[X3LU] Mayhem 3.21b

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worsin
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Post by worsin » Sun, 4. Mar 18, 10:32

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.

Sirrobert
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Post by Sirrobert » Sun, 4. Mar 18, 12:30

Just shoot the asteroid debris. The small rocks.
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris

jlvitorasso
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x4

Post by jlvitorasso » Sun, 4. Mar 18, 18:21

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!

deztar
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Post by deztar » Sun, 4. Mar 18, 19:06

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.
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.

worsin
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Post by worsin » Sun, 4. Mar 18, 23:17

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.

Sirrobert
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Post by Sirrobert » Mon, 5. Mar 18, 00:03

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.
You should actually be a little more aggressive with taking sectors.
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

worsin
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Post by worsin » Mon, 5. Mar 18, 00:13

Sirrobert wrote:
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.
You should actually be a little more aggressive with taking sectors.
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.
I assume I should take another empty sector since I could never defeat a populated one. Right?

worsin
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Post by worsin » Mon, 5. Mar 18, 01:55

Is repairing with space suit disabled?

Falcrack
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Post by Falcrack » Mon, 5. Mar 18, 06:15

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.
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.

hqz
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Post by hqz » Mon, 5. Mar 18, 10:24

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?

hqz
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Post by hqz » Mon, 5. Mar 18, 10:28

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.

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Joubarbe
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Post by Joubarbe » Mon, 5. Mar 18, 10:56

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.

V-virus
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Procedural Generation Universe

Post by V-virus » Mon, 5. Mar 18, 16:21

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

Falcrack
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Post by Falcrack » Mon, 5. Mar 18, 16:32

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.

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Hector0x
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Post by Hector0x » Mon, 5. Mar 18, 16:39

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?
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.

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Joubarbe
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Post by Joubarbe » Mon, 5. Mar 18, 17:12

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.
Where do you see that?

Instructions are here and only here.

Darkternal
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Post by Darkternal » Mon, 5. Mar 18, 18:17

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).

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Hector0x
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Post by Hector0x » Mon, 5. Mar 18, 20:20

@Darketernal: OWPs count as ships so templates are a thing.
You could add many cargo bay tunings to an Aran via script editor to get something like you described.

Darkternal
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Post by Darkternal » Mon, 5. Mar 18, 22:09

@Hector0x Don't want to use anything that autor doesn't ment to be used (except Scorp Map :lol: ). I am about Aran scripting.
@Joubarbe btw, I found new exploit (may be not). PM.

worsin
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Post by worsin » Tue, 6. Mar 18, 08:39

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.

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