[X3LU] Mayhem 3.21b

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
captainyesterday555
Posts: 11
Joined: Tue, 14. Mar 17, 02:17
x3ap

Re: [X3LU] Mayhem 2.9.12

Post by captainyesterday555 » Fri, 13. Sep 19, 20:35

Any idea how soon 2.9.13 will be available? I want to start a brand new Mayhem run, but will hold off until the latest version is ready if it's happening really soon.
Que sais-je?

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.9.12

Post by Joubarbe » Fri, 13. Sep 19, 20:51

2.9.13 released

Montaigne's patch.
(he would be proud)

captainyesterday555
Posts: 11
Joined: Tue, 14. Mar 17, 02:17
x3ap

Re: [X3LU] Mayhem 2.9.13

Post by captainyesterday555 » Sat, 14. Sep 19, 02:19

You are the best. Thank you, and good patch name.
Que sais-je?

User avatar
alexalsp
Posts: 1823
Joined: Fri, 18. Jul 14, 05:28
x4

Re: [X3LU] Mayhem 2.9.13

Post by alexalsp » Sat, 14. Sep 19, 19:38

I noticed that. Is it an error or should it be? :gruebel:

English version, new start. 2.9.13

https://imgur.com/3rXxRFx
Spoiler
Show
Image

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Sun, 15. Sep 19, 10:01

Intended. Not super "end-user" friendly, but still. It's better to directly see the name of the internal command.

Joelnh
Posts: 429
Joined: Wed, 3. Mar 10, 00:12
x3tc

Re: [X3LU] Mayhem 2.9.13

Post by Joelnh » Sun, 15. Sep 19, 14:39

just started a new game and noticed a few things.

Station Agent doesn't do much when assigned to a complex.
Some ships have 2 entries in compendium, one for Terran and one for ATF... my guess is this is intended for future design changes to be done why ATF.

Along the lines of the double ships above, are you planning to add player specific Sohnen Ships or new Corporation Ships? that would be great!

Thank you for a great Mod to a Great Mod!

dontshoot
Posts: 114
Joined: Sat, 17. May 08, 22:20
x3tc

Re: [X3LU] Mayhem 2.9.13

Post by dontshoot » Sun, 15. Sep 19, 20:46

After the update from 2.9.12 to 2.9.13 many researched ships are no longer available to build.
It looks like the cost change also affects the researche points needed, so you have to research them again to fill up the difference in old research value to the new one.

Is this intended or just a byproduct of the price change?

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Sun, 15. Sep 19, 20:49

So they are not "no longer available to build" after all?

dontshoot
Posts: 114
Joined: Sat, 17. May 08, 22:20
x3tc

Re: [X3LU] Mayhem 2.9.13

Post by dontshoot » Sun, 15. Sep 19, 20:59

Aamon as an example:
In 2.9.12, it needed 57 research points I believe. In 2.9.13 70 points are needed.
I cannot build them anymore without researching the 13 missing points.

As I did some modifications to the t-file, this affects most of my ships because I of course forgot to NOT override the modified one. However, even without modification I think the problem still exists for the ships that had their prices increased.

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Sun, 15. Sep 19, 21:22

So what's the problem with researching the 13 missing points?

Joelnh
Posts: 429
Joined: Wed, 3. Mar 10, 00:12
x3tc

Re: [X3LU] Mayhem 2.9.13

Post by Joelnh » Tue, 17. Sep 19, 02:37

My play through I started as Allied to ATF / Terran, I got the company mission about a stock exchange.
I was about to hunt xenon and pirates for rep And got the completed mission message about a minute later.

IceExplosive
Posts: 50
Joined: Sun, 13. Jul 14, 22:40
x3ap

Re: [X3LU] Mayhem 2.9.13

Post by IceExplosive » Tue, 17. Sep 19, 13:49

Joelnh wrote:
Tue, 17. Sep 19, 02:37
My play through I started as Allied to ATF / Terran, I got the company mission about a stock exchange.
I was about to hunt xenon and pirates for rep And got the completed mission message about a minute later.
Because ypu were at war with Lizzards... Its a workaround for case when you declare a pernament war and are stuck cause you cant improve rep anymore.

User avatar
Hairless-Ape
Posts: 321
Joined: Wed, 6. Nov 02, 20:31
xr

Re: [X3LU] Mayhem 2.9.13

Post by Hairless-Ape » Wed, 18. Sep 19, 05:02

Are you no longer supporting the mod Ju-Barbie ?

So much potential.. died so young.
Out of my mind. Back in 5 minutes.

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Wed, 18. Sep 19, 18:18

Hairless-Ape wrote:
Wed, 18. Sep 19, 05:02
Are you no longer supporting the mod Ju-Barbie ?

So much potential.. died so young.
Uuuhhh... Ok. I'd say you've drunk a bit too much today.

Shomey
Posts: 86
Joined: Sat, 21. Dec 13, 20:03
x4

Re: [X3LU] Mayhem 2.9.13

Post by Shomey » Thu, 19. Sep 19, 15:42

I was wondering how other players make money in Mayhem. I'm currently working to my 3th OCV invasion and I have been at war with the split from around the start of the game. I also just went to war with Argon aswell. I'm building my third m7 and currently boarding M1`s. I have 10-15UT which constantly go to standby and stop working and my only income seems to be selling overstock of energy cells and maybe a mission or 2. I'm not yet set to build shields and lasers so I still have to market a lot of them. I have 6-7 sanctuaries(not sure) and my threat is at 10. I need to get more millitairy up for the OCV and invading sectors with 2x m7 and 20x m6 is going to slow. Seeing that I have so many enemies I have trouble maintaining a sat network for traders anyway. I have like 30-40 sectors sattet max.

Should I produce shields and weapons to sell them?

User avatar
Hector0x
Posts: 998
Joined: Mon, 18. Nov 13, 18:03
x3tc

Re: [X3LU] Mayhem 2.9.13

Post by Hector0x » Thu, 19. Sep 19, 17:39

Shomey wrote:
Thu, 19. Sep 19, 15:42
I was wondering how other players make money in Mayhem. [...]

Should I produce shields and weapons to sell them?
Shield and weapon production provides by far the best large scale passive income i've found yet. It can render money completely irrelevant for maintenance or buying goods (and enables you to use it more as a strategic resource for diplomatic interactions). Go for small equipment. This seems to be more profitable than big guns.

I didn't try UT's, or missle production.

Mining can be profitable too. Even if it's more limited than with standart LU. A handfull of small mining fleets, spread out in various sectors and a courier collecting from all of them can provide a safe, reliable small to medium passive income. Boarding capships which have loads of expensive heavy guns is also viable for a medium active income.

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Thu, 19. Sep 19, 17:40

If your UTs constantly go on standby, there's something you did not understand. I suggest reading the command information. Do they have a homebase? If so, they'll stay around it, and that's not the best way to make them gain experience. If not, put them into another area, because they don't find any good opportunities where they are (and they obviously won't trade with your enemies). Also make sure you did not blacklist any valuable sector. 10-15 UTs is a pretty low number in mid-game. They can be very profitable.
Other source of income generally are: miners, vanilla missions, company missions and crafting stuff for selling. Having a universal collector is also helpful in early games.

Shomey
Posts: 86
Joined: Sat, 21. Dec 13, 20:03
x4

Re: [X3LU] Mayhem 2.9.13

Post by Shomey » Thu, 19. Sep 19, 18:56

Thanks for the tips. Still some questions:
When capping ships do I strip them or does gear get sold with them?
Vanilla missions max out against m7 groups or do they get even harder?
For mining, do I need ships with drilling thingies? Those are only m3 with miner in the name? Do I need a homebase for that as in a TL? I remember those from LU.
My component stations(3in1) usually have 1 or 2 of the factories flashing, even tho they are fabricating and stocks seem to be fairly full. Is there a way to see the required materials for each component and the number needed for each cycle besides building the single factories to check?

As for UT. Not sure(game not open) if they have a homebase but they are deployed far from my factory since starter unknown sector isn`t very central. It could also be that the sat network is rather poor where they are. Could that make them standby? With 2 wars sectors do get limited. Guess I can build some rangers, jump them around and then let them place sats.

In my last Meyhem game(1,5 years ago) I used to have 60-80 UT`s but back then I did no wars, no company things. Dint know invasions scaled back then. I thought I would get killed instantly. I can build 50+ UT`s right now if need be, sat coverage is the biggest issue.

I guess I keep boarding and get some small weapon fabrication setup. They dont require the hardest materials. Just missing the crystals.

IceExplosive
Posts: 50
Joined: Sun, 13. Jul 14, 22:40
x3ap

Re: [X3LU] Mayhem 2.9.13

Post by IceExplosive » Fri, 20. Sep 19, 07:23

Profitable and cheap are also chaff missiles... They dont even require Warheads.

Joelnh
Posts: 429
Joined: Wed, 3. Mar 10, 00:12
x3tc

Re: [X3LU] Mayhem 2.9.13

Post by Joelnh » Fri, 20. Sep 19, 13:12

I really like the expedition system you implemented... I haven't tried boarding other ships yet, will figure that out this weekend.

Is there an easy way to add more perks?
And expand on existing ones.

i.e. RudderPerk - 1 rudder upgrade
Tuning 2 - another point of tuning
Rudder 2 - another point of rudder
Stealth Satellite - maybe a new factory to create stealth satellites, that are ignored or targeted last (all other enemies killed first)
Enhanced Satellite - Has scanner that will show entire sector when placed in 1 corner.
Cargo - More Cargo Space
More Marines

Many more things could be added, I know some can be changed in T file but think having it unlock through gameplay is more enjoyable.

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”