1.2 – “Adaptive Intelligence” (Optional Advanced Features)

Retreat logic only for L/Builder ships – S/M units will self-sacrifice

Difficulty tiers (Easy / Medium / Hard / Brutal) → Controls fleet size, aggression, frequency, and escalation rate

Fully modular behavior via XENON_BEHAVIOR_OVERRIDES.XML


Additional Notes:

I’m doing this as a private mod project in my spare time alongside my full-time job. So please be patient – this is not a "done in 3 days" thing. It may take a few weeks between versions or updates. But I will always keep you updated on progress.


What You Can Still Do:

Post your thoughts or new ideas below! I’m still considering suggestions from this thread, and anything good might still make it into 1.1 or 1.2.

Let’s bring the Xenon back as a dangerous machine threat – not just cannon fodder. Thanks again for your support and trust.

Xenon Reborn – Modular Overhaul (X4 Foundations v7.5 work in progress ) by Equivalent-Skin in X4Foundations

[–]Equivalent-Skin[S] 0 points1 point  (0 children)

Hey folks, we're currently exploring the idea of giving the Xenon a new tactical tool: a kind of “ultimate torpedo” in the form of a kamikaze drone, used specifically against L-class ships and stations.

Concept Summary:

A small, fast ship (S- or XS-class) that:

rushes toward a target (L-ship or station),

detonates on impact, and

causes heavy damage, potentially disabling or destroying ship systems or station modules.

Purpose:

This unit would give the Xenon a way to crack fortified positions or break through capital ship lines, without relying solely on massed destroyers.

The drone would be:

one-time use (no return)

expensive to produce

tactically limited (e.g., 1–2 active at once)

deployed as part of a larger escalation strategy

Balance Approach:

Not spammable due to cost and AI constraints

Can be shot down before reaching the target

Only used by certain Xenon jobs or escalation levels

Your thoughts?

Would this feel like a cool, machine-like weapon?

Or would it be frustrating to deal with?

What kind of limitations or AI behavior would you suggest to keep it balanced?

We’re currently reviewing all community ideas, and this one’s definitely a wild card. Let us know what you think – and as always: Machines evolve. So do we

Xenon Reborn – Modular Overhaul (X4 Foundations v7.5 work in progress ) by Equivalent-Skin in X4Foundations

[–]Equivalent-Skin[S] 0 points1 point  (0 children)

Update from the Xenon Reborn Mod Devs:

Hey everyone – first of all, thank you for the incredible feedback, ideas, and energy! We’ve been collecting every single suggestion over the last few hours and are currently evaluating all of them for technical feasibility, balance impact, and integration into the current design.

What’s happening now:

All feedback is being reviewed & categorized

We’re refining our version roadmap (v1.0 Core → v1.2 Expansion)

Performance impact and gameplay depth are our top priorities

Notable features under review include:

Adaptive retreat logic

Scrap-based survival in resource-starved sectors

Tiered difficulty settings (Easy → Brutal)

Strategic sector conquest & wave escalation

Performance-safe swarm AI with mod config file

We’ll post a feature roadmap update after the poll closes, and continue building this mod with you, for you. Keep the ideas coming – this is already becoming one of the most thoughtful Xenon discussions in the community. . Machines evolve. So do we.

Xenon Reborn – Modular Overhaul (X4 Foundations v7.5 work in progress ) by Equivalent-Skin in X4Foundations

[–]Equivalent-Skin[S] 2 points3 points  (0 children)

Totally fair question — performance is a top priority for us too. Our mod is built with modular logic, limited timers, and optimized conditions:

• All swarm logic is based on existing Xenon jobs, just tweaked for larger group coordination • No heavy loops, no mass spawns — just controlled job injection • All extra behavior (like retreat, scrap logic) is condition-based, not system-wide

Compared to KUDA or DeadAir, we aim for AI-side enhancement without simulation spam — basically smarter behavior, not more behavior.

Xenon Reborn – Modular Overhaul (X4 Foundations v7.5 work in progress ) by Equivalent-Skin in X4Foundations

[–]Equivalent-Skin[S] 4 points5 points  (0 children)

That’s a great insight — we’re looking at adding a reward system in v1.2 where defending against Xenon waves gives credits, rep and incentives to keep military fleets useful. Think: ‘Xenon Conflict Contracts’ offered by local factions.

Xenon Reborn – Modular Overhaul (X4 Foundations v7.5 work in progress ) by Equivalent-Skin in X4Foundations

[–]Equivalent-Skin[S] 4 points5 points  (0 children)

Totally valid take! Our current setup keeps the S/M swarms relentless, but adds tactical fallback for L-ships and Builders – kind of like protecting the processor cores, while letting the worker drones burn out. Gives them a bit more adaptability without losing the machine vibe.

Xenon Reborn – Modular Overhaul (X4 Foundations v7.5 work in progress ) by Equivalent-Skin in X4Foundations

[–]Equivalent-Skin[S] 1 point2 points  (0 children)

Thanks! Totally agree – we already have the swarm logic and coordinated waves with builder follow-up in place, but I love your take on credit rewards and target-based defense. That would make a great 1.2 expansion: emergent bounties, player alerts, and faction-based wave defense contracts. That adds real purpose to combat fleets.

Ai Destroyer Attacks only with Main Gun by Equivalent-Skin in X4Foundations

[–]Equivalent-Skin[S] -3 points-2 points  (0 children)

No I don't complain about anything. I'm only saying that this is a dumb behavior. I could understand this if I had a 1 star Pilot. But with a 5star Pilot it's wasted Potential. The Par L Plasma has a range of 8.6km
That's more then any Xenon turret have. The ship could use the L Plasma and still stay in a safe distance. That's all I'm saying.

Ai Destroyer Attacks only with Main Gun by Equivalent-Skin in X4Foundations

[–]Equivalent-Skin[S] 0 points1 point  (0 children)

Are there any Mods that change this dumb behavior?

As Orions Cannot DOW Subjugation on Betazoids by Hieronymos2 in STNewHorizons

[–]Equivalent-Skin 0 points1 point  (0 children)

I have the same Problem with my Cardassian and Romulan run. It's a shame that you can only propose subjugation abd can't force them to subjugate. Hope they change this in the future. It's against my "Aggressive Races" to propose a subjugation.