[X3LU] Mayhem 3.21b
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- Posts: 161
- Joined: Tue, 22. Aug 17, 13:14
@Joubarbe
Got a question and a few observations (read: opinions) for you.
1. What's the time-base for the OCV invasion global var? I'm not sure whether I changed that by mistake but it seems they haven't pestered me for longer than usual (12-36 hrs right?).
2. Some suggestions for 2.2.0:
- Easy game start (mentioned earlier) : factions don't claim single-gate Unknown Sectors. PX starter ship? (no rev. engineering, see below)
- Specialty re-rolls : either give the player a one-time choice (should come blank) or remove entirely. They're exploitable as it is (reload).
- OCV ships unavailable to the player, period. They're too OP, especially the Os. I guess that also implies removing the Kyon weapons as well.
- Don't forget about the Normal start exploit...
- Same as above wr/t research exploit.
- I have some doubts about the large OWP docking 20 fighters. That's potentially 160 fighters. I might be biased because of the Os though.
Hope this helps, and thanks again for all the fun
-lpa
Got a question and a few observations (read: opinions) for you.
1. What's the time-base for the OCV invasion global var? I'm not sure whether I changed that by mistake but it seems they haven't pestered me for longer than usual (12-36 hrs right?).
2. Some suggestions for 2.2.0:
- Easy game start (mentioned earlier) : factions don't claim single-gate Unknown Sectors. PX starter ship? (no rev. engineering, see below)
- Specialty re-rolls : either give the player a one-time choice (should come blank) or remove entirely. They're exploitable as it is (reload).
- OCV ships unavailable to the player, period. They're too OP, especially the Os. I guess that also implies removing the Kyon weapons as well.
- Don't forget about the Normal start exploit...
- Same as above wr/t research exploit.
- I have some doubts about the large OWP docking 20 fighters. That's potentially 160 fighters. I might be biased because of the Os though.
Hope this helps, and thanks again for all the fun
-lpa
Trying to decide if I want to play LU with Mayhem or not, especially given that Phanon+ and Rev+ are bugged. @Joubarbe: could we get some idea of your time schedule/progress regarding 2.2.0? Not to pressure or be ******, just don't want to start a Mayhem playthrough if the update is around the corner.
Hi, my dock-agents (gather/supply) don't interact with my solar power plant. My energy cell source is set to the SPP, and a freighter manages to collect the energy, but it leaves me unable to automatically supply crystals. Also, I have multiple of both dock-agent types, and I constructed factories before and after without said issues. Is there anything I'm doing wrong?
The save file, if of interest.
https://www.mediafire.com/file/ns3xi6a5rbonuho/X01.sav
The save file, if of interest.
https://www.mediafire.com/file/ns3xi6a5rbonuho/X01.sav
Stations are supplied by Station Agents. Dock Agents only manage goods in the dock.Jeames wrote:Hi, my dock-agents (gather/supply) don't interact with my solar power plant. My energy cell source is set to the SPP, and a freighter manages to collect the energy, but it leaves me unable to automatically supply crystals. Also, I have multiple of both dock-agent types, and I constructed factories before and after without said issues. Is there anything I'm doing wrong?
The save file, if of interest.
https://www.mediafire.com/file/ns3xi6a5rbonuho/X01.sav
Use the IDN for what you want.
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris
The latest version uses dock-agents for supplying and collecting from stations in the same sector as the home sanctuary, and this feature works fine for every station except the SPP.Sirrobert wrote:Stations are supplied by Station Agents. Dock Agents only manage goods in the dock.Jeames wrote:Hi, my dock-agents (gather/supply) don't interact with my solar power plant. My energy cell source is set to the SPP, and a freighter manages to collect the energy, but it leaves me unable to automatically supply crystals. Also, I have multiple of both dock-agent types, and I constructed factories before and after without said issues. Is there anything I'm doing wrong?
The save file, if of interest.
https://www.mediafire.com/file/ns3xi6a5rbonuho/X01.sav
Use the IDN for what you want.
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- Posts: 44
- Joined: Tue, 21. Jun 16, 17:23
Hey Guys,
Jumping back into this mod and I've realized there is a lot of change, Joubarbe you're amazing.
Should I try to get my old save working (from a fewish months back)? I had just finished setting up food and energy production for the starting sector.
Or should I use one of the new starts, I think I saw one that said Quickstart... but not entirely sure what that does.
Also, Is there any kind of tutorial or general info guide that someone has made for Mayhem? Just to get more familiar? obviously fine if not Im getting used to figuring out most of things on my own. How else would I be playing a Mod of Mod of a game released in 2005!
Jumping back into this mod and I've realized there is a lot of change, Joubarbe you're amazing.
Should I try to get my old save working (from a fewish months back)? I had just finished setting up food and energy production for the starting sector.
Or should I use one of the new starts, I think I saw one that said Quickstart... but not entirely sure what that does.
Also, Is there any kind of tutorial or general info guide that someone has made for Mayhem? Just to get more familiar? obviously fine if not Im getting used to figuring out most of things on my own. How else would I be playing a Mod of Mod of a game released in 2005!
Quickstart: you start in Bluish Snout with all omicron channel sectors discovered and a few more bucks. If you never saw that before, I strongly recommend you start a new game, especially because your old savegame seems in very early game.
Apart from the original post on the first page and the very superficial tutorial when you start with the "normal" gamestart, there is no other help.
Apart from the original post on the first page and the very superficial tutorial when you start with the "normal" gamestart, there is no other help.
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- Posts: 44
- Joined: Tue, 21. Jun 16, 17:23
Import should in my experience be set to at least 50%. It's the threshold for when assigned ships will start looking for resources, so if you set it to zero it won't get resources until it's completely empty. 50% is an ok middle ground. Adjust when/if needed.Jeames wrote:I've tried the default 10/15% import/export for the SPP, as well as 0% each, both to no avail. I've checked whether the ignore setting was selected several times, never has been. Should I just replace the SPP and build a new one?
When it comes to export it's more about what you want to achieve, so it tend to end up being a bit of trial and error.
I'm sorry, I can't hear you over the sound of how awesome I am
DiDs:
Eye of the storm Completed
Eye of the storm - book 2 Inactive
Black Sun - Completed
Endgame - Completed
DiDs:
Eye of the storm Completed
Eye of the storm - book 2 Inactive
Black Sun - Completed
Endgame - Completed
Ah, OK, I must've gotten it back to front, thanks.Zaitsev wrote:Import should in my experience be set to at least 50%. It's the threshold for when assigned ships will start looking for resources, so if you set it to zero it won't get resources until it's completely empty. 50% is an ok middle ground. Adjust when/if needed.Jeames wrote:I've tried the default 10/15% import/export for the SPP, as well as 0% each, both to no avail. I've checked whether the ignore setting was selected several times, never has been. Should I just replace the SPP and build a new one?
When it comes to export it's more about what you want to achieve, so it tend to end up being a bit of trial and error.