[X3LU] Mayhem 3.21b
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Hello new to Mayhem...quick question.
How do you mine? I have a Caiman Mining Ship. 4 Mining lasers on it with ore collector and mineral scanner but when I approach an asteroid the lasers are grayed out and they do nothing. I'm 2km from the asteroid it's scanned and everything.
Also please make the starting station and research facility further apart. They start out so close things get clogged up and you lose ships crashing into each other. VERY annoying.
How do you mine? I have a Caiman Mining Ship. 4 Mining lasers on it with ore collector and mineral scanner but when I approach an asteroid the lasers are grayed out and they do nothing. I'm 2km from the asteroid it's scanned and everything.
Also please make the starting station and research facility further apart. They start out so close things get clogged up and you lose ships crashing into each other. VERY annoying.
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- Posts: 29
- Joined: Thu, 1. Mar 18, 04:52
Hi guys. I'm definitely not a newborn on x3lu universe, but i just recently decide to try this mod. Looks so promising! Anyway, i have a few questions that i can't clarify after reading the encyclopedia ingame.
1. Is there a command so i can set a NPC to do the blueprint scans for me?The fact that i have to scan every single ship of the game kinda bothered me.
2. I read here on patch notes that MK3 and QJE are removed from npc stations. So, where can i find them now? I have a trade playstyle, and not be able to use UT's would be a critical hit for me.
Have a nice day/night everyone!
EDIT: Ignore the #2, already found it!
1. Is there a command so i can set a NPC to do the blueprint scans for me?The fact that i have to scan every single ship of the game kinda bothered me.
2. I read here on patch notes that MK3 and QJE are removed from npc stations. So, where can i find them now? I have a trade playstyle, and not be able to use UT's would be a critical hit for me.
Have a nice day/night everyone!
EDIT: Ignore the #2, already found it!
No, you can only scan manually. And why would you want to scan every ship? You just need one ship of each type, so around 15 in total.jlvitorasso wrote: 1. Is there a command so i can set a NPC to do the blueprint scans for me?The fact that i have to scan every single ship of the game kinda bothered me.
Wow, first time playing. I have not taken ANY sectors. OCV rolled in a wiped me out.
They seem way OP to me. I haven't even been able to build a fleet yet and they destroyed everything I have the first time in.
They are so fast that the starter ship is useless against them. I really don't know how you people do this considering the difficulty of OCV. They seem 2x power powerful than anything I've been able to build/scavenge so far.
They seem way OP to me. I haven't even been able to build a fleet yet and they destroyed everything I have the first time in.
They are so fast that the starter ship is useless against them. I really don't know how you people do this considering the difficulty of OCV. They seem 2x power powerful than anything I've been able to build/scavenge so far.
You should actually be a little more aggressive with taking sectors.worsin wrote:Wow, first time playing. I have not taken ANY sectors. OCV rolled in a wiped me out.
They seem way OP to me. I haven't even been able to build a fleet yet and they destroyed everything I have the first time in.
They are so fast that the starter ship is useless against them. I really don't know how you people do this considering the difficulty of OCV. They seem 2x power powerful than anything I've been able to build/scavenge so far.
A second sector (assuming you start the basic start) will double your research, and significantly improve your economy. That means you have a bigger fleet.
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris
I assume I should take another empty sector since I could never defeat a populated one. Right?Sirrobert wrote:You should actually be a little more aggressive with taking sectors.worsin wrote:Wow, first time playing. I have not taken ANY sectors. OCV rolled in a wiped me out.
They seem way OP to me. I haven't even been able to build a fleet yet and they destroyed everything I have the first time in.
They are so fast that the starter ship is useless against them. I really don't know how you people do this considering the difficulty of OCV. They seem 2x power powerful than anything I've been able to build/scavenge so far.
A second sector (assuming you start the basic start) will double your research, and significantly improve your economy. That means you have a bigger fleet.
Scanning is a very finicky, skill intensive process I would never entrust to an AI. It frequently involves hooting down a targets shields, but not too much, staying in range while it shoots at you. Or if you do not shoot at it, searching the galaxy for battles where the ship of interest is involved, jumping there, and hoping that the enemy it is fighting will do the shield depletion for you, without killing your target ship before you scan it, so that you do not suffer a rep hit with the faction of the ship being scanned.jlvitorasso wrote: 1. Is there a command so i can set a NPC to do the blueprint scans for me?The fact that i have to scan every single ship of the game kinda bothered me.
I haven't played since 2.09 and I'm going to start a whole new playthrough.
I'm curious about the best choice of factories during the early stages of the game. Is is better to build factories for your own use in order to reach some sort of self-sustainability, or do you try to build factories that produce wares that you can sell so that you earn more credits?
And in case it's the second one (building for money), which factories do you usually consider the most profitable ones?
I'm curious about the best choice of factories during the early stages of the game. Is is better to build factories for your own use in order to reach some sort of self-sustainability, or do you try to build factories that produce wares that you can sell so that you earn more credits?
And in case it's the second one (building for money), which factories do you usually consider the most profitable ones?
Is there a place outside of the game where the changes to the weapons are listed?
Before the changes I would just rely on http://blubb.najut.org/x3/ to compare weapons and theorycraft some interesting ship loadouts. So I'm wondering if there's an equivalent for Mayhem.
And if not, would it be possible to get the changes as a CSV or XML or JSON by any chance? Otherwise I'll just try to dig for the info myself inside the cat/dat files.
Before the changes I would just rely on http://blubb.najut.org/x3/ to compare weapons and theorycraft some interesting ship loadouts. So I'm wondering if there's an equivalent for Mayhem.
And if not, would it be possible to get the changes as a CSV or XML or JSON by any chance? Otherwise I'll just try to dig for the info myself inside the cat/dat files.
There's no such thing for Mayhem. The only thing changed is the damage output: some weapons are anti-shield, others are anti-hull. That changes the damage value to a ratio of 1:3.
Self-sustainability is what you should aim for at first. See how you deal with the OCV.
@worsin: repair laser is deactivated indeed. If you really struggle to fight back the OCV, there's still the Vagrant gamestart, where the OCV feature is disabled.
Self-sustainability is what you should aim for at first. See how you deal with the OCV.
@worsin: repair laser is deactivated indeed. If you really struggle to fight back the OCV, there's still the Vagrant gamestart, where the OCV feature is disabled.
Procedural Generation Universe
PROCEDURAL GENERATION UNIVERSE FOR MAYHEM (current version 2.3.7)
-New x universe
-Random generated planets, suns, asteroid fileds, gates, race regions, stations.
DOWNLOAD this mod
-New x universe
-Random generated planets, suns, asteroid fileds, gates, race regions, stations.
DOWNLOAD this mod
The factory slots are too valuable to use them for money making in the beginning. You should produce the goods you need, but can't buy. An enemy race gives you more opportunities for missions or piracy.hqz wrote:I haven't played since 2.09 and I'm going to start a whole new playthrough.
I'm curious about the best choice of factories during the early stages of the game. Is is better to build factories for your own use in order to reach some sort of self-sustainability, or do you try to build factories that produce wares that you can sell so that you earn more credits?
And in case it's the second one (building for money), which factories do you usually consider the most profitable ones?
Where do you see that?Falcrack wrote:I am about to do a fresh Mayhem game. The install instructions on the 1st page of this thread indicate to install Mayhem over a fresh LU 1.7.0 install. But, LU is on version 1.7.2, so I was wondering if I should do an install over 1.7.0, or 1.7.2.
Instructions are here and only here.
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- Posts: 127
- Joined: Sun, 8. Jan 17, 15:04
Suggestions:
-Presets sector should be loaded with change to currend sector (may be with player acceptance ).
-Queues for production (with loop maybe).
-Presets for OWP (no idea how it could be implemented).
-OCV start (I think everybody want to fly this imba ships).
-Ship with very big cargobay (may be very expensive and very slow).
-Presets sector should be loaded with change to currend sector (may be with player acceptance ).
-Queues for production (with loop maybe).
-Presets for OWP (no idea how it could be implemented).
-OCV start (I think everybody want to fly this imba ships).
-Ship with very big cargobay (may be very expensive and very slow).
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- Posts: 127
- Joined: Sun, 8. Jan 17, 15:04
Got a problem that I need some help with.
My game keeps hard locking at about the same exact point in the game.
Its happened 2 times now at the same time. Seems something wants to trigger and freezes everything up.
Edit. Further testing I can confirm at exactly the same moment in the game it crashes with a hard lock. Cannot progress at all.
Shame I'm really liking this mod.
Here is the save if anyone can assist in finding out the cause.
https://www.dropbox.com/s/bt5x36frjcbjv0u/X12.sav?dl=0
Just tried to export the game and it did the same thing. Hard lock. Cant even export
Edit. Just to give a rundown of what I have installed.
Did a fresh install then followed the instructions to the letter.
Then installed:
ADS - Joubarbian Edition for carriers management.
The Joubarbian Toolkit for various quality of life stuff.
Internal Distribution Network
Cockpit mod from Litcube page.
That's it.
Also, I installed Litcube Import/Export THEN installed the Mayhem Import/Export.
In 4 days playing 10 hours a day I had no problems till just now.
1 thing to mention. This seems to have happened a few min after I deconstructed a station to replace it with another type. I don't know if this can cause whats happening or not.
My game keeps hard locking at about the same exact point in the game.
Its happened 2 times now at the same time. Seems something wants to trigger and freezes everything up.
Edit. Further testing I can confirm at exactly the same moment in the game it crashes with a hard lock. Cannot progress at all.
Shame I'm really liking this mod.
Here is the save if anyone can assist in finding out the cause.
https://www.dropbox.com/s/bt5x36frjcbjv0u/X12.sav?dl=0
Just tried to export the game and it did the same thing. Hard lock. Cant even export
Edit. Just to give a rundown of what I have installed.
Did a fresh install then followed the instructions to the letter.
Then installed:
ADS - Joubarbian Edition for carriers management.
The Joubarbian Toolkit for various quality of life stuff.
Internal Distribution Network
Cockpit mod from Litcube page.
That's it.
Also, I installed Litcube Import/Export THEN installed the Mayhem Import/Export.
In 4 days playing 10 hours a day I had no problems till just now.
1 thing to mention. This seems to have happened a few min after I deconstructed a station to replace it with another type. I don't know if this can cause whats happening or not.