[X3LU] Mayhem 3.21b
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Re: [X3LU] Mayhem 3.14d
Thank you for your work!
Some typos :
"...reports confirming the lost of Xenon station signals..." should be "loss"
"...we are not sure if the Xenons are not hiding in deep space." The second "not" should be removed as double negatives can't not be unconfusing in English.
A bug - not sure if it was fixed in the last updates as all the races got mad at me so I haven't taken any quests for awhile: I was frequently getting offered the same mission twice when docking at a station. The problem isn't in the quests, just that they're being triggered twice. If both were accepted, the second mission was entered as an 'update' to the first mission and things get glitchy.
For 'fetch artifact', two artifacts appeared and I think either one could be retrieved to complete, but the remaining artifact was forever floating around the game. For 'claim miner', two miners appear and I think the mission could not be completed. It hangs in the "destroy all Khak stage", can not be canceled, and remains in the Personal Journal forever. Etc.
Again, thank you for your work (in creating a virus to uninstall X4, that is )
Edit: Another issue; maybe it's intentional? I think it happens when there are no active trading partners in a Corporate Station's range. The station's freighters park at home and clog the station's docking port making it impossible for the player to trade with them.
Some typos :
"...reports confirming the lost of Xenon station signals..." should be "loss"
"...we are not sure if the Xenons are not hiding in deep space." The second "not" should be removed as double negatives can't not be unconfusing in English.
A bug - not sure if it was fixed in the last updates as all the races got mad at me so I haven't taken any quests for awhile: I was frequently getting offered the same mission twice when docking at a station. The problem isn't in the quests, just that they're being triggered twice. If both were accepted, the second mission was entered as an 'update' to the first mission and things get glitchy.
For 'fetch artifact', two artifacts appeared and I think either one could be retrieved to complete, but the remaining artifact was forever floating around the game. For 'claim miner', two miners appear and I think the mission could not be completed. It hangs in the "destroy all Khak stage", can not be canceled, and remains in the Personal Journal forever. Etc.
Again, thank you for your work (in creating a virus to uninstall X4, that is )
Edit: Another issue; maybe it's intentional? I think it happens when there are no active trading partners in a Corporate Station's range. The station's freighters park at home and clog the station's docking port making it impossible for the player to trade with them.
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Re: [X3LU] Mayhem 3.14d
Is waste on the blacklist in your personal console? I think it's added there by default, probably because it tends to fill up your looter's cargo bay and is very low value.
- Hairless-Ape
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Couple questions
I'm having 2 issues I need help with.
1. I'm flying around in a carrier, with fighters docked that are in the carrier's fleet, as well as being homebased at that carrier. If I order my ship to, for example, attack some ship, fighters undock and attack etc.. all good. However, I still have been unable to find any command to tell my fighters (all of them) to dock back up. Once they finish killing something, they sit there in space and respond as support ships, but if I want to get out of the system and tell them to dock up NOW, there's no way to do it.
2. I keep getting an in-game notification that reads like this : "From Terracorp Harmony department. legal notification.. It has been reported that one of your ships has taken part in the destruction of an asset legally protected by treaty.. bla bla.. " then they fine me 1 MILLION credits..
Does this mean I have to actually declare war with another faction before I can attack their stations?
Or is there some sort of Claim system I have to use before attacking a system like the NPC's appear to be doing? I don't see any claim system type of screen..
It would be nice if at least the penalty message said what I'm doing wrong, or give a clue how to fix it. legal notice?
Thanks.
1. I'm flying around in a carrier, with fighters docked that are in the carrier's fleet, as well as being homebased at that carrier. If I order my ship to, for example, attack some ship, fighters undock and attack etc.. all good. However, I still have been unable to find any command to tell my fighters (all of them) to dock back up. Once they finish killing something, they sit there in space and respond as support ships, but if I want to get out of the system and tell them to dock up NOW, there's no way to do it.
2. I keep getting an in-game notification that reads like this : "From Terracorp Harmony department. legal notification.. It has been reported that one of your ships has taken part in the destruction of an asset legally protected by treaty.. bla bla.. " then they fine me 1 MILLION credits..
Does this mean I have to actually declare war with another faction before I can attack their stations?
Or is there some sort of Claim system I have to use before attacking a system like the NPC's appear to be doing? I don't see any claim system type of screen..
It would be nice if at least the penalty message said what I'm doing wrong, or give a clue how to fix it. legal notice?
Thanks.
Out of my mind. Back in 5 minutes.
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Re: Couple questions
1. Support ships will automatically dock back at the carrier when the carrier does not have any more targets.Hairless-Ape wrote: ↑Sat, 24. Apr 21, 05:40I'm having 2 issues I need help with.
1. I'm flying around in a carrier, with fighters docked that are in the carrier's fleet, as well as being homebased at that carrier. If I order my ship to, for example, attack some ship, fighters undock and attack etc.. all good. However, I still have been unable to find any command to tell my fighters (all of them) to dock back up. Once they finish killing something, they sit there in space and respond as support ships, but if I want to get out of the system and tell them to dock up NOW, there's no way to do it.
2. I keep getting an in-game notification that reads like this : "From Terracorp Harmony department. legal notification.. It has been reported that one of your ships has taken part in the destruction of an asset legally protected by treaty.. bla bla.. " then they fine me 1 MILLION credits..
Does this mean I have to actually declare war with another faction before I can attack their stations?
Or is there some sort of Claim system I have to use before attacking a system like the NPC's appear to be doing? I don't see any claim system type of screen..
It would be nice if at least the penalty message said what I'm doing wrong, or give a clue how to fix it. legal notice?
Thanks.
2. Looks like your ships destroyed a station in a protectorate. When a sector is conquered (not to be confused with claim, as conquer and claim refer to two different actions), it is a protectorate for 6 hours; killing any station in that sector will result in a penalty of 1 million credits. Killing ships in a protectorate is fine.
You do NOT have to officially declare permanent war to destroy their stations; however, doing so will give you 1 perk slot. You can attack their stations any time you want, but make sure you can recover the reputation if you intend to be at war with them temporarily. The claim system is simplified such that you claim a sector when you destroy a station in a regular sector (i.e. it is not claimed by another faction or not a protectorate). NPCs, on the other hand, start the claim before razing the sector.
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Re: [X3LU] Mayhem 3.14d
where did you read that coalitions are AI vs. AI only?
- Hairless-Ape
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Re: Couple questions
Betelgeuse97 wrote: ↑Sat, 24. Apr 21, 07:441. Support ships will automatically dock back at the carrier when the carrier does not have any more targets.Hairless-Ape wrote: ↑Sat, 24. Apr 21, 05:40I'm having 2 issues I need help with.
1. I'm flying around in a carrier, with fighters docked that are in the carrier's fleet, as well as being homebased at that carrier. If I order my ship to, for example, attack some ship, fighters undock and attack etc.. all good. However, I still have been unable to find any command to tell my fighters (all of them) to dock back up. Once they finish killing something, they sit there in space and respond as support ships, but if I want to get out of the system and tell them to dock up NOW, there's no way to do it.
Thanks.
Betelgeuse97, This 'may' be true if you are not actually piloting the ship.. I don't know. However, they are absolutely NOT automatically docking back at my carrier when I'm in it.
I bring up my command console, tell my ship to "attack" some enemy, and when they are done with that 1 command, they sit there indefinitely and I am forced to order them one by one to return home.
There used to be "carrier" commands but they are gone in mayhem. Anyway, seems like a bug or an oversight.
Out of my mind. Back in 5 minutes.
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Re: [X3LU] Mayhem 3.14d
Oh
Afaik Joubarbe implemented an additional timed coalition check. This might get problematic if your empire is big, because it can put you hostile against a faction which you never attacked even once.
But for the standart coalition check which comes after conquering a sector it seems fair that the player can also be targeted. Because you'd need to conquer sectors from both factions to even get any risk. If you focus on just 1 faction you're safe.
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Re: [X3LU] Mayhem 3.14d
That's what I thought, but I have NEVER attacked the Split (I was even at +6 rank with them!), yet the Paranid decided to pair with the Split for a coalition against me. My strategy is to focus on one empire at a time to minimize the number of enemies I have to face at once.Hector0x wrote: ↑Sat, 24. Apr 21, 19:26Oh
Afaik Joubarbe implemented an additional timed coalition check. This might get problematic if your empire is big, because it can put you hostile against a faction which you never attacked even once.
But for the standart coalition check which comes after conquering a sector it seems fair that the player can also be targeted. Because you'd need to conquer sectors from both factions to even get any risk. If you focus on just 1 faction you're safe.
The carrier commands are indeed removed from Mayhem; that part is intended. When you fly a ship, by default it has no commands issued to it. Support ships will follow their carrier's commands, but since you're flying the carrier, you have to issue the carrier a fleet command and have it fly using autopilot. For example, normally if the carrier has an attack command running, its support ships will attack the same target.Hairless-Ape wrote: ↑Sat, 24. Apr 21, 16:17Betelgeuse97 wrote: ↑Sat, 24. Apr 21, 07:441. Support ships will automatically dock back at the carrier when the carrier does not have any more targets.Hairless-Ape wrote: ↑Sat, 24. Apr 21, 05:40I'm having 2 issues I need help with.
1. I'm flying around in a carrier, with fighters docked that are in the carrier's fleet, as well as being homebased at that carrier. If I order my ship to, for example, attack some ship, fighters undock and attack etc.. all good. However, I still have been unable to find any command to tell my fighters (all of them) to dock back up. Once they finish killing something, they sit there in space and respond as support ships, but if I want to get out of the system and tell them to dock up NOW, there's no way to do it.
Thanks.
Betelgeuse97, This 'may' be true if you are not actually piloting the ship.. I don't know. However, they are absolutely NOT automatically docking back at my carrier when I'm in it.
I bring up my command console, tell my ship to "attack" some enemy, and when they are done with that 1 command, they sit there indefinitely and I am forced to order them one by one to return home.
There used to be "carrier" commands but they are gone in mayhem. Anyway, seems like a bug or an oversight.
Notable when using carriers and/or large fleets: I don't suggest using attack commands as a fleet (i.e. telling fleet leader to do "fleet: attack all enemies" and leaving followers to follow fleet leader) as fleets tend to focus on one target at a time. That is not optimal for large fleets against fighter swarms. In that case, I would use the fleet commands only to group my fleet and then broadcast to all fleet ships to "attack all enemies" so that multiple enemies are killed at once. This allows your fighters to continue attacking rather than doing nothing after a fight, wandering around, or returning to their carrier (when doing so would be suboptimal).
- Hairless-Ape
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Re: [X3LU] Mayhem 3.14d
In either case, getting the fighters to attack something isn't the problem. The problem is getting them ALL to dock back up. If you issue an "attack all enemies" type of command, they have a persistent order and I expect them to stay in space. However, if you issue a command to attack 1 particular ship, when they are done, as support ships they should dock back up and they are not.Betelgeuse97 wrote: ↑Sat, 24. Apr 21, 21:05Notable when using carriers and/or large fleets: I don't suggest using attack commands as a fleet (i.e. telling fleet leader to do "fleet: attack all enemies" and leaving followers to follow fleet leader) as fleets tend to focus on one target at a time. That is not optimal for large fleets against fighter swarms. In that case, I would use the fleet commands only to group my fleet and then broadcast to all fleet ships to "attack all enemies" so that multiple enemies are killed at once. This allows your fighters to continue attacking rather than doing nothing after a fight, wandering around, or returning to their carrier (when doing so would be suboptimal).
I believe I've come to the conclusion that given the fighters are home-based at the carrier AND they are also in a fleet with the carrier being the fleet commander, that this is somehow interfering with them docking back up.
Once I disbanded the fleet, I believe they are now properly docking back up automatically.
The problem is, that I LIKE the Automatic Reinforcement capability when using a Fleet, which is why I had them fleeted up.
Easiest thing would be to have some command, (perhaps in the Fleet screen) to force the fighters to dock back up.
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Re: [X3LU] Mayhem 3.14d
I completely forgot about that! I habitually didn't allow my carriers to be leaders for one reason, and you got me to remember why!Hairless-Ape wrote: ↑Sat, 24. Apr 21, 22:34I believe I've come to the conclusion that given the fighters are home-based at the carrier AND they are also in a fleet with the carrier being the fleet commander, that this is somehow interfering with them docking back up.
Once I disbanded the fleet, I believe they are now properly docking back up automatically.
Re: [X3LU] Mayhem 3.14d
Support ships once had the problem of docking mid-battle when switching their targets, which made the very vulnerable. This got changed and they stay in space longer to prevent this. But i'm not 100% sure how this works now.
As a rule of thumb avoid carriers as fleet leaders. Support fighters undock and attack what their carrier attacks (or gets attacked from). Carriers work better as fleet followers. This gives you the scanning range to define what and when your carrier and his fighters attack.
Example:
If your fleet is currently 100km away and you tell your fleet to attack.
1) carrier fleet leader will launch his fighters immediately. Scanning range setting will get ignored. Fighters will rush to the enemy, kill him and if there are other enemies in the sector they attack them afterwards. You got no control over your fighters.
2) carrier follower will still follow the leader on his attack run and only switch to attack when the enemy is inside the customizable scanning range. That's when he launches fighters, for example 10km away. Once the enemy nearby is dead the fighters are docking back on their carrier, even if another enemy is in the same sector but 50km away from the fleet leader.
As a rule of thumb avoid carriers as fleet leaders. Support fighters undock and attack what their carrier attacks (or gets attacked from). Carriers work better as fleet followers. This gives you the scanning range to define what and when your carrier and his fighters attack.
Example:
If your fleet is currently 100km away and you tell your fleet to attack.
1) carrier fleet leader will launch his fighters immediately. Scanning range setting will get ignored. Fighters will rush to the enemy, kill him and if there are other enemies in the sector they attack them afterwards. You got no control over your fighters.
2) carrier follower will still follow the leader on his attack run and only switch to attack when the enemy is inside the customizable scanning range. That's when he launches fighters, for example 10km away. Once the enemy nearby is dead the fighters are docking back on their carrier, even if another enemy is in the same sector but 50km away from the fleet leader.
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Re: [X3LU] Mayhem 3.14d
This is why I don't like using the M2+ ships that have a hangar (e.g. forseti, cyclops, excalibur). I'd rather use something like a Tyr (which is well armed for an M2, comparable to some M2+) and have 3 carriers following it than to have 1 M2+ as leader and 3 carriers following it even though the former setup is weaker.Hector0x wrote: ↑Sun, 25. Apr 21, 08:58Support ships once had the problem of docking mid-battle when switching their targets, which made the very vulnerable. This got changed and they stay in space longer to prevent this. But i'm not 100% sure how this works now.
As a rule of thumb avoid carriers as fleet leaders. Support fighters undock and attack what their carrier attacks (or gets attacked from). Carriers work better as fleet followers. This gives you the scanning range to define what and when your carrier and his fighters attack.
Example:
If your fleet is currently 100km away and you tell your fleet to attack.
1) carrier fleet leader will launch his fighters immediately. Scanning range setting will get ignored. Fighters will rush to the enemy, kill him and if there are other enemies in the sector they attack them afterwards. You got no control over your fighters.
2) carrier follower will still follow the leader on his attack run and only switch to attack when the enemy is inside the customizable scanning range. That's when he launches fighters, for example 10km away. Once the enemy nearby is dead the fighters are docking back on their carrier, even if another enemy is in the same sector but 50km away from the fleet leader.
- Hairless-Ape
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Re: [X3LU] Mayhem 3.14d
I still think this would be solved with a command that forces fighters to dock. I LIKE using the carrier as my ship. It works for me with this one limitation. Being forced to fly some other ship because of a limitation that was introduced into the game isn't ideal. I know that is going to rub the developer wrong and that you all are guiding me to fly something else to work around the issue, but understand in the X3 universe, flying whatever ship I like is a major part of the game, and having a command that tells fighters to dock at a carrier isn't rocket science.. looks like one more thing I'm going to have to implement myself.Hector0x wrote: ↑Sun, 25. Apr 21, 08:58Support ships once had the problem of docking mid-battle when switching their targets, which made the very vulnerable. This got changed and they stay in space longer to prevent this. But i'm not 100% sure how this works now.
As a rule of thumb avoid carriers as fleet leaders. Support fighters undock and attack what their carrier attacks (or gets attacked from). Carriers work better as fleet followers. This gives you the scanning range to define what and when your carrier and his fighters attack.
Example:
If your fleet is currently 100km away and you tell your fleet to attack.
1) carrier fleet leader will launch his fighters immediately. Scanning range setting will get ignored. Fighters will rush to the enemy, kill him and if there are other enemies in the sector they attack them afterwards. You got no control over your fighters.
2) carrier follower will still follow the leader on his attack run and only switch to attack when the enemy is inside the customizable scanning range. That's when he launches fighters, for example 10km away. Once the enemy nearby is dead the fighters are docking back on their carrier, even if another enemy is in the same sector but 50km away from the fleet leader.
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Re: [X3LU] Mayhem 3.14d
I haven't played for several releases, so this may not be viable, but couldn't you put the fighters from your flagship into a wing and dock that with a single command?
Re: [X3LU] Mayhem 3.14d
problem with that is that ships in a fleet choose to dock at available carrier. So if your carrier is part of a fleet you will have fleet fighters docking with you.
@Hairless-Ape: for your player controlled carrier it seems that QuickAccess hotkeys could be a solution. Maybe even combine it with fleets. A return to homebase command should set fleet fighters to be "currently not with fleet" and then dock. The fleet reinforcement feature should still work.
@Hairless-Ape: for your player controlled carrier it seems that QuickAccess hotkeys could be a solution. Maybe even combine it with fleets. A return to homebase command should set fleet fighters to be "currently not with fleet" and then dock. The fleet reinforcement feature should still work.
Re: [X3LU] Mayhem 3.14d
Don't know if it's of any use to you, but I tag my fighters as "wingmen" in the 'owned ships' command console menu and then use the 'broadcast to my ships in the sector' > 'wingmen return home' command to force them to dock.
I'll mention a scripting quirk in case there's another update: I use a courier to fetch mined minerals/crystals from multiple stations using the wonderful "load + all crystals, minerals, ore". For stations that need to maintain a supply of ore (like factory manufacturers) I add an "Unload Ore" task after the 'load'. The quirk is that "load + all crystals, minerals, ore" appears to load max ore before trying to load crystals/minerals. Since the station maintains a large supply of ore, it fills the freighter's cargo bay and it can't load any crystals/minerals. If you changed the order in the script to load the small minerals/crystals first, then ore/silicon, I think it might make the task even more helpful.
I'll mention a scripting quirk in case there's another update: I use a courier to fetch mined minerals/crystals from multiple stations using the wonderful "load + all crystals, minerals, ore". For stations that need to maintain a supply of ore (like factory manufacturers) I add an "Unload Ore" task after the 'load'. The quirk is that "load + all crystals, minerals, ore" appears to load max ore before trying to load crystals/minerals. Since the station maintains a large supply of ore, it fills the freighter's cargo bay and it can't load any crystals/minerals. If you changed the order in the script to load the small minerals/crystals first, then ore/silicon, I think it might make the task even more helpful.
Re: [X3LU] Mayhem 3.14d
Hmmm so far i really like laser changes for capitals~
But Tri-beam cannon gives some weird DPS charts in my compendium (like, it shows 3 times more damage than PAA? Weird.)
Also, maaaaybe it will be good idea to keep one or two really heavy cannons with low fire rate, which can be only installed as main caliber for heavy ships (like, only frontal turrets or only broadside).
It may give more realistic feeling for capitals, to have one main caliber big scary gun?
But Tri-beam cannon gives some weird DPS charts in my compendium (like, it shows 3 times more damage than PAA? Weird.)
Also, maaaaybe it will be good idea to keep one or two really heavy cannons with low fire rate, which can be only installed as main caliber for heavy ships (like, only frontal turrets or only broadside).
It may give more realistic feeling for capitals, to have one main caliber big scary gun?