[Mayhem 3.9b] Rebalance Mod 0.5

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hephasttus
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Re: [Mayhem 3.8b] Rebalance Mod 0.2

Post by hephasttus » Tue, 2. Feb 21, 23:16

Joubarbe wrote:
Tue, 2. Feb 21, 22:32
hephasttus wrote:
Tue, 2. Feb 21, 22:08
When my fleet consisting of a carrier-leader and several fighters engages enemies, the fighters continously teleport in and out of my carrier mid-battle. I think every time they acquire a new target. Is there a way around this?
For any bug report, please use the official thread. (savegame + galaxy blah blah)
I think its a symptom of the player having teleporter equipment on his carriers by default via this rebalance mod, but I posted it over on the main thread as well.

Edit : fixed :)
Last edited by hephasttus on Wed, 3. Feb 21, 20:37, edited 1 time in total.

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Hector0x
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Re: [Mayhem 3.8b] Rebalance Mod 0.2

Post by Hector0x » Wed, 3. Feb 21, 08:55

i don't think this is related to this mod's Transporter Device. I observed such behavior in the main mod before. That's the main reason why i added the Transporter. So that fighters no longer take the scenic route to dock with their carrier while the fighting is still hot.

But thanks for the proper bug report + save. It seems to happen very inconsistent and is hard to nail down. Maybe Joubarbe can do something.

hephasttus
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Re: [Mayhem 3.8f] Rebalance Mod 0.4

Post by hephasttus » Fri, 5. Feb 21, 05:45

Hey boss, could you take a look at the Argon Skiron? I have 3 weapon choices for it (cluster flak, MAML, and concussion impulse generator) and all three drain its laser energy extremely quickly. It has the largest amount of guns of any Argon M6 and the second lowest laser energy, this combined with the relatively large weapon choices, it drains very fast.
Maybe it needs more laser energy, or it needs gamma ray cannons.

Thanks in advance! love the rebalance.

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Hector0x
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Re: [Mayhem 3.8f] Rebalance Mod 0.4

Post by Hector0x » Fri, 5. Feb 21, 15:58

Good catch. I'll add the Skiron to my list.

To be honest i didn't really do much in terms of global energy cost rebalance yet. I'm certain that i don't want laser energy to be a deciding factor in most ship vs. ship battles. It messes up the in-sector vs. OOS equal outcomes goal. There might be significant energy cost reductions coming in the future. Most likely paired with a global damage reduction to prevent that damage output gets too high.

But one step at a time. I need to stay in touch with actual gameplay situations to be able to make reasonable decisions. And the next Mayhem patch will also come for sure :D

hephasttus
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Re: [Mayhem 3.8f] Rebalance Mod 0.4

Post by hephasttus » Fri, 5. Feb 21, 19:30

Hector0x wrote:
Fri, 5. Feb 21, 15:58
There might be significant energy cost reductions coming in the future. Most likely paired with a global damage reduction to prevent that damage output gets too high.
Honestly that would be pretty cool, and I think might be necessary to keep things functioning, because there are at least a few other ships I've noticed that quickly run out of laser energy as well. Since you have loadouts unique to ships, laser energy consumption isn't that important anymore, because the restrictions on what you can equip is good enough at balancing things.

hephasttus
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Re: [Mayhem 3.8g] Rebalance Mod 0.4

Post by hephasttus » Tue, 23. Feb 21, 01:18

Hey chief, just checked out your youtube series, good videos, they've been entertaining me while I have been away from home.

I wanted to ask if you are any closer to an update for this rebalance mod? I think what you brought up before about reducing laser energy levels, that would fix the problems that I was having with a couple ships running out of energy.

Also, is there any reason not to take Cluster Flak Array's instead of the CIG's? They seem like the best medium weapon according to the compendium on DPS(maybe a little too good), and almost every (argon) M6 can equip it.

Thanks for your work on keeping X3 alive. I just rebooted x4 to retry it, and god it was an awful experience. I think X3 is the longest game I have played. I remember when the BSG mod came out, good days back then.

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Hector0x
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Re: [Mayhem 3.8g] Rebalance Mod 0.4

Post by Hector0x » Tue, 23. Feb 21, 11:46

I got the update ready. But want to test a bit more to make sure it's working. Also need to adjust my backgrounds to the new graphics pack v2. There will be issues if you just update Mayhem now (but nothing savegame breaking) I'll try to get it out very soon.

The Cluster Flak Array is indeed very powerful, but almost no Argon M6 can mount it in the main gun slots. It's mostly a turret laser. You can't have many of them pointing at the enemy. With Mayhem M6 AI main guns are generally firing more often than turrets.

Yeah X4 is a bit of a let down. I can see myself enjoying it someday, but it can't really replace Mayhem. Even with a few bugs or wierd complications, Mayhem can be set up to just work. In X4 i'm constantly facepalming to the point of ruining immersion.

hephasttus
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Re: [Mayhem 3.8g] Rebalance Mod 0.4

Post by hephasttus » Tue, 23. Feb 21, 23:51

Sweet, sounds good man.

What is the addon you are using that changes the icons for the different ships ? M3/M6/M7 etc...

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