[X3LU] Mayhem 2.7.8

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
User avatar
Joubarbe
Posts: 3589
Joined: Tue, 31. Oct 06, 13:11

[X3LU] Mayhem 2.7.8

Post by Joubarbe » Tue, 28. Jul 15, 12:26

Last edited by Joubarbe on Sat, 3. Nov 18, 10:25, edited 251 times in total.

User avatar
Joubarbe
Posts: 3589
Joined: Tue, 31. Oct 06, 13:11

Post by Joubarbe » Tue, 28. Jul 15, 12:27

CHANGELOG

Version 2.7.8 (03/11/2018)
  • CHANGE: Added the class name of every missile in their description.
  • FIX: Lots of double spaces in ware descriptions.
  • FIX: Nearest sectors were not prioritized by invaded shipyards. This can be deactivated through a new t-file option.
  • FIX: The Silkworm description was the vanilla one instead of LU's.
Version 2.7.7 (02/11/2018)
  • NEW: T-file option to make all wars "dirty". Can lead to serious chaos and unbalanced economy.
  • NEW: T-file option to disallow instant jump for Battle Group fleets. Can make things very unpredictable, and probably imbalanced.
  • NEW: Added two station blacklists, one for DA, one for SA.
  • CHANGE: All OTAS ships are now properly classified as Argon ships, meaning that you can buy their data from the Argon market (and that Argon Battle Groups will use them).
  • CHANGE: Station Agents are now distributing to all your Sanctuaries, prioritizing local and nearest ones.
  • CHANGE: Station Agents are synchronized: if they're looking for the same ware at the same factory, only one will go. Can be deactivated through a t-file option.
  • CHANGE: "Minimum stock to distribute" changed to "Minimum stock to start distribution".
  • FIX: Station Agents description.
  • FIX: Dragonfly and Rapier are now light seeker missiles, instead of dumbfires.
  • FIX: Agents should now properly check for needed fuel on the station they're docked in, then in the local Sanctuary, before looking for NPC stations.
  • FIX: 150km build restriction does not apply to mines.
  • FIX: Possible trigger of company's rescue missions by a ship other than the player's ship.
  • FIX: Jumpdrives could respawn for sell if you were playing with the "no jumpdrive" t-file option, without playing the Intruder gamestart.
Version 2.7.6 (12/10/2018)
  • CHANGE: Cahoona Bakery is now XL.
  • FIX: The main plot would get stuck if the flagship you're supposed to destroy has already been destroyed. Now Mayhem recreates it.
  • FIX (E/I Module): Sectors that are set to Unknown by Mayhem and are not originally Unknown in LU Vanilla would repopulate after an import.
Version 2.7.5 (05/10/2018)
  • NEW: T-file option: Chaotic Expansion. Each faction can expand to sectors that are non-adjacent to their territory. Default is off.
  • NEW: Added a "Local" option to the list of dock agents' possible targets. This allows presets to be more easily exportable and gives some clarity in the jobs list. You can still specify the local sector if you want this specific sector to be the target for everyone.
  • NEW: T-file option to deactivate docking tax warning messages.
  • CHANGE: Invasions against player sectors now only consist of one wave.
  • CHANGE: Teladianium foundries go back to XL size.
  • CHANGE: All marines (enemy or ally) reload their gun after killing a target.
  • CHANGE: "Attack All Enemies" will target enemy stations in priority.
  • FIX: Restored the LU energy consumption rate of the Concussion Impulse Generator (like every other laser).
  • FIX: Removed the mentions of Sanctuary levels in the encyclopedia.
Version 2.7.4 (09/09/2018)
  • CHANGE: Reduced the rate of fire of Ion Disruptor by 20%.
  • FIX: Marines: Effective protection was not properly calculated.
  • FIX: Marines: Initiative bonus was applied to enemies as well.
  • FIX: CIG (Concussion Impulse Generator) rate of fire was twice its normal value.
Version 2.7.3 (08/09/2018)
  • FIX: Marines getting reset in Sanctuaries that don't have the Marine Barracks perk.
  • FIX: "null" blueprint could be obtained from a computer during boarding or expedition.
  • FIX: Boost Extension could be seen on some ships.
  • FIX: Marines were not properly destroyed when the ship they boarded had not enough place for them AND when there were no sanctuary left.
  • FIX: Message of a new blueprint added from computer hacking could be displayed, even though the blueprint was already known.
  • FIX: Victory screen was freezing the game when you had at least one marine improvement researched.
Version 2.7.2 (04/09/2018)
  • CHANGE: Marines transfer and list are now accessible without the "Marine Barracks" perk.
  • FIX: Jumpdrive minimum jumps setting could be reduced if a homebase was assigned.
  • FIX: Factories not being connected to their complex should be fixed.
Version 2.7.1 (29/08/2018)
  • CHANGE: Goner temples still increase sector stats, but not to their maximum anymore.
  • CHANGE: Recycling stuff now gives you 50% resources instead of 100%.
  • FIX: OCV could sometimes display a "clean" claim.
  • FIX: Template outfit "assign home & send" is now reset to default when the menu is closed.
  • FIX: Unnamed ships.
  • FIX: Quantum Jumpgate extension and perk are hidden when you play the Intruder gamestart or you deactivate jumpdrive.
Version 2.7.0 (24/08/2018)
  • NEW: There's now a t-file option to deactivate OCV at any time.
  • NEW: Perks system revamped. No Sanctuary level, some perks have changed, some have been added, some have been removed. All perks are available from the start, but they are not refundable, so you better plan your strategy in advance.
  • NEW: Opportune deliveries. Your DAs are getting smarter.
  • NEW: Fully equipped ships t-file option. For losers. Yeah, you.
  • NEW: Two new hotkeys: Wingmen go home and Wingmen refuel from playership. The latter requires a Transporter Device.
  • NEW: Added 25 potential new connections between sectors. They don't use standard gates, but trans-orbital gates (un-jumpable and hidden on the galaxy map). Check the new map, these random connections are shown as question marks.
  • NEW: Two new hotkeys: Turret: attack enemies and Turret: missile defence.
  • NEW: Marine improvements.
  • CHANGE: Restored LU-Vanilla weapons damage, with some increased shield damage for most medium weapons. The anti-hull / anti-shield concept is removed. Mayhem range and speed are preserved.
  • CHANGE: Removed all magic powers from weapons (charge, reduce speed, drain weapons).
  • CHANGE: Penetration bonus is increased and is now displayed into the total bullet energy.
  • CHANGE: Removed all planet supply jobs. They're bugged and stupid.
  • CHANGE: Reduced the number of M1 in the universe (jobs).
  • CHANGE: Victory changes: it now requires you to finish the main plot first, the "Economy" victory is removed and the "Subjugation" victory is now achieved by subjugating 2 factions instead of 3.
  • CHANGE: Sanctuary Of Darkness is easier to retake from the Xenons.
  • CHANGE: Sector stats: factory support goes from 4/8 to 6/9 (new game only), with a chance of an "oasis" sector (silly name for extra support, up to 15).
  • CHANGE: Rethought some missions: some removed, some restored, some reduced, some increased.
  • CHANGE: Shipyards information (as a diplomatic action) can be bought at anytime, with anyone.
  • CHANGE: You can now see how many ships they would send against you in case of an invasion (estimation only). Shipyards information required.
  • CHANGE: The ship data market is now a diplomatic action (2 million). And it's unlocked by default with Alliance gamestarts.
  • CHANGE: More weapon support for OWPs (including Terran weapons).
  • CHANGE: Removed LU's ship salvagers. Only company's salvagers stay.
  • CHANGE: Freedom's Reach is now Yaki.
  • CHANGE: The Albion area is now randomly assigned to one of the Commonwealth faction.
  • CHANGE: Sector traders are no longer a thing. UT only.
  • CHANGE: Templates can be ordered through the Backlog screen without having the "Ship hangar" perk. (one of the manufacture perk is still required)
  • CHANGE: Decreased build times.
  • CHANGE: Pirates do not autojump out of sector when heavily damaged.
  • CHANGE: The mission that consists of escorting a TL in the main story has been removed.
  • CHANGE: Plutarch Tractor System removed. It is no longer possible to move asteroids.
  • CHANGE: Station positioning (from Autopopulate, NPC Shipyards, etc.) is now made according to sector size, instead of using an arbitrary system of coordinates.
  • CHANGE: Reverted back the size of Teladianium Foundries to L instead of XL.
  • FIX: Relation from factions to player should be updated more often.
  • FIX: Increased following distance.
  • FIX: Probable corruption of Stock exchange (was causing the global task Lib.Gen.RunScriptWhenFinished to be stuck).
  • FIX: Terran shield stock bullsh*t. (removed)
  • FIX: Infoboxes from the Ministry of War menu were not shown.
  • FIX: The Collect Astronaut command was restricted to small ships.
  • FIX: The backlog menu was not properly initialized.
  • FIX: Station's color was messing the Sanctuary section of the job Register menu.
  • FIX: Best Buys/Selling Locators were supposed to have an effect on the delay it takes for a DA to search for a trade partner. Now it really does.
  • FIX: Global ship set homebase now takes carriers into account.
  • FIX: Some complex connected factories were displayed in some menus.
  • FIX: It was not possible to delete boarding report when the boarding was failed.
  • FIX: Boarding reports duplicates.
  • FIX: Ships that were supposed to go to a different Sanctuary after they are built were not always properly refueled.
  • FIX: Crash related to the impact effect of the Phased Array Laser Cannon. (replaced 217 by 201)
  • FIX: It was sometimes not possible to start the boarding command from another ship.
  • FIX: Freeze when a sector being corrupted was conquered by the player.
  • FIX: The game will now purge claims from Xenons, Player and OCV when it's loaded, if the claimer has no ships inside the sector.
  • FIX: Completely removed the need for love and protection of Kha'aks. Sad times...
Previous changelog (dropbox)
Last edited by Joubarbe on Sat, 3. Nov 18, 10:15, edited 920 times in total.

Hector0x
Posts: 426
Joined: Mon, 18. Nov 13, 19:03

Re: [X3LU] Mayhem

Post by Hector0x » Tue, 28. Jul 15, 18:27

Awesome stuff!
Joubarbe wrote:Not compatible with LU's Export/Import.
Can you explain this a bit further? If i hit the shiny "Export empire" button it

a) will melt down my CPU
b) would be pointless, because i couldn't select the import gamestart afterwards
c) works, but doesn't export any of the mod features like sector ownership and basicly starts it all from scratch while keeping player assets and OCV/Phanon state
d) kills my bunny

In short: Are we stuck at one LU codebase?
"Hard pounding, gentlemen. Let's see who pounds the longest." - Arthur Wellesley, Duke of Wellington, British general and Prime Minister

User avatar
Joubarbe
Posts: 3589
Joined: Tue, 31. Oct 06, 13:11

Post by Joubarbe » Tue, 28. Jul 15, 19:12

Well, making Mayhem compatible with E/I would mean to spend a lot of boring work, and IMO, LU is good enough as it is in 1.5.2. Maybe, if Litcube comes back with a lot of updates, I'll reconsider, but for now, you can export your empire, but I deactivated the import feature on the New Game screen. The reason is that it would not import any of the Mayhem features, not even the new stations and the universe configuration. That would be pointless.

Hector0x
Posts: 426
Joined: Mon, 18. Nov 13, 19:03

Post by Hector0x » Wed, 29. Jul 15, 17:29

It should last for a decent time i guess. Making another copy of the LU Backup right now. I'm thankful for your hobby selection.
"Hard pounding, gentlemen. Let's see who pounds the longest." - Arthur Wellesley, Duke of Wellington, British general and Prime Minister

Shomey
Posts: 70
Joined: Sat, 21. Dec 13, 21:03

Post by Shomey » Wed, 29. Jul 15, 19:15

This looks amazing. A painfull Yaki start seems nice.

How does the player deal with stations you cannot obtain because of racial wars? Like Yaki, I don't believe they have much stations by themself. And something like a PHQ, isn`t it only buyable at an argon shipyard?

User avatar
Joubarbe
Posts: 3589
Joined: Tue, 31. Oct 06, 13:11

Post by Joubarbe » Wed, 29. Jul 15, 19:28

If you really want a PHQ, you better make Argons your new friends :) A lot of Borons to kill in their sectors. And now with the bounties, it should be easier.

ColeTahn
Posts: 561
Joined: Mon, 9. Feb 04, 12:35

Post by ColeTahn » Sat, 1. Aug 15, 11:04

I assume you have to start a new game or does it work with an existig one,no matter how far the player is?

User avatar
Joubarbe
Posts: 3589
Joined: Tue, 31. Oct 06, 13:11

Post by Joubarbe » Sat, 1. Aug 15, 11:14

Yes, new game is required.

I recommend waiting for the 1.0 RC, coming soon, if you want a serious game. Yep, sorry, it's probably stupid, but I changed more things that I anticipated first. I also have more time to fine tune this mod.

Shomey
Posts: 70
Joined: Sat, 21. Dec 13, 21:03

Post by Shomey » Mon, 3. Aug 15, 18:11

Just wondering how you get enough money without much trading. Is there lots to gain with combat? And from there build some infra to get missiles and such?

Did you beat this gamemode yourself?

User avatar
Joubarbe
Posts: 3589
Joined: Tue, 31. Oct 06, 13:11

Post by Joubarbe » Tue, 4. Aug 15, 18:10

"Without much trading" ? You mean that if you don't have the whole universe, you won't make profits ? IMO, it's untrue. I can be wrong, but with the inflation, I'm under the impression that my traders make the same profits as before, if not more.

Besides, in LU, mining makes a lot of money. Some players seem to forget that.

And yes, combats, especially bounty hunting, + all bails and wares that get on the numerous battlefields between races, have good rewards.

I didn't beat the game with this mod ; but I'll release it anyway, because after the same number of days in several test games, my empire is in better shape than in LU's vanilla. Making war everywhere gives a lot of opportunities.

Shomey
Posts: 70
Joined: Sat, 21. Dec 13, 21:03

Post by Shomey » Tue, 4. Aug 15, 18:14

What I mean. Since only the Teladi + one other empire will like you from the start there are less sectors to trade in.

In my 'vanilla' LU I had 7-8 mining fleet but it din`t seem to do much. Maybe my setup is bad. Maybe guns and missiles instead of full mining drills.

I`m trying your mod anyway. Maybe the full combat start will be fun from the start.

User avatar
Joubarbe
Posts: 3589
Joined: Tue, 31. Oct 06, 13:11

Post by Joubarbe » Tue, 4. Aug 15, 18:20

Well, I have more fun in Mayhem than in Vanilla, so I think it's good and that some people can also have some fun :)

But I'm playing with the unreleased 1.00RC, that I'm going to release before the week-end. A lot of things have changed.

Shomey
Posts: 70
Joined: Sat, 21. Dec 13, 21:03

Post by Shomey » Tue, 4. Aug 15, 18:53

I better wait then.

I really like LU for the new mechanics and tools it gives. But the OCV seem so weak. They expand to slow to make me scared. I never got far in midgame/lategame because of that. I dont really feel the urge.

User avatar
Joubarbe
Posts: 3589
Joined: Tue, 31. Oct 06, 13:11

Post by Joubarbe » Wed, 5. Aug 15, 18:46

1.00RC released !

------

Download

Changelog

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”