[X3LU] Mayhem 3 BETA 7

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Joubarbe
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Post by Joubarbe » Tue, 28. Jul 15, 12:27

For any bug report, please upload a savegame and tell me what to do to reproduce the bug. If I can't reproduce it, I won't be able to solve it. Galaxy files are also necessary, in X3\mayhem_galaxies.
Consider leaving a full review on ModDB, it helps :)


CHANGELOG

Version 3.0 BETA 8 (NOT YET RELEASED)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

New features
  • None.
Changes
  • Added a 9972 option to disable Outposts production messages (started, stopped or interrupted).
  • Added a 9972 option to disable player ships fallback manoeuvres.
  • The Xenons spawned by the Patrol missions do not appear in an adjacent sector anymore, but in the sector indicated by the mission briefing.
  • Missions max. per sector increased from 1 to 2.
  • Added a Mission Briefing command in the Additional Ship Commands section. With that command, you can review the mission briefing of the station you're docked at at anytime. Most importantly, it allows you to accept or abandon a mission with any of your other ships.
  • Missions are no longer restricted. You can take multiple mission types at the same time if you want.
  • When Yakis sabotage a station, they spawn some fighters from that station. Spawned from thin air, yes, but that simulates the fact that they've managed to get there by sneaking, and they get caught when the sabotage is done.
  • Loot: Xenons can drop their stuff.
  • Loot: doubled the drop rate.
  • The fleet settings menu now indicates the slowest ship of the fleet. For technical reasons, it's not possible to automatically assign a new leader from this screen.
Fixes
  • The Crystal Transmuter command check was not considering regular Crystals.
  • "Artefacts detected" could be displayed when there was no artefact anymore in the sector.
  • Agents and Traders could get stuck if, because of a faulty import-export setup, the supplier was the same station as the consumer.
Version 3.0 BETA 7 (31/05/2020)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

New features
  • Xenons love your Jump beacons.
Changes
  • Ships that have no main turrets now have a different combat tactics against stations. By default, they rotate around themselves, making sure every possible weapon loadout is always working. Can be changed in the 9972 t-file.
  • When joining a fleet: 1/ a carrier cannot join another carrier 2/ all ships owned by the carrier automatically become support ships.
  • All ships should no longer fire missiles that are too big for their target. In other words, if the missile damage is greater than the current hull of the target, it won't be fired.
  • Several improvements have been made to the Template Manager menu. You can update the selected template (from another ship), and apply the current configuration to a list of ships that are of the same type.
Fixes
  • Agents and Traders: they were not checking if they had enough place in cargo bay before even considering importers and exporters.
  • Task Force fleets could attack satellites and beacons owned by non-enemy factions.
  • Your ships will now dynamically reevaluate their leader's position and check if a new jump beacon path is available to get to him. Previously, they would sometimes go through gates after the leader used a jump beacon.
  • Couriers could get stuck when cargo bay was full.
  • The Ascension screen was showing empty texts when Quickstart was selected.
  • Regular Crystals were not transmutable.
  • The drastic increasing of HUD targets were - still - causing crashes during big battles.
  • OCV and Xenons were enemies.
  • OCV was not conquering sectors as it is supposed to.
  • Removed the "Your ship X was not allowed to dock at Y" message. It was useless and could show when it shouldn't.
Version 3.0 BETA 6 (27/05/2020)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

New features
  • Redeem yourself at pirate bases! ... for a ton of money.
Changes
  • AI builds more Battle Groups, Border Patrols and Police fleets.
  • Added an AI cheat to automatically equip their ships if they are waiting for a very long time to be outfitted (4 hours by default).
  • AI logistics is smarter. Side effect: the Job presets have changed a bit, and all your custom presets will be erased (AI and player use the same presets).
  • Police fleets can now go into Unknown territory.
  • It's no longer possible to setup a mobile mining fleet.
  • Added a Fleet settings hotkey. Because of how X3 handles hotkeys, you'll have to remap most of them.
  • Added two fleet orders in the Fleet settings menu: "join all" and "priority attack".
  • "Target nearest fleet leader" now cycles through all leaders present in active sector. Plus, clicking a leader inside the Fleet settings menu now targets him if he's in your sector.
  • Courier: it's now possible to add a category of ware for Load and Unload tasks, and to select any of your ships, including miners. Menu bug fixed.
  • Companies are now allied to Xenons, Pirates and OCV to make sure the economy can still work in some very chaotic situations.
  • Increased the amount of Trading stations. New galaxies only.
  • The AI will now recycle its non-capital ships when they are heavily damaged (< 50%).
  • Debris are created around pirate bases and when an asteroid is spawned for a mission.
  • Tugs and Looters don't go in hostile sectors anymore.
  • You can access your production tab directly through the Outposts menu. Also, it now shows the name of the Outpost and not the sector, as it should always have.
  • Previously, Agents who were importing had a "strict import" policy when the load cargo was set to max. Now it really loads to the max of its capacity.
Fixes
  • Crystals and Silicon were not properly imported by Outposts, which could lead to a serious bottleneck in the AI production chain.
  • Agents were having difficulties when they were docked at their supplier, and when multiple Agents on this supplier were trying to export the same ware.
  • The drastic increasing of HUD targets were causing crashes during big battles.
  • Xenons didn't have any real missiles.
  • "Your fleet has no leader" message were displayed when one of your fleet got destroyed. Now, instead, it shows the new leader's name that is automatically assigned when a fleet leader is killed.
  • The perk "Faster Research" was not working.
  • A ship newly created would not properly join his fleet when it was set as a homebase.
  • A good part of the jump beacon system has been recoded to properly consider same-sector beacons and fix other issues.
  • Cheaper Stations info was wrongly indicating that the cost reduction was 50 %, but is in fact 25 %.
  • Specialization calculation was wrong.
  • Battle Group fleets could get stuck when trying to retreat to a safe sector.
  • Auto-assign could assign more Workers than the Outpost was allowing.
  • Calculation of factory import-export thresholds was wrong when the maximum stock was less than 100.
  • Fleet suppliers were not doing their job when there were enough missiles to supply the fleet.
  • The Research stations menu in the personal console was not properly showing the total cost of projects.
  • Agents "wait for full cargo load" setting wasn't really working.
  • It was impossible to heal marines.
  • HOTFIX 1: A ship trying to jump from beacon to beacon was not considering the total number of jumps he would need to go to its final destination.
  • HOTFIX 2: Agents and Traders could get stuck when preliminary conditions were checked and ok, but when the trading task failed for some reasons.
Version 3.0 BETA 5 (21/05/2020)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

New features
  • None.
Changes
  • Pirate bases spawn far from sector center.
  • Added a spawn limit to pirate fighters, customizable in the t file.
  • Reduced number of pirates spawned (now scaled to number of sectors you own divided by 2, 3 or 4 depending on difficulty). Scaling can be deactivated in the t file if you really want only 1 fighter to spawn at once.
  • Also reduced the maximum number of pirate bases that can be created in the whole galaxy at gamestart.
  • Increased pirate fighters spawning delay from 10 to 15 minutes.
  • All pirate fighters in your current savegame will be destroyed after updating.
  • Increased NPC factories import thresholds from 10 to 20%.
  • Only Battle Group and Task Force fleets are now able to retreat when overwhelmed.
  • Battle Groups will now attack a sector even if the combat ratio against the defenders are not in their favor.
  • There's now a maximum time during which an AI fleet can retreat.
Fixes
  • Trade product search.
  • Trade command buy/sell; also changed a bit their menus.
  • Bailed ships could bailed twice.
  • Sector ownership could change to Unknown when a station was destroyed.
  • All fleet leaders were selected according to their current max. speed instead of their max. speed. It would sometimes lead to a very damaged M3 leading an M2.
  • Sometimes a fleet ship that was getting repaired was not properly rejoining the fleet when finished.
  • HOTFIX 1: Stuck squadrons.
  • HOTFIX 1: Stuck company traders (and they now have parents who gave them proper names, instead of "Unknown object", which is not very nice while playing with other kids).
  • HOTFIX 1: Bailed ships were not capturable, thanks to another vanilla command that doesn't work. All abandoned ships are destroyed after updating.
  • HOTFIX 2: Company Traders didn't have any money to spend!
Version 3.0 BETA 4 (19/05/2020)
Previous savegames compatibility: YES.
Previous galaxies compatibility: NO (do not start a new game on your current galaxies).

New features
  • Galaxy generator: Race relations.
  • Galaxy generator: Six new traits that replace the previous ones: Scattered galaxy, Hollowed galaxy, Extra sector stats, Random distribution, Clustered Xenons, Limited enclaves.
  • Galaxy generator: Possibility to fully deactivate each race (down to 1 race minimum).
Changes
  • Outposts repair rates have been drastically increased.
  • Xenon blueprints are researchable in Research stations.
  • Yakis goal increased from 2 to 3 (no spoil).
  • "Yakis reputation hit" has been removed.
  • Yakis debt system, on by default, can be deactivated in the t-file. Without infinite resources, they're just completely useless.
  • AI retreat is now a t-file customizable value, and it's OFF by default. Why? Because I thought it was a good idea for them to reassess their chance of success when one of their ships get killed, but without jumpdrive, it's a slow process to retreat and they often fail at it. It was weird to see them suffering heavy losses without retaliating. So now, they fight to the death.
  • Ships don't fall back when their target is a station (not to be confused with the retreat that is mentioned above; "fall back" is a tactical temporary individual retreat).
  • The one-fall-back-per-combat rule only applies to damaged shields (a ship can still fall back multiple times to recharge its lasers).
  • When Traders are looking for Outpost needs, they will now sort the wares by quantity. For imports, that means that highest demand will be taken care in priority.
  • The Docking Restrictions menu is replaced with a Station Information menu, that also gives you info about every ware in every station, including import-export thresholds.
  • In your Outposts, the Traders menu has a new option called "External trade: import maximum value", allowing you to control how much credits a Trader is authorized to spend for each external trade. Can be set to 0 to forbid external trades that are not related to Outpost's needs.
  • Agents are now also affected by trade locks. Previously, when a Trader wanted to buy or sell a ware, he was "locking" the ware, creating a synchronization with every other ship, without impacting performance. However, this system was not extended to Agents. Now it is.
  • The Assignments screen (from the Station settings menu) is now also available in the Administration tab of your Outposts.
  • The three difficulty questions are now regrouped into one single more explicit question. Also removed the question about your reputation with your current faction.
  • The "Fame" Ascension now requires to kill pirate ships instead of increasing reputation with other factions (still requires to increase your own faction reputation).
  • Added a confirm message when conquering a sector would put you in negative reputation with one of the neighbours.
  • Galaxy generator: the dominant race is more dominant.
  • HOTFIX 1: Battle Groups can now claim sectors they don't monitor.
  • HOTFIX 2: Outpost events are less frequent.
Fixes
  • Exploit with Traders and AI Outposts.
  • Some functions were removing empty stocks from station inventories.
  • Fighters were not doing any damage to stations, plus there was an unnecessary OOS range calculation.
  • Recycling a ship was not stripping it from its wares and equipment.
  • Autorename was not adding homebase name to several Workers.
  • Galaxy generator: it was sometimes generating sectors of #undefined race, which lead to the game engine not creating those sectors at all (and potential crash if this happened to be your spawning sector, plus probable weird behaviors).
  • Bailed ships were not "dropping" an astronaut.
  • The calculation of the conquest penalty was wrong: it was taking into account the sector you were currently conquering (ie. it was based on the number of sectors you would own after conquest, instead of the number of sectors you owned).
  • HOTFIX 1: Agents were considering their own Outpost as valid client.
  • HOTFIX 2: Pirate bases didn't spawn any pirates.
Version 3.0 BETA 3 (13/05/2020)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

New features
  • None.
Changes
  • Docking lights from wormholes have been removed. Side effect: all docking lights are removed, which I think it's a good thing. (if you want to restore them, delete 10.cat\tex\true\68.jpg)
  • In previous versions, Agents and Traders were re-checking the import-export thresholds of their targets on arrival. Now, only the export threshold is checked again.
  • AI now dynamically changes the max. range of its Outposts depending on their location and the number of sectors they own.
  • AI will build more looters and tugs, and tugs will no longer be TM.
  • The delays of Xenon invasions have been increased.
  • Bailing is limited to 2 ships max. per sector. Note that all neutral ships of your current save will be wiped out after updating.
  • The "collision sphere" of all gates have been increased. This change only applies to new galaxies.
  • Trading Stations no longer trade Energy-Cells and Waste.
  • AI Outposts now also import Hull Plating, Computer Components and Quantum Tubes.
  • New model for Research Stations. Actually the one from LU's SCH. Smaller is always better for stations, and the previous model was too big.
  • Increased Waste production from 1 to 6.
  • Missing resources are displayed in red for all crafting.
  • The amount of reputation you lose to adjacent factions when conquering a sector now depends on the previous number of sectors you own. Your second sector will cost you 500, third one 1000, fourth one 1500, and so on.
  • After you, the player, destroy the last station of a sector, you will no longer automatically conquer it. Instead, it will go to Unknown race, and you'll have to build a station to conquer it.
  • It is now possible to make fleet followers less aggressive by setting the followers scanning range to 0 km. Hint text has been updated, because it wasn't very clear before.
  • All your Workers are now using Fly Safe commands instead of the default move. Bear in mind that the algorithm will still pass through blacklisted sectors if they are considered safe. "Fly Safe" does what it says: it flies through safe sectors if it can, or default move if it can't. AI Workers are not affected, for performance reasons. Can be deactivated in the t-file.
  • The starting TL now appears closer to your spawning sector.
  • Wares added to the Traders menu of the Outposts Logistics section now appear in the inventory of the Outpost. Affects both AI and Player's Outposts.
  • AI's Outposts are now open to your Traders. That includes your trade run ships. You cannot buy things from Outposts that the AI doesn't want to sell (like weapons or crafting resources).
Fixes
  • The galaxy generator was deleting some savegames even if "do not handle my savegames" was ticked.
  • Tugs were sometimes crashing the game when trying to unload their ships while being docked.
  • Tugs and Looters synchronization was not always working.
  • Escort ships were endlessly trying to follow ships they shouldn't follow, freezing them in space.
  • Lasers could appear as valid blueprints.
  • Traders were ignoring Trading stations and Pirate bases.
  • Mines had wrong yield. All mines (yours and AI) will be rebuilt with a yield of 100.
  • It was possible to jump to abandoned ships (but it didn't work well).
  • A sector with an Outpost could still be Unknown.
  • Some ships were not getting close enough to their target when attacking a station.
  • The mission "Learn To Jump" was sometimes not triggered. If you're affected by this bug, the game will give you the mission again after updating.
  • Company Traders were sometimes unloading their wares at their trading station, creating tradeable wares that shouldn't be.
  • There were several problems related to the new bailing system. They have all been fixed. A radical solution has been implemented to ensure that: every time a ship bails, it got duplicated and the engine recognizes the copy as a fresh new neutral ship.
  • Research Stations were crashing the game. They are all rebuilt in your game, so maybe to a slightly different location or rotation.
  • Fixed some combat behaviors. Among other things, ships can now fallback only once per fight, and they do not react to attacks during their fallback (both could lead to endless cycling passive behavior).
  • Fly Safe Path commands were ignoring jump beacons.
  • Trade reports.
  • NPC ships would buy from your stations even if they considerate the price too high.
  • Trade Run commands were ignoring import-export thresholds.
Version 3.0 BETA 2 (07/05/2020)
Previous savegames compatibility: NO.
Previous galaxies compatibility: YES.

New features
  • Pirates. They have bases in some random Unknown sectors. They harass freighters.
  • Bailing. New bailing system, disregarding the old one. This new system is bound to the new combat mechanics where a ship can fall back for a while before returning into the fight. He will reevaluate at this time if whether or not he wants to go back to his mom.
  • Loot. New universal loot system, disregarding the old one. Every ship can drop stuff when destroyed, including your own ships, and all freighters drop a part of their cargo, whoever kills them.
Changes
  • Traders no longer import more than the Outpost is asking (from the import threshold).
  • Traders and the ships that scan asteroids now take your Blacklist into consideration.
  • Tax value is reduced.
  • Combat missions: the difficulty level has been drastically reduced. The general idea now is that those missions are only viable in early-game. I had the idea to fully scale the enemy strength to player's, but gameplay-wise, it's better to avoid massive spawn in mid and late game. It still scales to Fight rank though.
  • Economy: the price range has been reduced for Ore and increased for almost all other resources. There now should be more trade opportunities.
  • Economy: I've rewrite a good part of the logic behind AI decision about station building. Now they should be smarter and build all the factories they need (previously they were not able to build Protein Paste factories).
  • AI Outposts no longer import-export crafting wares. They have Agents to do that, and it should be enough. They are, however, still exporting Waste, food, colored crystals and minerals.
  • The AI builds more factories when the galaxy expansion is set to Early.
  • Introducing... Zeus. Also known as The Garbage Collector (I'm an expert in Greek mythology), this script checks all idling / stuck ships and make them do something. Of course it doesn't affect player ships.
  • Xenons work differently. Now they have small regular invasions that only attack other ships, every half an hour, scaled on player's strength (number of sectors in fact). They should be manageable. Bigger invasions come later in the game, and attack stations.
  • Realistic economy is great, but on the long term, the AI has hard times building the station it needs. Which is a serious problem as it stalls every other crafting. So I've added a debt system, only for stations. There is a global debt system that is off by default, that makes the AI build anything and pay later if possible (or never if not possible). The debt system for stations only is on by default.
  • Outpost's models have changed. They don't have these spikes that could mess with collisions, and they have a nice round shape. They have infinite fighters and freighters, + 4 capital docks. Thanks to XenonArchitect7.
  • Food production and consumption have been drastically reduced. An Outpost can now produce food for two other consuming Outposts.
  • Production of Energy-cells from the Solar Panels perk has been doubled. I've also added a customizable multiplier in the 9972 t-file.
  • The Acquisition mission (used ships) will spawn more frequently.
  • Added synchronization for Looters and Tugs.
  • When you have a Mapping diplomatic favor with a faction, it will now give priority to put satellites for you. Before, they had so many sectors to map that they rarely had times for player sats.
  • Repair laser is back. A bit faster than in LU, but with a range reduced at 100 meters.
  • Added CCDS to every ship that receives Chaff when the AI is able to afford them.
  • It is no longer possible to become the enemy of a faction after cancelling a mission (ie. no negative reputation).
  • Halved speed of missiles. They were too fast to hit small targets.
  • Both Flak Artilley Array and Cluster Flak Array see their Rate Of Fire drastically reduced. DPS and projectile speed are the same.
  • Some important changes have been made to make Agents and Traders a lot easier to handle. See the Logistics section of your Outposts. Command descriptions and encyclopedia have been updated.
Fixes
  • Shields display had kJ and kW as suffixes.
  • Custom player name was disregarded in some messages.
  • Sometimes stations could spawn too close to gates. Min. distance has been increased from 5km to 10km.
  • Some AI ships, when attacking a station, were not going close enough to the target to reach it.
  • Some missions were not starting, due to a callback unknown problem. In consequence, missions will always trigger, no matter if you read the associated message or not.
  • Outpost events were repeating themselves endlessly.
  • Template outfit was respecting the export threshold (making it impossible to outfit any ship in most cases).
  • Some ships were getting stuck while trying to jump out of existence (this behavior can happen when a ship cannot find anything to do).
  • It was possible to jump to non moveable ships, like satellites, with the Experimental Transporter Device.
  • There was an internal conflict that prevented the commands Move To Nearest Beacon and Move To Coords to be accessible in the navigation menu.
  • The game was sometimes freezing when the AI was trying to build a mine with no viable asteroids in reach.
  • Garbage quality ships had the same costs than Normal quality ones.
  • Xenons were conquering sectors and even proposing truce to the player! (this was a lie though, as they never had any intention to really make peace with you).
  • Xenon M's cockpit was "misplaced". Thanks to XenonArchitect7.
  • Traders and Agents were trying to transport wares of higher cargo class than possible.
  • Station settings was flickering after assigning a ship.
  • Workers were not properly restricted for the player.
  • Performances have been slightly improved.
  • Huge ships (including TL) were ignoring fighters even when they had no previous target.
Version 3.0 BETA 1 (30/04/2020)

Initial release.

If you're coming from Mayhem 2, you must install Mayhem 3 from scratch, on a fresh folder of X3AP. Mayhem 2 is NOT compatible with Mayhem 3.
If you're coming from the "Playground" alpha version, please remove your Mayhem Game Creator folder, as all the files of the program are now installed into your X3 root folder. Also, you can remove your previous addon\scripts folder. All savegames and galaxies of the alpha version are incompatible with this beta.
Last edited by Joubarbe on Fri, 5. Jun 20, 03:12, edited 1336 times in total.

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Hector0x
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Re: [X3LU] Mayhem

Post by Hector0x » Tue, 28. Jul 15, 18:27

Awesome stuff!
Joubarbe wrote:Not compatible with LU's Export/Import.
Can you explain this a bit further? If i hit the shiny "Export empire" button it

a) will melt down my CPU
b) would be pointless, because i couldn't select the import gamestart afterwards
c) works, but doesn't export any of the mod features like sector ownership and basicly starts it all from scratch while keeping player assets and OCV/Phanon state
d) kills my bunny

In short: Are we stuck at one LU codebase?

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Joubarbe
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Post by Joubarbe » Tue, 28. Jul 15, 19:12

Well, making Mayhem compatible with E/I would mean to spend a lot of boring work, and IMO, LU is good enough as it is in 1.5.2. Maybe, if Litcube comes back with a lot of updates, I'll reconsider, but for now, you can export your empire, but I deactivated the import feature on the New Game screen. The reason is that it would not import any of the Mayhem features, not even the new stations and the universe configuration. That would be pointless.

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Hector0x
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Post by Hector0x » Wed, 29. Jul 15, 17:29

It should last for a decent time i guess. Making another copy of the LU Backup right now. I'm thankful for your hobby selection.

Shomey
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x4

Post by Shomey » Wed, 29. Jul 15, 19:15

This looks amazing. A painfull Yaki start seems nice.

How does the player deal with stations you cannot obtain because of racial wars? Like Yaki, I don't believe they have much stations by themself. And something like a PHQ, isn`t it only buyable at an argon shipyard?

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Joubarbe
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Post by Joubarbe » Wed, 29. Jul 15, 19:28

If you really want a PHQ, you better make Argons your new friends :) A lot of Borons to kill in their sectors. And now with the bounties, it should be easier.

ColeTahn
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Post by ColeTahn » Sat, 1. Aug 15, 11:04

I assume you have to start a new game or does it work with an existig one,no matter how far the player is?

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Joubarbe
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Post by Joubarbe » Sat, 1. Aug 15, 11:14

Yes, new game is required.

I recommend waiting for the 1.0 RC, coming soon, if you want a serious game. Yep, sorry, it's probably stupid, but I changed more things that I anticipated first. I also have more time to fine tune this mod.

Shomey
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x4

Post by Shomey » Mon, 3. Aug 15, 18:11

Just wondering how you get enough money without much trading. Is there lots to gain with combat? And from there build some infra to get missiles and such?

Did you beat this gamemode yourself?

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Joubarbe
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Post by Joubarbe » Tue, 4. Aug 15, 18:10

"Without much trading" ? You mean that if you don't have the whole universe, you won't make profits ? IMO, it's untrue. I can be wrong, but with the inflation, I'm under the impression that my traders make the same profits as before, if not more.

Besides, in LU, mining makes a lot of money. Some players seem to forget that.

And yes, combats, especially bounty hunting, + all bails and wares that get on the numerous battlefields between races, have good rewards.

I didn't beat the game with this mod ; but I'll release it anyway, because after the same number of days in several test games, my empire is in better shape than in LU's vanilla. Making war everywhere gives a lot of opportunities.

Shomey
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Post by Shomey » Tue, 4. Aug 15, 18:14

What I mean. Since only the Teladi + one other empire will like you from the start there are less sectors to trade in.

In my 'vanilla' LU I had 7-8 mining fleet but it din`t seem to do much. Maybe my setup is bad. Maybe guns and missiles instead of full mining drills.

I`m trying your mod anyway. Maybe the full combat start will be fun from the start.

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Joubarbe
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Post by Joubarbe » Tue, 4. Aug 15, 18:20

Well, I have more fun in Mayhem than in Vanilla, so I think it's good and that some people can also have some fun :)

But I'm playing with the unreleased 1.00RC, that I'm going to release before the week-end. A lot of things have changed.

Shomey
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Post by Shomey » Tue, 4. Aug 15, 18:53

I better wait then.

I really like LU for the new mechanics and tools it gives. But the OCV seem so weak. They expand to slow to make me scared. I never got far in midgame/lategame because of that. I dont really feel the urge.

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Joubarbe
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Post by Joubarbe » Wed, 5. Aug 15, 18:46

1.00RC released !

------

Download

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