[Mayhem 3.21b] Zero Hour 2.2

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aurelcourt
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Re: [Mayhem 3.21b] Zero Hour 1.8a

Post by aurelcourt » Fri, 18. Nov 22, 17:47

New Computer Save transfer ... ?

Hi, I'm in the process of copying all X3 + Mayhem + Zero Hour + GalaxyGen to my new computer. I'll also copy the save folder.

Could you confirm to me the steps I need to follow to continue on the new machine my playthrough from the old machine? (if that is even possible?)

Thanks in advance, hope that's possible!

Aurélien

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Hector0x
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Re: [Mayhem 3.21b] Zero Hour 1.8a

Post by Hector0x » Fri, 18. Nov 22, 19:18

aurelcourt wrote:
Fri, 18. Nov 22, 17:47
if you copied your entire X3 root folder (original name 'x3 terran conflict') + your saves in documents/egosoft/x3ap/save/ then you should be good.

You would not need to set your galaxy to 'active' in the galaxy creator (or ZMap) but it also wouldn't hurt. All that does is to place certain files like the universe map into your rootfolder. SInce those files should still all be in place since you last played you can literally just start the non-steam.exe and load up your old savegame.

aurelcourt
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Re: [Mayhem 3.21b] Zero Hour 1.8a

Post by aurelcourt » Fri, 18. Nov 22, 21:02

whoops :o error message

Seems to be related to X3 on its own, video card driver... well... i'll make sure everything is up to date...

EDIT : it works... not too sure what I did... anyways :-)

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Re: [Mayhem 3.21b] Zero Hour 1.8b

Post by aurelcourt » Sun, 20. Nov 22, 20:13

NEW: Mission Board
Does that mean there will be no more need to dock at a station to take a mission ?? 😀😀😀

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alexalsp
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Re: [Mayhem 3.21b] Zero Hour 1.8b

Post by alexalsp » Tue, 22. Nov 22, 22:22

Are there any updates planned in the near future?

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Hector0x
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Re: [Mayhem 3.21b] Zero Hour 1.8b

Post by Hector0x » Wed, 23. Nov 22, 07:46

aurelcourt wrote:
Sun, 20. Nov 22, 20:13
NEW: Mission Board
Does that mean there will be no more need to dock at a station to take a mission ?? 😀😀😀
Yes
alexalsp wrote:
Tue, 22. Nov 22, 22:22
Are there any updates planned in the near future?
Yes, see changelog. But it could still take me 2-3 weeks from now.

ReanimatuS
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Re: [Mayhem 3.21b] Zero Hour 1.8b

Post by ReanimatuS » Thu, 24. Nov 22, 01:04

Hello, good job on project, have 2 small question, 1)how many time xenon need to infect beacon, i receive message and then open map LX almost instantly cap beacon and run, my M3 group dont even have time to fly close, and then i need to recap it manualy, but invasion of 3 M6 and 6 M3 come too fast and deleted my 9 M3 without any notification after 3 min, i only fly 1 sector toward closest beacon...2)Its about intalation, do i need to replace #12 pacs of original mayhem right? And some side question, BETTY keep saying wrong sector names, it is normal or i wrongly place map?

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Re: [Mayhem 3.21b] Zero Hour 1.8b

Post by Hector0x » Fri, 25. Nov 22, 16:27

ReanimatuS wrote:
Thu, 24. Nov 22, 01:04
1)how many time xenon need to infect beacon, i receive message and then open map LX almost instantly cap beacon and run, my M3 group dont even have time to fly close, and then i need to recap it manualy, but invasion of 3 M6 and 6 M3 come too fast and deleted my 9 M3 without any notification after 3 min, i only fly 1 sector toward closest beacon...
5-6 minutes. On easy difficulty 20-24 minutes.
I always recommend to park at least 1 defender ship near each jump beacon. Tell it to Escort:Protect the beacon and it will automatically take out Xenon infectors. A reaction fleet that has to jump to the beacon first doesn't work all that well in my opinion.
ReanimatuS wrote:
Thu, 24. Nov 22, 01:04
2)Its about intalation, do i need to replace #12 pacs of original mayhem right?
Original Mayhem doesn't have 12.cat/dat. It only goes up to 11.cat/dat. Seems like you were using other mods or graphic options.
ReanimatuS wrote:
Thu, 24. Nov 22, 01:04
And some side question, BETTY keep saying wrong sector names, it is normal or i wrongly place map?
Apparently this is an issue with a russian translation file. I recommend that you visit the mayhem 3 channel on the Discord 'Star Wars Litcube's Universe' (SWLU). There are players who had a similar issue and were able to fix it.

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Re: [Mayhem 3.21b] Zero Hour 1.8b

Post by ReanimatuS » Fri, 25. Nov 22, 18:13

Hm, okay, looks a little more on xenon behavior, maybe its just delay in message. Mayhem 3 graphic pack is has 12cat, i check it twice, this is why i ask. I play English game, but i check problem, thanks.

Edit: Found txt in mayhem, #12 is just "No laser trail", so replace him dont broke anything, but may confuse new ppl like it did to me

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Re: [Mayhem 3.21b] Zero Hour 1.8b

Post by alexalsp » Sat, 26. Nov 22, 09:59

Apparently this is an issue with a russian translation file.
I created pieces of 5 different galaxies, in each I jumped in 10 sectors, everything is in order with the voice acting.


Very quiet sound of gunshots. English version of the mod.

If you raise the volume, you can hear it. But compared to other effects it is very quiet.

ReanimatuS
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Re: [Mayhem 3.21b] Zero Hour 1.8b

Post by ReanimatuS » Sat, 26. Nov 22, 14:13

I dont think its translation error, like Discord says, load same map through Mayhem Gen fix problem with sector VA, so looks like it Zmap problem

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Re: [Mayhem 3.21b] Zero Hour 1.8b

Post by alexalsp » Sat, 26. Nov 22, 23:32

ReanimatuS wrote:
Sat, 26. Nov 22, 14:13
I dont think its translation error, like Discord says, load same map through Mayhem Gen fix problem with sector VA, so looks like it Zmap problem
Uncomment non-alphabetic sectors in file

Code: Select all

sector_names_stream1.txt 
sector_names_stream2.txt
Yesterday morning I generated a galaxy with ZM 1.6.1, on the English version, jumped 5 sectors, checked the gates in the sector, did not notice any problems with the voice acting.

If leave these files in their original form, there may not always, but sometimes, be problems with the voicing.

But other reasons cannot be ruled out.

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sataricon
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Re: [Mayhem 3.21b] Zero Hour 1.8b

Post by sataricon » Tue, 29. Nov 22, 01:54

So Thank you for this mod and thank you for your amazing youtube guide videos.
I did play mayhem 2 for some time and it was one of the best things ever.
Never touched mayhem 3 because it seemed to hard at the time it was released.

What i wish for is a decent challenge that will allow me to build a self sufficient empire and no too hard for a total noob like like me.
Also i love huge fleets and having multiple fleets "large flees" with carriers and such to feel like a space emperor "blame Legend of galactic heroes for that :) "

Is zero hour the mod for me?

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Hector0x
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Re: [Mayhem 3.21b] Zero Hour 1.8b

Post by Hector0x » Tue, 29. Nov 22, 07:25

sataricon wrote:
Tue, 29. Nov 22, 01:54
Empire building is definitely the main event. But reaching the large fleet stuff can take a while. As a complete beginner you will most likely make certain mistakes and could even end up in a problem fixing loop at first. Where your empire makes only little progress until you adjust your priorities and strategy.

For example its common to loose freighters to pirates until you figure out how to organize automatic security fleets.
Then players often run out of some resource and struggle to get more of it. Then noticing that you unlocked the wrong perks, or loosing a jump beacon to the Xenon so they teleport a big fleet to you, etc.
Expect a learning curve and that something will go wrong. You can recover from most mistakes and it should always be fun.

But i wouldn't recommend this if you want to be in full control at all times or if you have a very specific idea of how your playthrough is supposed to go.

I also recommend easy difficulty to you. You can experiment more with the perks. There are less pirates and the OCV stays more in their own corner. Nobody can just attack you, etc.

If you manage to build a powerful empire you have basically won the game. At this point i would already switch over to hard difficulty where the AI is able to declare war on you first. This makes the game very different again and much less predictable.

Might also be worth waiting for patch 1.9. Its not too far off now. But old savegames should still be compatible.

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sataricon
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Re: [Mayhem 3.21b] Zero Hour 1.8b

Post by sataricon » Tue, 29. Nov 22, 17:53

Hector0x thank you for the replay.
I get the feeling that while Mayhem 2 was about every thing grand and credits are very easy to make "universal traders" in mayhem 3 and this submod every thing is scaled down.
For example in mayhem 2 i had 3 fleets each of them was 3 M2 and 2 M1 who each carried 40 M3 fighters each.
I have the feeling that i can't field such force in mayhem 3 or zero hour.

Then again in mayhem 3 the AI used to just spawn fleets of ships out of thin air.
I will for sure give this mod a go once i finish with my Nurgle campaign in warhammer 3.

One thing though.
It says to get the Litcube mod but the page for that mod is down.

aurelcourt
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Re: [Mayhem 3.21b] Zero Hour 1.8b

Post by aurelcourt » Tue, 29. Nov 22, 19:31

sataricon wrote:
Tue, 29. Nov 22, 17:53
For example in mayhem 2 i had 3 fleets each of them was 3 M2 and 2 M1 who each carried 40 M3 fighters each.
I have the feeling that i can't field such force in mayhem 3 or zero hour.

Then again in mayhem 3 the AI used to just spawn fleets of ships out of thin air.
No issue fielding these fleets, if you have the materials to build them and equip them, and the money to maintain them.
That means the industry, or the money (and the providers!) to buy the components.

That adds a real touch of war logistics to the game.

And it's the same for the AI : no spawns from thin air, every ship is built only if the AI has the components to do it.

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sataricon
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Re: [Mayhem 3.21b] Zero Hour 1.8b

Post by sataricon » Wed, 30. Nov 22, 03:13

aurelcourt wrote:
Tue, 29. Nov 22, 19:31
sataricon wrote:
Tue, 29. Nov 22, 17:53
For example in mayhem 2 i had 3 fleets each of them was 3 M2 and 2 M1 who each carried 40 M3 fighters each.
I have the feeling that i can't field such force in mayhem 3 or zero hour.

Then again in mayhem 3 the AI used to just spawn fleets of ships out of thin air.
No issue fielding these fleets, if you have the materials to build them and equip them, and the money to maintain them.
That means the industry, or the money (and the providers!) to buy the components.

That adds a real touch of war logistics to the game.

And it's the same for the AI : no spawns from thin air, every ship is built only if the AI has the components to do it.
Wait so the AI is the same as me?
That means that i can wipe the AI factions?

So how do you make money in Mayhem 3 zero hour?
Is it universal traders?
And from the looks of it with no jump drives it would be very hard.
Can we have the best of both worlds as in enable jump drives and this submod?

I wonder if i can change some of the setting this sub mod provides like maybe lower the up keep for my ships.

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Re: [Mayhem 3.21b] Zero Hour 1.8b

Post by Hector0x » Wed, 30. Nov 22, 08:25

sataricon wrote:
Wed, 30. Nov 22, 03:13
Wait so the AI is the same as me?
That means that i can wipe the AI factions?

So how do you make money in Mayhem 3 zero hour?
Is it universal traders?
And from the looks of it with no jump drives it would be very hard.
Can we have the best of both worlds as in enable jump drives and this submod?

I wonder if i can change some of the setting this sub mod provides like maybe lower the up keep for my ships.
Not exactly the same but very close. Each AI is basically another player with a headstart.

You can change a lot with 2 config files. One for base Mayhem and one for this mod.
So if you don't like to pay ship upkeep you can just disable this mechanic by reducing the cost multiplier to 0.
But you cannot re-enable jumpdrives. This would require major changes to the code and also not work well within the game. Fleets would just instantly jump on top of each other and then it takes ages to rebuild everything after each battle.

Most sectors would just feel very empty. A lot of the atmosphere comes from all those ships which are travelling to their various destinations.
The player can build his own jump network to connect distant sectors with a teleport route.


Traders usually don't earn that much money. Its best to rely on stations as your main source of income. They produce or generate something and you sell it.

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Re: [Mayhem 3.21b] Zero Hour 1.8b

Post by aurelcourt » Wed, 30. Nov 22, 13:14

sataricon wrote: I wonder if i can change some of the setting this sub mod provides like maybe lower the up keep for my ships.
I found money is no issue in the mod, especially following the tips from the tutorials :
- looting and selling
- crafting shields/weapons and selling
- station traders
- population taxes

Keeping at least 1 trade partner makes life simple money- wise. However if you go full autonomous and cut all ties with your neighbours, then you'll have to deal with your money income indeed, but nothing unmanageable.

The game is slow, especially the first hours. Expect to use SETA a lot.
Then a lot more starts to happen, which you can automate in some way if needed (kind of like in Distant Worlds games where you choose what to automate), and focus on what you enjoy the most.

If your favorite part is warmonging, then indeed you'll be opening several frontlines with different fleets, manage their supply and reinforcement, find and make use of weak spots in the enemy defenses, claim new territory, loose some of your territory, rebuild....

And all the while you can have most of your industry and money-making fully automated, keeping your shipyards stocked while you are busy elsewhere 😄

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Re: [Mayhem 3.21b] Zero Hour 1.8b

Post by sataricon » Wed, 30. Nov 22, 22:53

Where is the config file that i can use to lower upkeep.
Won't make it 0 but will lower it by 20% just to feel that i have an edge.

BTW in mayhem 2 many products needed to have 2 primary resources but here i find it only need 1 so what is the idea behind this Design decision ?
Is it just to make things simpler for the player?
I don't think that people who play X games play it for the simplicity.

Or is it something related to how the mod itself work and it can't be done without simplifying the who system?

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