[X3LU] Mayhem 3.21b
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- Posts: 60
- Joined: Fri, 18. Oct 13, 20:13
Hi I downloaded mayhem recently and I'm on day 4 of my ocv hunter play through and all the NPC factions are running out of resources, so I tried mining (tried in the past but after 4 ships they blow up) so I have 4 miners in each sector but kha'ak keep showing up with 1 7 and 3-5 m6s and I can't defend my miners, is the 4 miner limit per sector intended?
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- Posts: 60
- Joined: Fri, 18. Oct 13, 20:13
Which perk and how many more can I use? I have like 60 iirc spread out, wanted to use a mobile mining tl and attach 50 miners to it with a defense fleet, but anything after 4 in the same sector blows up, do I need to complete some sort of side mission like the goner for this to work?Joubarbe wrote:You have 4, or you have more than 4? They should not harass you if under 4.
Also can you please update the Perk link in the patch notes please, it seems to have expired, I'm a little confused on what some of them do, like tax for examples seems a bit useless since its only like 23k credits
Well... You had three messages warnings you about the danger of building too many miners... Plus, there is an in-game encyclopedia help section that gives all the info about the perks.
Tax evolves with the Sanctuary level.
That being said, 2.5.0 is being actively developed, and things are going to change (Kha'ak will be based on threat, for instance).
Tax evolves with the Sanctuary level.
That being said, 2.5.0 is being actively developed, and things are going to change (Kha'ak will be based on threat, for instance).
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- Posts: 60
- Joined: Fri, 18. Oct 13, 20:13
Oh wow just found the perk thing in the encyclopedia, sorry very new to X3/LU+mayhem I did check out the encyclopedia before but I couldn't find it, I did now thanks very much! Still a lot of things I need to work out, and I did receive all 3 messages about the mining, But I couldn't understand how I could sustain myself well enough with 4 miners in each sector gambling on which one kha'ak attacks, Since Kha'ak are pretty fast and it's basically hit and run tactics they use. at the point I'm at in the game I have 8 sectors and I've been heavily relying on DA's to get my resources, but as I've found out, all the stations are slowly drying up and not producing enough resources to supply everyone, so now I'm stuck with 4 miners in each sectors and kh'ak doing hit and run tactics on me haha, just was not sure if it was intendedJoubarbe wrote:Well... You had three messages warnings you about the danger of building too many miners... Plus, there is an in-game encyclopedia help section that gives all the info about the perks.
Tax evolves with the Sanctuary level.
That being said, 2.5.0 is being actively developed, and things are going to change (Kha'ak will be based on threat, for instance).
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- Posts: 60
- Joined: Fri, 18. Oct 13, 20:13
Oh I made around 60 on halfway through day 1 Not sure how many left. I'm using 4 per sector, so across 15 sectors. every time I put 5 in the same sector the 5th blew up because of the signal from the kha'aks, Does that mean the mobile mining TL is useless?Joubarbe wrote:Perfectly intended. Going to be worse in 2.5.0 (not entirely true, it's just going to be a little bit different)
You need to be self-sufficient. 4 days with only 4 miners? Man, you are doing something wrong! Mayhem can be hard, I presume.
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- Posts: 60
- Joined: Fri, 18. Oct 13, 20:13
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- Posts: 60
- Joined: Fri, 18. Oct 13, 20:13
Joubarbe wrote:Ok, ok, don't be mad.
This perk completely disable Kha'ak attacks. You can build as many miners as you want.
Oh I wasn't mad, I was actually enjoying making a mining empire now that I understand how it works! thanks! I'm also a follower of the dark gods haha
I'm really anticipating what you have in store for 2.5.0 since it seems like you want to make some pretty massive changes!
I got destroyed by khaak once when I was spamming miners (ascension challenge). They were split in groups of 4 per sector, but the game checks their presence, not where they're assigned. Try not to launch them simultaneously, or they will all come back home with full cargo at once and khaak invasion will trigger.
Also, if you decided to rework boarding, I suggest adding a new type of boarding pod - armored or heavy boarding pod, it's slower but has more HP (more expensive too). Vanilla pods could get a speed buff.
Vanilla laser effects in 2.5? I actually like Vanilla visualsI've just understood something: I don't like laser trail effects.
Also, if you decided to rework boarding, I suggest adding a new type of boarding pod - armored or heavy boarding pod, it's slower but has more HP (more expensive too). Vanilla pods could get a speed buff.
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Joubarbe I have a suggestion, not sure how hard it will be to add to the game, but have you thought of maybe and "Impossible" game mode where OCV attacks at the same rate as the "OCV Hunter" but you start the game with everyone as your enemy besides the goner. To give you some sort of chance of winning you start with a sanctuary with 100 max pop, a research station 1 OWP with mediocre weapons and the basic facility's to start an empire? which would require I think 8 station slots? I think it would take the challenge to the next level. I think there are 2 nice starting points you could start, First would be Y since you can get a second sanctuary going pretty easy, or Maybe removing the goner from guiding star and placing the player there (Makes the game a bit easier because you can obtain goner blueprints easily)
I feel this mode would be really cool, and this would force players to be purely self sufficient, I'm not sure how hard this start mode would be since I have no clue out modding/scripting in X3 but if it was fairly easy I think this would give any X3 player a very good challenge.
Just a suggestion, Hopefully you think this as cool as I do.
I feel this mode would be really cool, and this would force players to be purely self sufficient, I'm not sure how hard this start mode would be since I have no clue out modding/scripting in X3 but if it was fairly easy I think this would give any X3 player a very good challenge.
Just a suggestion, Hopefully you think this as cool as I do.
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Miners should never be traveling anywhere, they're all too slow. In fact they should never not be mining. What I do is set up 4 M3s, any M3 type will do, so long as it can support 8 mining lasers. These M3s are home based to a TM which serves as a mining base. When the cargo holds on the M3s are full they will deposit everything to the TM (which is always just sitting next to the miners). Then I run a fast TS as a courier on a loop to pick up from all the TMs and drop everything off at home. If an attack comes, use ADS to emergency dock the M3s, and then the TM just high tails it out of there.Fureimuu wrote:Try not to launch them simultaneously, or they will all come back home with full cargo at once and khaak invasion will trigger.
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The perk is a must if I do say so myself, Once I grabbed the perk, I had 100 miners in my ship building sanct running to a mobile mining TL and back, and Kha'ak don't show up because of the perk, It seems to allow you to have infinite "safe" miners in one sectorphoenixfire53 wrote:Miners should never be traveling anywhere, they're all too slow. In fact they should never not be mining. What I do is set up 4 M3s, any M3 type will do, so long as it can support 8 mining lasers. These M3s are home based to a TM which serves as a mining base. When the cargo holds on the M3s are full they will deposit everything to the TM (which is always just sitting next to the miners). Then I run a fast TS as a courier on a loop to pick up from all the TMs and drop everything off at home. If an attack comes, use ADS to emergency dock the M3s, and then the TM just high tails it out of there.Fureimuu wrote:Try not to launch them simultaneously, or they will all come back home with full cargo at once and khaak invasion will trigger.