[X3LU] Mayhem 3.21b

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Re: [X3LU] Mayhem 2.9.13

Post by sataricon » Wed, 15. Jan 20, 11:49

Thank you Hector0x for your help sorry couldn't say that a couple of days ago was busy but thank you for all your amazing help introducing and guiding many through this amazing mod.
If you could just make more videos because i find your style very good.

Thanks Joubarbe for the amazing mod that gave me alot of value to my X3.

In terms of balance i like thing as it is it's very atmospheric and i'll give comments from the perspective of someone who is new to this game.

1- In terms of capital ships weapons being the only thing that can actually kill a capital ship i don't like that because..
a- Capital ships are very clunky and cumbersome that if you want to force an engagement between 2 capital ships it's not possible right now with fleet commands and you have to micro each ship and this could also make fighter fleets obsolete.
b- Luke skywalker any one?...a single fighter that manged to destroy the death star. :D

2- in terms of reducing variety is that for balance reasons?
Because the first thing i look into any M7 and above ship is the shielding and like Hector said Shield is king and should be the main focus in balance.

If you allow me to say this i think variety is very important both for roleplay and replay.

This mod is your vision and no one else the above was just my initial thoughts regarding balance.

BTW in Mayhem 3 will we be able to create complexs OOS?
IT's not ideal to be OOS doing something like caping a ship or something and a sector asks you to jump in to just place the complex.

Also Will the price of capturing each sector become less?
I want to capture the entire universe "paint the map white" but can't do it because the claim coast becomes too much and while i know that this is to prevent the player from snowballing i wish that i could just do it.
After all if i want to roleplay the imperium of man how can i justify the existence of xenos next sector.

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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Wed, 15. Jan 20, 12:26

1. That's not what's gonna happen. Capital weapons will be more efficient than any other weapon against hull. And there's room for improvements in all attack scripts, which I intend to seriously rework.
b. I'm gonna add a magic pixel on each capital ship: if you manage to hit it, all capital ships explode.

2. Variety is important, yeah, but balance even more, especially when you're doing a turf war game. You'll still think about your choices, but the differences between two ships will be more subtle.

3. No more complex in Mayhem 3.

4. Ever heard of of Fredrick The Great? "He who defends everything defends nothing."
That being said, it's likely that capture cost is going to be removed.

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Re: [X3LU] Mayhem 2.9.13

Post by KurTr » Wed, 15. Jan 20, 13:16

3.0 is coming out? When ?

How will the update and the saves work? Would i need to import/export or would i need a fresh start to play on 3.0 ?

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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Wed, 15. Jan 20, 13:45

KurTr wrote:
Wed, 15. Jan 20, 13:16
3.0 is coming out? When ?

How will the update and the saves work? Would i need to import/export or would i need a fresh start to play on 3.0 ?
No release date, see various videos about it.
It's very different from Mayhem 2, so new game will be required.

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Re: [X3LU] Mayhem 2.9.13

Post by aurelcourt » Thu, 16. Jan 20, 10:03

Could we have more control over target selection in the current fleet order "Attack all ennemies" ?

I see too often wings of fighters sent against capitals... even if in great numbers (enough to actually defeat the ennemy capital ship), that causes many evitable losses while my own capital ships are chasing something else.

What I'd see as ideal :


1/ Overall less spreading of the whole fleet. Could we have a configurable radius around fleet commander? It's OK to destroy stations in a "Invade sector order" but for an actual battle all your ships get too far apart...


2/ Configurable target selection priorities/behaviours, based on MLCC for example (ideally from a custom template so you could actually create wings of fighters/bombers that would be docked in the same carrier but would hunt different targets)

-I wish some of my fighters could stick around the carrier in a escort/defend stance, while wings of interceptors are sent to chase ennemy fighters and wings of bombers go for capitals.

-Ideally again the bomber wings could be sent later once the ennemy fighters have been destroyed.

-Also some of my Capitals are equipped with more defensive weapons, and I wish they would'nt go hunting but would stay close to the commander.


-------------------------------------
I know that's a lot of things, but I think a lot of coding is already done with MLCC. The problems I see with MLCC is that :
a/ it's only ONE fleet together, or for different fleets you'd need different ships models
b/ it's only ONE orders template per ship model...

How to fix? ... I'm no programmer so only a suggestion/question : make MLCC work with actual fleets, each fleet could be configured separately + work with ship templates instead of ship models.

Of course that'd imply that each ship in a fleet is "templated" first but that's no big deal.

Also then we could use the missile ROE, which would be awesome !!!


Your thoughts? :-)

Aurélien

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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Thu, 16. Jan 20, 10:16

MLCC is going to be removed. I know that's not going to please some people, but with my new systems in Mayhem 3, that's not going to work. However, the fleets are going to be adjusted, with a new menu in the console to assign each fleet to a role (like the AI will do), and very likely with customizable settings.

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Re: [X3LU] Mayhem 2.9.13

Post by aurelcourt » Thu, 16. Jan 20, 10:56

Awesome !

Looking forward to seeing the first version !

Any help needed in testing the fist bits ?

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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Thu, 16. Jan 20, 11:41

This morning I've developed a new feature, it's called "let's freeze to death after 2 seconds". No testers needed for that :)

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Re: [X3LU] Mayhem 2.9.13

Post by Black--Snow » Thu, 16. Jan 20, 21:35

I was just looking at the ATF weapons on the Fenrir, are they supposed to be so inefficient compared to other weapons of their class and energy use?

I was thinking of running the Fenrir as a fighter, but its weapons just make something like the Chimera Enhanced a better choice, which can fit things like the Energy Bolt Chaingun.

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Re: [X3LU] Mayhem 2.9.13

Post by Hector0x » Fri, 17. Jan 20, 13:57

From 2.9.0 changelog
Joubarbe wrote:
Tue, 28. Jul 15, 12:27
CHANGE: Increased the cost of light lasers and all Terran lasers.
CHANGE: Rebalanced two groups of weapons: Impulse Ray Emitter / Mass Driver / Particle Accelerator Cannon, and Energy Bolt Chaingun / Pulsed Beam Emitter / Phased Repeater Gun. In both groups, there is one balanced weapon, respectively the MD and the PBE. The other two have pros and cons. Note that the IRE and the MD are much more powerful now.
I believe it was introduced to counteract overpowered Terran/ATF ships. Commonwealth fighters got more powerful. The change also makes some "high end" fighter weapons like HEPT, Fragmentation Bomb Launcher, or Plasma Burst Generator fairly crap compared to the new Tier 1 and 2 fighter lasers.


@sataricon: Thanks. Always glad to help. There will be more content, but it's going to slow down. I only intend to finish the plot and achieve one victory condition in my main series. Besides that i may only release some more guide or cinematic videos. Ideas are welcome.
Also, could be mistaken. But right now i believe my capture cost has capped out a long time ago at around 167 million (just like OCV and battlegroup size does). You should be able to satisfy your domination desires.

Joubarbe wrote:
Wed, 15. Jan 20, 12:26
Ever heard of of Fredrick The Great? "He who defends everything defends nothing."
A fitting slogan for Mayhem 3? :D
I just hope you don't hit a technical showstopper further down the road.

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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Fri, 17. Jan 20, 14:11

I ran Mayhem 3 with 3000 ships with my own scripts (no combat) for an hour, and there were no stutters, no crashes, no freezes. That was obstacle number 1 (economy is shit, and some ships are a bit dumb, but that's still better than vanilla job ships).
Once I've completed the military ships, I'll know for sure, but at this point, I'm confident. Completing the galaxy is the biggest challenge by far. The other stuff are just game design modifications / additions.

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Re: [X3LU] Mayhem 2.9.13

Post by sataricon » Fri, 17. Jan 20, 18:12

I wonder why sometimes i find wares in some Hubs that i didn't post any DA for.

Like this https://ibb.co/NFzKxHF

Now this is a laser hub and i only require things like food energy and crystals but as you see there is like 15k computer components and warheads that this Hub have no DA for.
i do post a Distribute for when such thing happen but then again i wish to prevent it.

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Re: [X3LU] Mayhem 2.9.13

Post by alexalsp » Fri, 17. Jan 20, 23:45

Good evening Joubarbe

Tell me please. Version 3.0 will also be completely for the English game, or can we hope for multilingual support for the mod? :oops:

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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Sat, 18. Jan 20, 08:29

Mayhem 3 is not a total rewrite. I won't change how I deal with multiple language (ie. I won't deal with it). You can't imagine how tedious it is to have a t-file line for every words I put into every menu. I've done that for a while for other mods, then switched to "100% script", except for some long messages. So yeah, you'll have to dig the scripts if you want to localize Mayhem in Russian.

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Re: [X3LU] Mayhem 2.9.13

Post by aurelcourt » Sat, 18. Jan 20, 09:52

sataricon wrote:
Fri, 17. Jan 20, 18:12
I wonder why sometimes i find wares in some Hubs
Hi,

Probably you have a Station Agent (SA) assigned to a factory producing these wares.
If so, the SA will bring the wares to all factories that need it AND to all sanctuaries until their IMPORT THRESHOLD is met.

Check your logistics tabs and set the import threshold to 0 if you don't want these wares here.

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Re: [X3LU] Mayhem 2.9.13

Post by sataricon » Sat, 18. Jan 20, 14:46

That is true i have SA on all factories but how else will my factories get basic matrials?
Is there a better way to do things?

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Re: [X3LU] Mayhem 2.9.13

Post by Hector0x » Sat, 18. Jan 20, 15:29

Try Dock Agents.

Distribute job > Destination > Factories in sector > Local (or any other sector, but i recommend local to keep it simple)
Oh and one ship per factory is overkill. For example i only use 2 DA's to serve a sector with 8 Teladianium factories and they can keep up well (sanctuary doesn't produce anything, factories are close to the sanctuary)
Last edited by Hector0x on Sat, 18. Jan 20, 15:33, edited 1 time in total.

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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Sat, 18. Jan 20, 15:30

Image

I know, it looks simple to implement back a vanilla feature, but if only you knew!
Anyway, this time, it's no longer possible to build an Ore Mine on a Silicon asteroid, and no longer possible to remote drop a mine in the middle of a sector, "outside" of an asteroid (LU bug). And the yield is now properly saved and restored.
And that little feature actually means that you can backlog stations, and that they are directly added to the Outpost cargo, waiting for a TL to pick them up.

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Re: [X3LU] Mayhem 2.9.13

Post by aurelcourt » Sat, 18. Jan 20, 15:45

Several possibilities:

1/ no SA, only DA in your sanctuaries, with acquire+distribute orders for all wares

-Pros : everything is centralized in a big hub (or several ones).
-Cons : that's a lot of trips for your DA to get the resources and distribute them once again... (even if the "opportune delivery" is a great addition for this)

2/ SA in every factory

-Pros : no double trip for 1 resource, everything goes straight where it is supposed to go = less agents needed for the same work.
-Cons : you need more "configuring" for this to avoid your scenario when wares are distributed where you don't expect them. Check the logistic tabs of all your sanctuaries and adjust ALL your import thresholds.

Also SA are not coordinated so sometimes 2 factories send the same resource to the same other factory (energy for example) and the second to arrive can't deliver because it's full...

And if the factory has a slow output... your DA will be idle a lot of time waiting for the "export threshold" of the factory to be met.

3/ a mix of both. Some factories have SA, some don't

I usually have SA in my Solar Power Plants because they produce very quickly and by the time the SA is back it can basically go again with a full load.
I make sure to check all my sanctuaries import thresholds : I want (for example) 200 000 ECells in major sanctuaries producing weapons or ships and only 20 000 ECells in other secondary sanctuaries, just for refuel purposes...

That could also work for ore/silicon as they easily fill your TS.

Big TS work well as SA for factories with a big output, and smaller (quicker) TS as DA in a "hub"...

Lots of possibilities, depending a lot in how your empire is set up 🙂

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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Sat, 18. Jan 20, 16:54

Mayhem 3 New Economy (PDF)
Feedback welcome.

RelVal is a global value that defines the average price of wares.
Modifiers is how big the range between min. price and max. price is. Generally speaking, I try to increase this range on finished products (those that are at the end of the production chain). It scales to RelVal.
Last edited by Joubarbe on Sat, 18. Jan 20, 17:10, edited 1 time in total.

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