Xenon everywhere after the first gate alignment.

General discussion about X³: Farnham's Legacy.

Moderators: Moderators for English X Forum, Moderators for the X3:FL Forums

User avatar
Omni-Orb
Posts: 324
Joined: Tue, 17. Nov 20, 13:42
x4

Xenon everywhere after the first gate alignment.

Post by Omni-Orb » Thu, 13. May 21, 06:28

So i started over (terran sandbox start) and found the hub. The xenon where nowhere to be seen before and after i claimed the hub. However the second i aligned the gates they are pretty much everywhere seemingly coming out of the gates even if the gates are not connected to xenon sectors.
Is this intended or a bug?
Edit: im in the beta.
Last edited by Omni-Orb on Thu, 13. May 21, 13:18, edited 1 time in total.
Credence follow stars.

User avatar
Omni-Orb
Posts: 324
Joined: Tue, 17. Nov 20, 13:42
x4

Re: Xenon everywhere after the first gate alignment.

Post by Omni-Orb » Thu, 13. May 21, 06:46

Now a argon colossus entered the hub from seemingly heavens assertion even if there are only two sectors there paranid and dukes. 4/6 hub gates are paranid, the other two are inactive.
Credence follow stars.

BreadTM
Posts: 5
Joined: Fri, 1. Sep 17, 02:23
x4

Re: Xenon everywhere after the first gate alignment.

Post by BreadTM » Thu, 13. May 21, 11:11

Greetings, the too many Xenon part will be fixed with the next patch. Seemingly they jumpdrive into the hub to invade or fly to different Sectors, so you kinda have them coming from everywhere. If possible you might have to build a fleet to protect it, because the hub itself can be destroyed (Also fixed in the next patch). If you have enemies, they'll also try to invade your hub, I had the paranid send quite a few M2 to rek my hub.

User avatar
Omni-Orb
Posts: 324
Joined: Tue, 17. Nov 20, 13:42
x4

Re: Xenon everywhere after the first gate alignment.

Post by Omni-Orb » Thu, 13. May 21, 13:19

I forgot to add that im in the beta
Credence follow stars.

ZX9000
Posts: 113
Joined: Wed, 19. Sep 07, 22:15
x3

Re: Xenon everywhere after the first gate alignment.

Post by ZX9000 » Thu, 13. May 21, 15:08

I play a different start, no hub yet, but found the HQ, and xenon just keep appearing in the sector, jumping or spawning in from who knows where. Will they blow up the HQ? They seem to behave a bit weird, just flying around. I have no chance to beat several Qs :/

Midnightknight
Posts: 418
Joined: Sat, 12. Jun 10, 11:49
x4

Re: Xenon everywhere after the first gate alignment.

Post by Midnightknight » Thu, 13. May 21, 15:13

I have Xenons in every sectors now, not only the hub in my game.

I have 2 Qs in profit center alpha that isn't really close to any xenon sector and they really feel at home with nobody coming to kill them. And i haven't connected the Xenon hub to any close sector (As my hub is full of Xenon i can't realign it so far)


Alright lost my 2 TS and my first station cause of those magical teleports. I set up my empire there cause it was away from any xenon sector but apparently it's not an issue for them. Was supposed to be solved in beta isn't it?

RenX3
Posts: 18
Joined: Tue, 11. May 21, 13:12

Re: Xenon everywhere after the first gate alignment.

Post by RenX3 » Thu, 13. May 21, 15:41

Yeah everywhere Xenons.
Guess M6 or even higher is so needed but for me it´s totally fun.
As i see a mission to kill pirates/xenons or patrol i do and somehow sectors get cleaned up after i´ve done mission by NPC´s for a while.

in Black Hole Sun are constantly jumping in Xenon out of the gate - even K´s one after another :D
I gave up trading and now i just fight them everywhere i go - never made so much money in no time lol

Edit: i started with Paranid Hyperion and i had to search XHub and seem to be lucky with connections because i have absolutly no issue with Xenon in the Hub sector.
For now it´s CEO´s Buckzoid/Menelaus Frontier and Great Reef delta/Mists of Elysium - third one will be in the east but i search for a save connection at the moment

User avatar
Klord
Posts: 872
Joined: Wed, 1. Feb 12, 20:31
x3ap

Re: Xenon everywhere after the first gate alignment.

Post by Klord » Thu, 13. May 21, 16:19

Having more Xenon activity is actually nice. It gives a purpose to build fleets. But we are missing a logic here. Xenons appearing in player sector out of nowhere is no fun at all. I have a Centaur and a Skiron defending the HQ, so they can take out any Xenon below M6 (provided M6s appear alone). But if a Q drops in, they are in trouble and by the time you get the alert telling "One of your ship is under attack", its too late to jump in an aid.

Also this one time, 2 Qs appear back to back and had a pretty rough time dealing with them. I wonder what will happen if more than 2 appears or if its a bigger capital ship.

This needs a bit of balance. Its fine to have Xenons pouring out from gates leading to Xenon sectors, its also ok to have random appearances too, but tone down the difficulty in random appearance maybe? At least to match with player ship ownership.

After all, we settle in far away sectors in the midst of friendlies to have a peaceful time building and trading. Not to jump in every now and then to fend off random Xenons.

Edit: My current settlement is the Unclaimed sector adjacent to Legends home. If I drop an advanced satellite near the jump gate, would it alert me when capital ships are showing up? How can I configure the satellite to give me a warning? I have never done this before. :)
Last edited by Klord on Thu, 13. May 21, 16:33, edited 1 time in total.
X fanatic. More of an X3 fanatic.
What about X4? Nah, I prefer a space simulator rather than a walking simulator.

User avatar
Omni-Orb
Posts: 324
Joined: Tue, 17. Nov 20, 13:42
x4

Re: Xenon everywhere after the first gate alignment.

Post by Omni-Orb » Thu, 13. May 21, 16:32

Klord wrote:
Thu, 13. May 21, 16:19
Having more Xenon activity is actually nice. It gives a purpose to build fleets. But we are missing a logic here.
I agree i really really like that there is more fighting, however there has to be some logic to it or else we cant defend against it especially early game.
Credence follow stars.

Midnightknight
Posts: 418
Joined: Sat, 12. Jun 10, 11:49
x4

Re: Xenon everywhere after the first gate alignment.

Post by Midnightknight » Thu, 13. May 21, 18:56

Yeah my only "fighting ship" is an Ocelot, and it's quite hard to deal with anything bigger than a P.

I don't want to get any M6 or M3 to defend my sector cause it's useless against Q. I deployed a few laser towers but again, when you have Q popping in, you can do nothing against it.
So i reloaded and they didn't popped this time, but 1H game later, again, the warning "One of your ship is attacked" and my all new armed transporter was vaporized by a Q in the same Profit center Alpha sector.
It's already a lot harder to get ships and stuff cause you are severely restricted by the dynamic relations, but with Q harrassing every of your factories do not make the game fun to me, you can't build anything anywhere or it will be blown by Xenons even in friendly core systems.

PS: and Xenons are incredibly strong in OOS fight ... So you really need to babysit your sectors all the time. Not really exploration friendly.

User avatar
Klord
Posts: 872
Joined: Wed, 1. Feb 12, 20:31
x3ap

Re: Xenon everywhere after the first gate alignment.

Post by Klord » Thu, 13. May 21, 19:28

Are there any improvement to OOS combat from AP?

Is there an M7 (or M2) capable of fighting off an OOS Xenon Q?

By the way, we can use a satellite to notify us whenever an enemy pops in to the sector. If its a Q, jump in and fight, if not still jump in and fight, because my Heavy Centaur Prototype with an escorting Skiron got his ass handed over by a P a little while ago. Got about 40% hull damage. Its sad that the same 2 ships will easily defeat a P/PX in an in sector fight. IMO, OOS combat is the biggest bug X3 has/had which never got fixed.
Last edited by Klord on Thu, 13. May 21, 20:01, edited 1 time in total.
X fanatic. More of an X3 fanatic.
What about X4? Nah, I prefer a space simulator rather than a walking simulator.

Midnightknight
Posts: 418
Joined: Sat, 12. Jun 10, 11:49
x4

Re: Xenon everywhere after the first gate alignment.

Post by Midnightknight » Thu, 13. May 21, 19:39

I don't know i saw an Aggamemnon being blown by a Q OOS, but don't know how it was outfit. Yet it's supposed to be one of the most powerful M7 around so i would say the Q still rule OOS sadly.

I'd love to use a Shrike but if the ammo use OOS isn't solved that's no use either.

Godalmighty83
Posts: 465
Joined: Wed, 22. Feb 06, 20:34
x3

Re: Xenon everywhere after the first gate alignment.

Post by Godalmighty83 » Thu, 13. May 21, 22:55

Klord wrote:
Thu, 13. May 21, 16:19
Having more Xenon activity is actually nice. It gives a purpose to build fleets.

Until that single Q demolishes your fleet in OOS combat, and unluckily every sector seems to be spawning Q's in bulk. There are already 4 in my Hub sector which have destroyed just about everything I own.

Disabling DR gave me a second wind with the game, but the flood of Q's have finished that off.
Xtended Mod Player.
Boron Hammerhead Pilot.

Ilikethis
Posts: 5
Joined: Tue, 11. May 21, 14:34

Re: Xenon everywhere after the first gate alignment.

Post by Ilikethis » Thu, 13. May 21, 23:22

Losing traders to Qs who patrolling Void sectors (because they can) when you have one M6 and 5kk is not so engaging tbh. Mostly because they make already slow paced X3 gameplay even more slow paced. Curious can they actually destroy your PHQ for real Farnham's Legacy experience?

Godalmighty83
Posts: 465
Joined: Wed, 22. Feb 06, 20:34
x3

Re: Xenon everywhere after the first gate alignment.

Post by Godalmighty83 » Thu, 13. May 21, 23:25

Ilikethis wrote:
Thu, 13. May 21, 23:22
Curious can they actually destroy your PHQ for real Farnham's Legacy experience?
Yes.

And be careful if you destroy Xenon in split territory as that will make the Boron mad and then they will destroy your HQ.
Xtended Mod Player.
Boron Hammerhead Pilot.

Midnightknight
Posts: 418
Joined: Sat, 12. Jun 10, 11:49
x4

Re: Xenon everywhere after the first gate alignment.

Post by Midnightknight » Fri, 14. May 21, 00:40

I'm seriously hoping to be able to get the human Hyperion fast before they ruin everything so i can at least fight back a bit. But there are a few weirdness in this mission too lol.

I think my game is just screwed, there is no way i will be able to kill all those Q from my hub and Profit center alpha before they destroy everything ... And getting a M7 is way over the credits i could get. (40M for a naked aggamemnon while not being able to trade freely ... god.)

I hope i could at least find some laser towers but i could only get one so far and there is a second sold by the splits ... But need more rep ... And i can't afford having borons as enemies so far >.<

dony93
Posts: 3781
Joined: Sat, 1. Dec 07, 14:41
x3tc

Re: Xenon everywhere after the first gate alignment.

Post by dony93 » Fri, 14. May 21, 01:40

Qs are VERY easy to kill with the Nemesis. Just go very close, stay on top where they have a huge blind spot and shoot. They often jump away when you take down the shields.

chip56
Posts: 500
Joined: Mon, 13. Apr 20, 21:52

Re: Xenon everywhere after the first gate alignment.

Post by chip56 » Fri, 14. May 21, 02:18

dony93 wrote:
Fri, 14. May 21, 01:40
Qs are VERY easy to kill with the Nemesis. Just go very close, stay on top where they have a huge blind spot and shoot. They often jump away when you take down the shields.
In my game the biggest issue was not that i could not kill it if i pilot the nemesis. it was that it made no difference. Just a few minutes after killing it the next Q would arrive. For now i playing with the cheat mod and i just dropped a M2 in the hub under my control to defend against xenons. With that i could actually enjoy the game for a couple hours again since i did not have to babysit those sectors and could just explore, fight and trade somewhere else. However just now the xenons actually send a Q and so many other ships that they managed to beat the titan down far enough that the 0 shields emergency jump triggered.

Midnightknight
Posts: 418
Joined: Sat, 12. Jun 10, 11:49
x4

Re: Xenon everywhere after the first gate alignment.

Post by Midnightknight » Fri, 14. May 21, 02:30

dony93 wrote:
Fri, 14. May 21, 01:40
Qs are VERY easy to kill with the Nemesis. Just go very close, stay on top where they have a huge blind spot and shoot. They often jump away when you take down the shields.
And how you do that out of sector? Just asking cause we are speaking of Q's being really strong OOS and you answer "It's easy go in their dead spot." Eh ok.

dony93
Posts: 3781
Joined: Sat, 1. Dec 07, 14:41
x3tc

Re: Xenon everywhere after the first gate alignment.

Post by dony93 » Fri, 14. May 21, 09:22

Midnightknight wrote:
Fri, 14. May 21, 02:30
dony93 wrote:
Fri, 14. May 21, 01:40
Qs are VERY easy to kill with the Nemesis. Just go very close, stay on top where they have a huge blind spot and shoot. They often jump away when you take down the shields.
And how you do that out of sector? Just asking cause we are speaking of Q's being really strong OOS and you answer "It's easy go in their dead spot." Eh ok.
You said you want the new Terran M6 to "fight back" (obviously IS), and that there's "no way you can destroy all those Q before they destroy everything". It doesn't look like you were talking about killing them OOS. Just jump IS and destroy them, because until you get a Kyoto or a Megalodon there's no way to do that otherwise. Adapt.

Post Reply

Return to “X³: Farnham's Legacy”