[X3LU] Mayhem 3.21b

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Edna
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Re: [X3LU] Mayhem 3.4d

Post by Edna » Thu, 22. Oct 20, 12:51

The Armed Slaves quest doesn't seem to check whether you are in a war with another race and asks you in some games to land in a hostile station, meaning the Hacking feature will not be accessible in the playthrough.

Edit: Scratch that. I forgot that the Corporations are always neutral.
Last edited by Edna on Sun, 25. Oct 20, 00:28, edited 1 time in total.
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Cronos988
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Re: [X3LU] Mayhem 3.4d

Post by Cronos988 » Fri, 23. Oct 20, 09:11

Did anyone encounter a problem with TS ships trying to sell their own equipment (to a pirate station no less)?

I have just set up my first outpost, the only ware in the list is the food the outpost needs. However, instead of importing that, the trader (a claimed Bragi, so not a bailed TS) tries to sell its shields to a pirate station.

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Edna
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Re: [X3LU] Mayhem 3.4d

Post by Edna » Sat, 24. Oct 20, 00:38

By the way, here are some tips regarding stations:

❗️ The Specialization Level of your Outposts will not only speed up the production time required to build a ship/station/item but will reduce the resource costs required. It caps at 50%, meaning things of a particular type will only cost half as many resources. There is a perk for stations that decreases the costs even further. However, to get to the 50% cost reduction, your Outposts will need to produce things of the matching type. This is particularly interesting for station production, as you can turn any Outpost into a station building Outpost by merely telling it to produce Outposts en masse - Outposts have no cost requirements and only take a long time to get produced. It is also always a good idea to have multiple Outposts already fabricated, so there isn't really that much cheese to this. If you tell your Outposts to non-stop produce Outposts, they will cap at Specialization Level 50% within three ingame days.

That being said, you are likely not really requiring that much station production after three days in. Your empire is probably self-sustaining at this point.

❗️ If you have a hot sector that is running risk of getting invaded frequently, a good tactic to massively slow down the enemy's advance is to stuff this sector, before the invasion happens, with Protein Paste Blending Facilities - those are the cheapest stations, meaning they are not much of a loss if they get destroyed. Ideally you place them all far away from your Outpost and far away from each other, basically 50K or more away from the sector central. The enemy is likely invading with capital ships and they are slow. By the time they destroy some of your PPBFs, the claim might end and the enemy fleet withdraws.

There is also no reason to place a Research Station close to any other station. They do not produce wares, do not burn wares and only serve for research and parking lot for capital ships. They are ideal to act as a costly tank.

❗️ It is a good idea to build stations close to each other and close to the Outpost if the system is rather secure. Less travel times mean two things: Your freighters spend less time in open space (meaning they are less likely to get intercepted and they cost less maintenance) and your factories will have less downtimes. I usually place the Outpost in the very center of a sector and place all stations with 5K distance around it, but also 5K below it. That way you give capital ships enough space to dock at your Outpost without running risk of your factories around the Outpost getting in the way.

❗️ Unless you station multiple XL freighters on your Ore and Silicon Mines to empy the storage bays, you do not need to worry about the Ore/Silicon value of an asteroid that much. Sometimes it is better to build a mine on an asteroid closer to your Outpost than for example the high value asteroid that spawned close to a Pirate Base. Even if you destroy the Pirate Base, the asteroids surrounding it are most likely very far out, and freighters are slow.

❗️ When you assign Looters and Tugs to an Outpost, make sure the Outpost in question has the operational range set to the amount of sectors that are in your secure range. A quick M5 or Buster Raider M4 can quickly claim ships that are frequently popping up in hot sectors. It's worth correcting the range whenever the map changes to prevent possible loss of claimable ships.
Last edited by Edna on Sun, 25. Oct 20, 08:20, edited 1 time in total.
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Re: [X3LU] Mayhem 3.4

Post by alexalsp » Sat, 24. Oct 20, 09:05

alexalsp wrote:
Mon, 5. Oct 20, 07:53
alexalsp wrote:
Sun, 27. Sep 20, 18:54
Good evening Joubarbe. Explain, if possible, please.
What files are responsible for creating the names of the sectors of the galaxy and voicing them?
I can not understand. I make translation in files: sector_names_stream1.txt, sector_names_stream.txt.
I substitute the time of the sector names from the Russian stream file.
As a result, after generating the galaxy, I jump into a sector but the name of another sector is announced.
Joubarbe wrote:
Mon, 28. Sep 20, 19:57
@alex: I don't know, should work IIRC.
This is sad. :( I tried many options but none helped. :cry: Thanks for the answer.

Excellent. It took a lot of time to find the problem. I figured it out, now everything works as it should.
It turned out that the generator adds the data of the voice over sectors to the file mov \ 00044.xml. Therefore, all the records from the original file relating to the sectors, it was necessary to remove from the template. But who knew .....
:lol: :gruebel:

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Re: [X3LU] Mayhem 3.4d

Post by Betelgeuse97 » Sun, 25. Oct 20, 03:24

Edna wrote:
Sat, 24. Oct 20, 00:38
By the way, here are some tips regarding stations:

❗️ The Specialization Level of your Outposts will not speed up the production time required to build a ship/station/item but will reduce the resource costs required. It caps at 50%, meaning things of a particular type will only cost half as many resources. There is a perk for stations that decreases the costs even further. However, to get to the 50% cost reduction, your Outposts will need to produce things of the matching type. This is particularly interesting for station production, as you can turn any Outpost into a station building Outpost by merely telling it to produce Outposts en masse - Outposts have no cost requirements and only take a long time to get produced. It is also always a good idea to have multiple Outposts already fabricated, so there isn't really that much cheese to this. If you tell your Outposts to non-stop produce Outposts, they will cap at Specialization Level 50% within three ingame days.
That's strange. How come I noticed that the "project size" of 2 of the same ships from 2 different outposts was different when both outposts have different specialization levels? For reference, I compared a 50% one with a 30% one, and my 50% had a smaller project size.

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Joubarbe
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Re: [X3LU] Mayhem 3.4d

Post by Joubarbe » Sun, 25. Oct 20, 07:09

It will speed up your production time by reducing the project size indeed. Plus, the Armed Slaves mission always targets a Trading Station, and those things are always neutral. You need to be either smart or patient to dock at them if they are in hostile territory.

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Edna
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Re: [X3LU] Mayhem 3.4d

Post by Edna » Sun, 25. Oct 20, 08:20

It was missing the context-crucial "only" - so I corrected it.
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VaVylon
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Re: [X3LU] Mayhem 3.4d

Post by VaVylon » Sun, 25. Oct 20, 09:18

Greetings guys!
Have one problem: all factions in my galaxy didn't want to sell me any ship from outpost. It always tell: this faction cannot fullfill this order at the moment". Outposts which I checked have enough resources to produce 10 ships, so it's look like a bug (or maybe I didn't see something :/). At same time, when I try to buy the ship and press the button, it's going to production queue despite that faction didn't want to sell it to me. And when production of ship finished - it appers in outpost but stay in property of faction.
Have anybody seen something like that?

I have start 3.4d with clear generated galaxy. But using translation mod (Russian language).
Here save-file and galaxy:
https://drive.google.com/file/d/12C63-7 ... sp=sharing

Favorgalaxy
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Re: [X3LU] Mayhem 3.4d

Post by Favorgalaxy » Sun, 25. Oct 20, 14:37

VaVylon wrote:
Sun, 25. Oct 20, 09:18
Greetings guys!
Have one problem: all factions in my galaxy didn't want to sell me any ship from outpost. It always tell: this faction cannot fullfill this order at the moment". Outposts which I checked have enough resources to produce 10 ships, so it's look like a bug (or maybe I didn't see something :/). At same time, when I try to buy the ship and press the button, it's going to production queue despite that faction didn't want to sell it to me. And when production of ship finished - it appers in outpost but stay in property of faction.
Have anybody seen something like that?

I have start 3.4d with clear generated galaxy. But using translation mod (Russian language).
Here save-file and galaxy:
https://drive.google.com/file/d/12C63-7 ... sp=sharing
Учитывая что ты явно с Ру, поэтому напишу так, эта проблема только в русской локализации, я сам с этим столкнулся. Ошибка где-то в скрипте обработки покупки. Можешь писать alexalsp который видимо и занимается переводом. либо как я перейти на англ версию и не париться, в ней это работает)

Translation for others. the problem is the locale ru
Given that you are clearly from Ru, so I will write this, this problem is only in Russian localization, I myself encountered this. An error somewhere in the script processing the purchase. You can write alexalsp, which is probably responsible for translation. or how do I switch to the English version and not worry, it works in it)

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Hector0x
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Re: [X3LU] Mayhem 3.4d

Post by Hector0x » Sun, 25. Oct 20, 15:24

How are factions developing in your games over the long run? Do you feel like blobbing happens very often? Which factions did you see growing very powerful in your games up until now? Do you think blobbing is a problem? Or do you maybe even like dealing with big factions?

I didn't see blobbing as a huge problem in my games yet. Chaos is in the mod's name after all and perfect balance is boring. But i really dislike that faction relations are constantly changing. After bashing their heads in, two factions get friendly relations when they sign a truce. This happens so often and leads to stupid reputation losses. You have to keep your friend/foe settings up to date with your friend's wars and truces, so that your ships don't attack the wrong ship in a friend's sector who just signed a truce.


For my next game i'm considering to just set all factions up with permanent relations during galaxy generation. But i believe that would seriously accelerate blobbing. Truces are needed to stop powerful battlegroups from blasting all the way through countless sectors too quickly. I got the feeling that some faction will always have the upper hand. And truces just slow it down until the player maybe intervenes. Without truces it's probably going to be a complete rush fest.
Anyone tried this yet? 2 big alliances against each other? Or all out perma-war every faction against the world? How does this work?

I'm sharing some diplomacy suggestions. These started as a fix for my problem with those constantly changing relations from truces. But i also always had this idea of small factions which are dynamically teaming up against blobbing empires. A small chance to equalize the powerbalance without player intervention. And i think i came up with something feasible.

(wall of text)
Spoiler
Show
AI vs. AI truce changes:
- sector conquest still causes a truce between 2 AI factions, but it no longer causes the factions to be friendly with each other. They only get neutral relations again.
Shooting down Argon assets in a Paranid sector during a Argon/Paranid truce no longer causes massive Paranid reputation losses for the player (the Paranid police should also ignore it, if this is possible).

- truce only sets neutral relations and prevents both faction's battlegroups from invading each others sectors until the truce timer runs out (this keeps the blobbing slowdown effect of truces intact)
- friendly relations between AI's are only possible if A) perma-alliance set during galaxy creation or B) from small factions dynamically banding together to cut a common enemy down to size again (new coalition system).
- the battlegroup blocking effect of truces is even working with permanent wars enabled (they just don't set relations to neutral so trade is still not possible)



Coalition System:

1) one time check after each AI vs. AI sector conquest. Check is only made if the winner owns more sectors than the loser.
example:
Teladi conquer Argon sector. Teladi own more sectors than Argon. Argon rolls a coalition check.

2) share of galaxy owned by smaller faction gets subtracted from share owned by bigger faction
example:
Teladi own 34% of the galaxy, Argon own 12%. Difference is 22.

3) output subtracted by 10. (this could be customizable in the t-file. It's the minimum empire size difference, measured in % of the whole galaxy.)
example:
22-10=12

4) result is the chance that the small faction wants to form a coalition against the big faction.
example:
Argon have 12% chance to want to form an anti-Teladi coalition from this one time coalition check caused by the sector loss.

5) Coalition checks can be passed between factions with dynamic or perma-war relations set during galaxy generation.
example:
Argon have dynamic relations with Teladi. Argon can pass the coalition check.

6) The first time a coalition check is positive, the game remembers this fact permanently.
example:
Argon loose even more sectors to Teladi (which raises the % chance for each check). Check eventually gets passed. Argon now permanently want to form a coalition against Teladi. No immediate effect.

7) It is possible that a faction wants a coalition against multiple other factions.
example:
Argon loose another sector to the Paranid faction, which is also much bigger than Argon. Anti-Paranid coalition check gets passed by Argon. Argon now wants coalition against Teladi and Paranid.

8/ Once 2 factions want a coalition against the same target faction, a permanent alliance is formed (with resource share). All coalition factions start a perma-war against the coalition target.
example:
Paranid loose sectors to Teladi. Paranid are small enough to also get a chance to pass the Teladi coalition check. Passing the check results in Perma-Alliance between Argon/Paranid + Perma-war between Argon/Teladi and Paranid/Teladi

9) Once a coalition exists, all member factions are no longer willing to join any other coalition. The game forgets their previously passed checks and they are not allowed to pass any more checks.
example:
Argon forget that they also wanted a coalition against Paranid. Argon and Paranid cannot pass any future coalition checks as long as they are in the anti-Teladi coalition.

10) if a third faction passes the check it joins the coalition.
example:
Teladi happen to remain powerful and manage to conquer even more sectors from Boron. Boron also pass anti-Teladi coalition check. Boron joins anti-Teladi coalition. Boron perma-alliance with Argon and Paranid and Boron perma-war against Teladi.

11) coalition lasts until the coalition target owns the same amount or less sectors than the biggest coalition member.
example:
Teladi finally start to loose some sectors until they have 32. Paranid also own 32 sectors. Anti-Teladi coalition ends for Paranid, Argon and Boron. Perma-alliances end. Perma-wars end. Argon, Paranid and Boron can pass coalition checks again.

12) Optional: coalition member battlegroups must choose to invade coalition target sectors if possible. Border patrol squadrons have a high chance to be redirected to a sector which is bordering a coalition target sector. Ordering new border patrols and battlegroups for construction while being in a coalition has a high chance to start in a sector which is bordering a coalition target sector.
example:
- Argon/Boron/Paranid are in the anti-Teladi coalition. Paranid are ready to invade with one of their battlegroups. They could choose a Split sector, or a Teladi sector. They must choose the Teladi sector if no truce with Teladi is preventing this.
- a Boron border patrol squadron gets a random homebase reassignment. Instead of being completely random, the homebase is very likely to be an outpost near a Teladi border.
- the Argons now having access to Paranid resources can rebuild a previously destroyed battlegroup. They have a high chance to build it in an outpost near a Teladi border.

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Edna
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Re: [X3LU] Mayhem 3.4d

Post by Edna » Sun, 25. Oct 20, 17:01

The experiences I made were the following:

Khaak Hive Queens can cause a mediocre damage to the logistics of the strongest empire. In my current game, that is the Split (yay!). The Hive Queens, due to the shieldpenetrating beam cannons, not only deal horrible damage to any freighter that gets into 6K range of it, but also destroy ships up to destroyers that try to clear it. I once sent an Ocelot M2 Dreadnought with Photon Artillery Arrays to 1v1 a Hive Queen and the Ocelot survived with 70% Shields and 25% Hull. If a battlegroup does not happen to patrol a sector with a Hive Queen, the latter will become a serious threat for that one sector. If the empire is big and does not deal with the issue, it will have multiple Hive Queens in multiple sectors. The Split had three Hive Queens until I took care of them as they blocked off a channel.

Empires that get beaten to few remaining sectors can have a very strong comeback the moment they do not have to pay for ships anymore. A freshly created battlegroup can retake many sectors and the new economy will back it up for the long run. That being said, the comeback will take a few days. My current game is at day 8 and the Teladi had a very weak game the entire time, while the Argons, Paranids and Split had big turf wars.
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4square425
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Re: [X3LU] Mayhem 3.4d

Post by 4square425 » Sun, 25. Oct 20, 19:47

Hector0x wrote:
Sun, 25. Oct 20, 15:24
How are factions developing in your games over the long run? Do you feel like blobbing happens very often? Which factions did you see growing very powerful in your games up until now? Do you think blobbing is a problem? Or do you maybe even like dealing with big factions?
My game resulted in two factions - Split and Teladi become dominant (especially Split), but that is because I was trading heavily with them in the early game due to their proximity. The Paranid, Boron, and Argon are down to two or one sectors each. Even with the resource-free option, they have yet to re-take any sectors. I'm currently working on reducing Split territory to see if the lesser factions will stage a comeback. I'm fighting the Split and keeping the Teladi as a trading partner, but no longer selling strategic resources directly.

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Re: [X3LU] Mayhem 3.4d

Post by Cronos988 » Mon, 26. Oct 20, 10:28

Are there any other parameters for ship naming (in fleets) apart from *d for the number? I'd like the ship type in there as well, for example.

dunderhead327
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Re: [X3LU] Mayhem 3.4d

Post by dunderhead327 » Mon, 26. Oct 20, 11:13

Cronos988 wrote:
Mon, 26. Oct 20, 10:28
Are there any other parameters for ship naming (in fleets) apart from *d for the number? I'd like the ship type in there as well, for example.
I second that.

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Hector0x
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Re: [X3LU] Mayhem 3.4d

Post by Hector0x » Mon, 26. Oct 20, 17:29

*st for ship type. Also *h for homebase.

The global ship naming screen (open from player console) has a list of all expressions.

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Re: [X3LU] Mayhem 3.4d

Post by dunderhead327 » Tue, 27. Oct 20, 17:52

Hector0x wrote:
Mon, 26. Oct 20, 17:29
*st for ship type. Also *h for homebase.

The global ship naming screen (open from player console) has a list of all expressions.
Oops, I missed that. Thanks for the pointer.

Another Oops: I couldn't type "s" or "w" in any text field, which made using *st a bit tricky. It turned out that some idiot had mapped "cursor down" to "s" and "cursor up" to "w" - don't know why, but it probably seemed like a good idea when I did it.
:doh: :oops:

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Re: [X3LU] Mayhem 3.4d

Post by alexalsp » Wed, 28. Oct 20, 17:17

Favorgalaxy wrote:
Sun, 25. Oct 20, 14:37
VaVylon wrote:
Sun, 25. Oct 20, 09:18
Greetings guys!
Have one problem: all factions in my galaxy didn't want to sell me any ship from outpost. It always tell: this faction cannot fullfill this order at the moment". Outposts which I checked have enough resources to produce 10 ships, so it's look like a bug (or maybe I didn't see something :/). At same time, when I try to buy the ship and press the button, it's going to production queue despite that faction didn't want to sell it to me. And when production of ship finished - it appers in outpost but stay in property of faction.
Have anybody seen something like that?

I have start 3.4d with clear generated galaxy. But using translation mod (Russian language).
Here save-file and galaxy:
https://drive.google.com/file/d/12C63-7 ... sp=sharing
Учитывая что ты явно с Ру, поэтому напишу так, эта проблема только в русской локализации, я сам с этим столкнулся. Ошибка где-то в скрипте обработки покупки. Можешь писать alexalsp который видимо и занимается переводом. либо как я перейти на англ версию и не париться, в ней это работает)

Translation for others. the problem is the locale ru
Given that you are clearly from Ru, so I will write this, this problem is only in Russian localization, I myself encountered this. An error somewhere in the script processing the purchase. You can write alexalsp, which is probably responsible for translation. or how do I switch to the English version and not worry, it works in it)
FIXED

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All questions about the Russian version of the mod only here, here and here.

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Re: [X3LU] Mayhem 3.4d

Post by Notos60 » Mon, 2. Nov 20, 01:39

Loving the mod so far but I am experiencing a few issues. My biggest is how quickly the A.i switches relations causing a bunch of minor annoyances that I cannot seem to stop unless I scrap all ships effected. I.e if I attack an enemy I'm permanently at war with while another race signs a truce with their ships in the same sector they are forever hostile to some of my ships. They will flash red/ally but will continually chase my units and end up attacking if close enough. I notice this more with task force groups and the only solution is to recycle the ship :evil:.

This is even more annoying when they border an enemy faction, as their patrols are frequent enough to be affected. I do not find retreating/recycling to be fun at all to avoid war with everyone and is really slowing my game down. Hot/normal sector status also funks with the race relations. Lastly the xenon and the rep it gives breaks permanent war rep leaving me essentially allied with my enemies :lol:.

Now phase 1 shenanigans, one xenon sector was tucked away in the corner of my galaxy behind a dozen jumps of hostile sectors. My mistake was waiting too long as they seem to reach a feedback loop that just decimates the AI and makes clearing them out a real slog, they now went from 1 to 10 (span of a few hours) and as soon as any of my fleets get within range they send out a targeted wave, However its several waves untop of each other almost like half of their sectors instantly builds 50+ P's 150~ L/LX I have enough time to kill the wave (taking some losses) and cap 1 xenon sector but then another equally as powerful is sent right after (they also claimed another sector in the meantime) literally 5-6 sectors currently filled with xenon and the other races cannot fight back effectively I wonder if my play through is boned haha. Even with 20 player sectors Xenon should not be able to cheat in so many ships continuously. Other races should be able to place jump beacons otherwise they cannot defend even moderately sized empires properly.

Otherwise fun mod :)

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Re: [X3LU] Mayhem 3.4d

Post by shanbahak » Mon, 2. Nov 20, 21:19

So far.
I really like most changes compared to Mayhem 2~
Things got slower in terms of economy, but remained fast in skirmishes, like if you go 4+ sectors, Xenons will start hitting whole universe pretty hard - they spam a lot of fighters and m6, and large section of universe is getting crushed really fast. They attack like, 10 sectors at same time with different fleets. And thats only 5 player sectors on normal difficulty.
Cant wait to meet OCV.

About letdowns, i would say it will be whole terran research stuff. They're losing to Split too heavily, so not worth to even bother finding good terran memory spots.
Cougar & Mamba for M3, Tempestine for M6, Acinonyx for M7, Ocelot for M2. Maaaan, its pretty sad, i wish terran stuff was at least worth researching.

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Re: [X3LU] Mayhem 3.4d

Post by Betelgeuse97 » Wed, 4. Nov 20, 06:45

shanbahak wrote:
Mon, 2. Nov 20, 21:19
So far.
I really like most changes compared to Mayhem 2~
Things got slower in terms of economy, but remained fast in skirmishes, like if you go 4+ sectors, Xenons will start hitting whole universe pretty hard - they spam a lot of fighters and m6, and large section of universe is getting crushed really fast. They attack like, 10 sectors at same time with different fleets. And thats only 5 player sectors on normal difficulty.
Cant wait to meet OCV.

About letdowns, i would say it will be whole terran research stuff. They're losing to Split too heavily, so not worth to even bother finding good terran memory spots.
Cougar & Mamba for M3, Tempestine for M6, Acinonyx for M7, Ocelot for M2. Maaaan, its pretty sad, i wish terran stuff was at least worth researching.
Xenon attack once every hour, sending 1 fleet. I think in your case you had many fleets pile up since NPCs couldn't wipe them out. I too like Mayhem 3 over 2, as one of the things I didn't like about X3 was the absence of a real economy. (It was a simulated economy, but in actuality the NPCs didn't even need factories for themselves; in Mayhem 3, they do.)

For ships:

- For combat ships, I'd disagree on M3 unless you want to use some for chasing (in which case I agree that Split M3s are better in that area). Terran M3s have the most energy efficient weapon for damage (EMPC). The Falchion, Verdandi, and Arrow are all good choices for durable and strong Terran M3s considering they effectively fire 10 guns in the front (and 2 in the back), all while having 5 shields.

- Everything else I agree. I wish Terran guns have better usability since they're locked to only Terran, Xenon ships (shame that some Xenon ships are BETTER than Terran ones), and a very few commonwealth ships.

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