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[X3LU] Mayhem 2.1.3
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Hector0x





Joined: 18 Nov 2013
Posts: 264 on topic

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PostPosted: Thu, 7. Sep 17, 17:28    Post subject: Reply with quote Print

There is also a station setting. "set DA to ignore" or something. Check if you accidentally clicked this


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Angrybiscit





Joined: 21 Jun 2016
Posts: 19 on topic

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PostPosted: Thu, 7. Sep 17, 17:56    Post subject: Reply with quote Print

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!

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Joubarbe





Joined: 31 Oct 2006
Posts: 2566 on topic
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PostPosted: Thu, 7. Sep 17, 21:04    Post subject: Reply with quote Print

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.


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Angrybiscit





Joined: 21 Jun 2016
Posts: 19 on topic

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PostPosted: Thu, 7. Sep 17, 22:23    Post subject: Reply with quote Print

Okay that actually sounds perfect.

I had previously been held up by a crash that had me starting the game over about 5 times, so i'm glad to skip the beginning.

(crash on my side, not yours Smile )

Thanks!

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fia168





Joined: 13 Apr 2016
Posts: 8 on topic

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PostPosted: Fri, 8. Sep 17, 04:57    Post subject: Reply with quote Print

Can you remove all missile ships m7 or limit their number? They greatly spoil the balance.

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Jeames





Joined: 04 Nov 2015
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PostPosted: Fri, 8. Sep 17, 05:52    Post subject: Reply with quote Print

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?

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Zaitsev





Joined: 02 Dec 2008
Posts: 1888 on topic
Location: Norway
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PostPosted: Sat, 9. Sep 17, 00:35    Post subject: Reply with quote Print

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?


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.

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.


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Jeames





Joined: 04 Nov 2015
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PostPosted: Sat, 9. Sep 17, 05:34    Post subject: Reply with quote Print

Zaitsev wrote:
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?


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.

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.

Ah, OK, I must've gotten it back to front, thanks.

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Joubarbe





Joined: 31 Oct 2006
Posts: 2566 on topic
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PostPosted: Sat, 9. Sep 17, 08:40    Post subject: Reply with quote Print

fia168 wrote:
Can you remove all missile ships m7 or limit their number? They greatly spoil the balance.


No.


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Jonzac



MEDAL

Joined: 27 Feb 2005
Posts: 243 on topic

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PostPosted: Sat, 9. Sep 17, 18:47    Post subject: Reply with quote Print

Joubarbe wrote:
fia168 wrote:
Can you remove all missile ships m7 or limit their number? They greatly spoil the balance.


No.


I assume the answer to middle spam is a M7 with chaff and turrets set to missike defense.

Trying to remember if M8s have the same capability

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Angrybiscit





Joined: 21 Jun 2016
Posts: 19 on topic

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PostPosted: Mon, 11. Sep 17, 15:46    Post subject: Reply with quote Print

@jeames wondering if you figured out your issue?

I think I am currently having the same/similar issue. Unless the Mod treats SPP's different than other stations. My DA's both suppliers and Gatherer's are ignoring the SPP completely. It is in a sector that has 4 other stations that the DA's are servicing perfectly.

- Ignore is off
- Import is 50%
- Export is 10%

I have similar settings for a Silicon Mine, Crystal Fab, Bakery, and Ranch that the DA's are servicing brilliantly. (nice job on figuring that out btw Wink )

For now I have a Freighter unloading the SPP and then set a courier that is just looping carrying crystals from the sanctuary>SPP. (Probably more elegant solutions, I know.)


Also, for research stations. Is their research rate dependent on the number of people in the Sanctuary?

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Joubarbe





Joined: 31 Oct 2006
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PostPosted: Mon, 11. Sep 17, 15:49    Post subject: Reply with quote Print

Angrybiscit wrote:
Also, for research stations. Is their research rate dependent on the number of people in the Sanctuary?


No, sector stat only.


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Jeames





Joined: 04 Nov 2015
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PostPosted: Wed, 13. Sep 17, 15:13    Post subject: Reply with quote Print

Angrybiscit wrote:
@jeames wondering if you figured out your issue?

Actually, I'm not sure whether it's working for me, I've tried 50% and 90%, and I haven't seen them gather/supply energy/crystals yet.

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VincentTH



MEDALMEDALMEDAL

Joined: 06 Nov 2002
Posts: 5363 on topic

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PostPosted: Wed, 13. Sep 17, 21:03    Post subject: Reply with quote Print

Jeames wrote:
Angrybiscit wrote:
@jeames wondering if you figured out your issue?

Actually, I'm not sure whether it's working for me, I've tried 50% and 90%, and I haven't seen them gather/supply energy/crystals yet.


For export, I set it to 1 full load of the IDN freighter. For Heavy Gun production, which use Soja Husk, I set it to 22% , in order to prevent the workers from consuming Soja Husk, instead of Scruffin Fruit. The 22% export is enough for one load of heavy gun production.

As for supplier, gatherer not doing their job, I have that issue too. I just from time to time, reissue the task to get past the issue. I believe there is a bug somewhere there.

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Jeames





Joined: 04 Nov 2015
Posts: 7 on topic

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PostPosted: Thu, 14. Sep 17, 11:06    Post subject: Reply with quote Print

VincentTH wrote:

For export, I set it to 1 full load of the IDN freighter. For Heavy Gun production, which use Soja Husk, I set it to 22% , in order to prevent the workers from consuming Soja Husk, instead of Scruffin Fruit. The 22% export is enough for one load of heavy gun production.

As for supplier, gatherer not doing their job, I have that issue too. I just from time to time, reissue the task to get past the issue. I believe there is a bug somewhere there.

We're both using the docking agent gather/supply function added a few patches ago. The IDN's are efficient, but, if I remember correctly, disperse resources evenly across sanctuaries, and I'd like to see if I can get the dock agents to work properly, since that'd give me better control over the distribution of resources.

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