[X3LU] + [Mayhem] Faster game pace/balance

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

Shuulo
Posts: 300
Joined: Mon, 14. Apr 08, 17:03

Post by Shuulo » Fri, 1. Dec 17, 21:53

Updated to 2.2.1

User avatar
Joubarbe
Posts: 3552
Joined: Tue, 31. Oct 06, 13:11

Post by Joubarbe » Fri, 1. Dec 17, 21:59

You're fast!

Shuulo
Posts: 300
Joined: Mon, 14. Apr 08, 17:03

Post by Shuulo » Fri, 1. Dec 17, 22:05

Not faster than panda though.

Shuulo
Posts: 300
Joined: Mon, 14. Apr 08, 17:03

Post by Shuulo » Sat, 16. Dec 17, 13:08

This should work with 2.2.2

Shuulo
Posts: 300
Joined: Mon, 14. Apr 08, 17:03

Post by Shuulo » Thu, 1. Feb 18, 22:14

Updated to 2.3.0

Shuulo
Posts: 300
Joined: Mon, 14. Apr 08, 17:03

Post by Shuulo » Thu, 8. Feb 18, 20:42

Updated to 2.3.2

ledhead900
Posts: 45
Joined: Mon, 15. Mar 04, 09:07

Post by ledhead900 » Thu, 22. Feb 18, 10:38

I was just looking for something like this thank you!!

Decided I would get back into X3 again since I exhausted it way back with X3 Reunion but I wanted to give myself a reason to play and it needed a reason to build all of this stuff and Mayhem was just the thing, plus all the new stuff in TC and AP.

Then I was using SETA undocked just to pass time for freight because everything moved tediously slowly zzzz.
While watching the X4 live stream, noticed they had this alternative ship boost which I think is great, seeing a ship just shoot off like that is something I wish the AI did in X3 ages ago and I wonder if it is actually possible who knows. Anyway, then I found this so again thank you!
SpoilerShow
(I am not sold on X4 yet it look too much like a 'here guys we fixed Rebirth for X3 Fans' deal from what I have seen so far)
Nothing in this world is right so no one can claim to be right eaither.

jlvitorasso
Posts: 22
Joined: Thu, 1. Mar 18, 05:52

Post by jlvitorasso » Thu, 8. Mar 18, 19:18

hi!
working on mayhem last version? (2.3.7)

Shuulo
Posts: 300
Joined: Mon, 14. Apr 08, 17:03

Post by Shuulo » Sun, 11. Mar 18, 10:34

it works actually, there were no changes to files I edit with this mod. Ill update cover page
ledhead900 wrote:Then I was using SETA undocked just to pass time for freight because everything moved tediously slowly zzzz.
Same here, but it was a motivation to make combat more active and epic, now it looks much better IMO.

Shuulo
Posts: 300
Joined: Mon, 14. Apr 08, 17:03

Post by Shuulo » Thu, 19. Apr 18, 16:39

Updated to Mayhem 2.3.10

Shuulo
Posts: 300
Joined: Mon, 14. Apr 08, 17:03

Post by Shuulo » Fri, 4. May 18, 18:54

updated to 2.3.12

timeslayer13
Posts: 1
Joined: Sun, 3. Jun 18, 13:49

oct spawning station in normal start

Post by timeslayer13 » Fri, 15. Jun 18, 06:48

I start on normal and less then 5 mins the oct station appears

Shuulo
Posts: 300
Joined: Mon, 14. Apr 08, 17:03

Re: oct spawning station in normal start

Post by Shuulo » Fri, 15. Jun 18, 20:36

timeslayer13 wrote:I start on normal and less then 5 mins the oct station appears
did you mean OCV?
btw, this version is not updated to Mayhem 2.4, the balance in it has changed. I currently test new iteration and will upload new version as soon as Ill see if it works fine.

Shuulo
Posts: 300
Joined: Mon, 14. Apr 08, 17:03

Post by Shuulo » Sat, 21. Jul 18, 18:37

Updated to 2.5.3 - weapon changes were reverted as i am now fine with how they are in vanilla Mayhem

Post Reply

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