[X3LU] Mayhem 3.14d

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Joubarbe
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[X3LU] Mayhem 3.14d

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

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Last edited by Joubarbe on Tue, 13. Apr 21, 09:25, edited 413 times in total.

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Joubarbe
Posts: 4709
Joined: Tue, 31. Oct 06, 13:11
xr

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

For any bug report, please upload a savegame and tell me what to do to reproduce the bug. If I can't reproduce it, I won't be able to solve it.
Your galaxy folder is also necessary, in X3\mayhem_galaxies.
Make sure your Google Drive links are public, if you use this service.

Video instructions, by Hector0x

Consider leaving a full review on ModDB, it helps :)


CHANGELOG

Version 3.14 π (06/04/2021)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

New features
  • None.
Changes
  • Added an option in the Station settings menu (in Personal console) to apply import / export thresholds to all factories.
  • Hull points of all M8s have been doubled.
  • Xenon beacon hunters now target a random beacon instead of the nearest.
  • Police don't scan other ships if they're not in one of their sectors.
  • Xenons will tend to reform more, but with less ships per group. Previously, when there was more than 30 local Xenon ships, they would not try to reform a new group at all; that was stupid. Don't think that things will get easier however, because instead of having massive fleets that are rather slow, Xenons will spread more, and naturally faster.
  • You now receive 1 Favor point when you give away one of your sector.
Fixes
  • The wares blacklist for Traders were still considered when they were doing a trade between two of their own Outposts.
  • Fixed a performance problem related to AI Outposts. The amount of Outposts they check when shared resources is enabled (default) is now limited to 10 (randomized). Besides, the backlog check is done every 2 minutes instead of 5 seconds.
  • When Xenons were forming a new group, some ships would sometimes be left behind.
  • 3.14b: In Prologue gamestart, your first Outpost now receives more resources, and the amount is less randomized than before.
  • 3.14b: Personal console could be stuck when docking while being open.
  • 3.14b: Wares in the Interorbital storage menu were not sorted.
  • 3.14c: Traders were not able to buy from Trading stations.
  • 3.14c: New t-file option to customize the duration of the message you get when one of your assets is destroyed. The default has been increased to 8 seconds instead of 2.
  • 3.14d: Terraforming menu typos.
  • 3.14d: Added Crystals & Minerals preset to the Trader menu. Also added these wares to the Full preset (new game only).
  • 3.14d: Fleet commanders were chasing Freighters when running an Invade sector command. Command needs to be restarted.
  • 3.14d: The export thresholds from loading a Trader preset were at 0 by default. Now they are at max. capacity of the Outpost, like when you add a ware.
  • 3.14d: If Quickstart was chosen, it was still possible to have Kha'aks in the sector where the first TL spawns.
Previous versions:
Spoiler
Show

Version 3.13 (26/03/2021)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

New features
  • Laser effects overhaul.
  • New perk: Ring of fire.
  • Six new procedural missions (3 think 1 trade 2 fight).
  • Added a proper reward when you defeat the OCV.
Changes
  • Added amount of Xenon and Pirate ships and stations to the 12-hour report.
  • The Total Assets Value menu now ignores wares, because the price of wares in Mayhem 3 is irrelevant.
  • Followers only dock at leader's station if the station is owned by the same race.
  • Xenons will avoid reforming giant fleets (they gather into a new fleet when the leader dies, now if this new fleet is already big enough, they won't do it).
  • Reduced the chances of a Xenon M7 to appear in small invasion forces (only when the player is strong).
  • Clicking the name of an Outpost in the Outposts menu takes you to the Logistics section.
  • AI Squadrons have a bit less M3 and M6.
  • When a new leader is assigned, it gets displayed in the property menu if previously hidden.
  • The Acquisition mission (in which you can buy used ships) offer more ships.
  • Hacking: added some precision about virus effects when it hits its target.
  • Hacking: added more information to the dispatch menu.
  • The AI won't build mines at more than 150km from sector center.
  • Missions in the Personal journal are now split into Primary and Secondary missions.
  • When a new mission is added or updated, a subtitle displays the current objective.
  • Jump beacons have more hull.
  • Added Kha’ak Interceptors in sectors with many asteroids. New game only.
  • Kha'ak Interceptors have been buffed.
  • Kha'ak Queens now come with some friends.
  • Added an option to apply current research to all Research stations with no Terran memory.
  • The option to reveal a sector after taking a secondary mission is removed.
  • When you accept a secondary mission, the briefing is copied into your logbook.
Fixes
  • Some ships were not properly attacking stations.
  • When Ascension was needed to allow the AI to conquer new sectors (t-file option), the AI would not claim any sector if the game was started as Quickstart.
  • Resetting the turret script was causing a memory leak.
  • Service ships (AI only) could go to stations they don't own, like Pirate bases.
  • Galaxy generator: sometimes a race would be removed from the galaxy when expansion was set to None.
  • 3.13b: Kha'ak Interceptors spawning from game start had no limit and could seriously get out of hand. Excessive Kha'aks are removed with this update.
  • 3.13b: Interceptors have less hull points.
  • 3.13b: New t-file factor that tells the AI to build only half of the ships they need per squadron when they are a weak empire. By default, they are considered as such when they own less than 7 sectors.
  • 3.13b: Battle Groups will prioritize conquering Xenon sectors when allowed to.
  • 3.13c: Game start does not create Kha'ak Interceptors in where the player spawns.
  • 3.13c: Rings of Mines perk replaced by Ring of Fire.
  • 3.13c: Your own ships, and all M8s and M7Ms can now shoot their missiles in Out Of Sector combat.
  • 3.13d: Huge ships would not respond to some attacks when OOS.
  • 3.13d: Ships would not respond well to attacks from Lasertowers.
  • 3.13d: In the sector where your first TL appears, Kha'aks get destroyed.
Version 3.12 (12/03/2021)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

New features
  • 10 new terraforming effects. These effects are applied to previous savegames as well, except if the planet is already transformed or in progress.
Changes
  • Acension now gives 100,000 credits after completion.
  • Mercenaries now receive an 'Attack same' order instead of a standard protect.
  • Auto-assignment no longer look for ships owned by the Outpost, but for ships that are docked at it.
  • Track HUD sprites increased again! But only non-huge ships, and only to 20 instead of 10. Should not cause any crash...
  • Added an option to show only your sectors in the Ministry of War menu.
  • Increased the chance of a coalition to happen. Also make sure that a coalition will break if the common enemy owns less than 10% of the galaxy.
  • Improved a bit how the game starts and in which order messages are sent.
Fixes
  • The Ariadne, Griffon and Ozias were not having all their docking slots usable. The Ariadne and the Griffon, because of their specialty (24 external docking slots), are now more expensive.
  • Ships auto-assigned by Outposts could be sent away without template.
  • 3.12b: Fixed a crash related to track UI stuff (final this time, promise!).
  • 3.12b: Agents were not updating the job list when it changed, resulting in them browsing old jobs that no longer exists.
  • 3.12b: The Ship Purchase feature, from the Personal console, is now off by default. Use the Acquisition mission instead.
  • 3.12b: Reworked the 'Complete' Agent jobs preset and applied to all AI Outposts. Not your Outposts however, so you'll have to reload this preset if you were using it.
  • 3.12c: Auto-assign now ignore fleet ships.
  • 3.12c: AI will give priority to Unknown sectors, if they can conquer it (ie. if they pass scalable restrictions).
  • 3.12c: AI is now able to conquer Xenon sectors if they have more sectors than originally generated.
  • 3.12c: Auto-assign could assign more Workers than allowed.
  • 3.12c: Player ships that follow another ship (fleet leader or not) will now dock at the leader's current station if any. Fleet followers will not break their follow command when doing that.
  • 3.12c: Neutral race ships, such as Orbital platforms, won't appear in the encyclopedia (new game only).
  • 3.12c: Added a message if you're trying to recycle and rebuild a ship which you don't know the blueprint.
  • 3.12c: The command "Recycle & Rebuild" from the maintenance menu was not properly reassigning Workers.
  • 3.12c: The command "Recycle & Rebuild" from the maintenance menu was not properly rebuilding templates.
  • 3.12c: The command "Recycle & Rebuild" from the maintenance menu will now remove fleet ships from their fleet. It is therefore recommended to use the fleet reinforcements feature, because a new ship will be rebuild instantly after giving the recycling order, instead of waiting for the ship to get recycled. For Workers, it is technically complicated to rebuild them 'on click'.
  • 3.12c: The command "Recycle & Rebuild" from the maintenance menu was not respecting the quality of the recycled ship when rebuilding.
Version 3.11 (07/03/2021)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

New features
  • Breaking news history is replaced with a 12-hour report that gives some general info about your empire and others.
  • Added a 9972 t-file option to make all factories resource-free. Spoiler: it's not fun.
  • New perk: Advanced engineering. Half maintenance costs, but increased ship build time.
  • New favor: Fairness. Battle Groups will abandon the sectors they invade, instead of conquering them.
Changes
  • Shield manufacture no longer requires a perk. You can craft shields in every Outpost.
  • The Optimal Parallel Task perk has been removed, as well as the penalty that was affected production time when working on multiple projects at the same time.
  • Sabotage reduces stations hull to 1% instead of 33%.
  • Yakis that spawn after a sabotage are M6 instead of M3.
  • Reworked some menus, added some new hints here and there.
  • Favor points now cost 500k instead of 1 million.
  • The Tax perk now gives twice more money, but reduces the population growth rate.
  • Stations do not drop any loot when destroyed. Potential crash.
  • Station and ship specialization get increased faster.
  • Station production costs are increased and harmonized, but building time reduced.
  • Outposts are no longer free.
  • News are displayed a little longer.
  • Hackerchips price reduced to 300 Microchips instead of 1000.
  • Hive Queens deal more damage.
  • Added a credits reward to the favor priority target.
  • Bounty increased from 10k to 15k.
  • Claiming duration is now scaled to the number of stations the sector supports. In other words, Battle Groups will stay longer if there are more potential stations to destroy.
  • The duration of terraforming depends on the abnormal signals. It takes a shorter amount of time to terraform sectors with low abnormal signals.
  • OCV portals spawn more ships.
  • Added more flying wares when starting a new game.
  • Ships you can acquire through the Acquisition mission (trade) are now equipped with shields and lasers.
  • Pirate reputation fix is half cheaper. (yeah, you can reset your reputation if you dock at a Pirate base)
  • Empires are considered weak when they own 3 or less sectors (was 2). Weak empires cannot be conquered by the AI.
  • Missiles are more expensive.
  • Artillery missiles are more bulky.
  • Reduced missile fire probability. New ships only.
  • The first TL you receive doesn't contain any resources anymore; but the first Outpost you build does. And in higher quantity.
  • Reputation 6 is required to buy a favor point from loyalty, instead of 7.
  • Added a tutorial message when you build your first Outpost.
  • Small Xenon invasions have a chance of spawning M7s, if your empire is big enough.
  • Fleets who are monitoring sectors will check if they are strong enough before responding. Retreat ratio is taken into account for that check (if No retreat is set, this check will not be done).
  • Previously, only the player could conquer the last 4 Unknown sectors of the galaxy. Now this restriction is removed.
Fixes
  • Outposts menu was displaying "Resource shortage" when a ship was produced on a loop.
  • Combat scripts improvements and fixes.
  • Galaxy generation was too slow.
  • Encyclopedia was lying.
  • Huge ships were shooting at missiles. All turrets on these ships have been reset.
  • Collect Wares In Sector was not undocking the ship.
  • The Protect command was not working on static objects.
  • Galaxy generator: randomizing race relations was buggy.
Version 3.10 (01/03/2021)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

New features
  • Mercenaries. You can hire them to protect any of your assets, or scan them with a police licence to try to detect smugglers.
  • New favor: Pacifism. The faction will not claim any sector for 12 hours. Costs 4 favor points.
Changes
  • The Xenon Hunting mission is no longer mandatory to advance on the 'main plot'. Now the plot will advance if you complete this mission, or if two days have passed.
  • Interorbital Storage is now available at any time. The perk makes the delivery free.
  • The Kha'ak Queens spawn more frequently, and killing one of them grants 1 favor point.
  • Space fuel added to the list of possible cargo hauler wares.
  • Looters don't collect blacklisted wares. Same for Collect Wares In Sector.
  • Collect Wares In Sector doesn't return home automatically.
  • Ships follow each other from a closer distance.
  • Minimum sectors owned by a faction to generate a mission reduced to 3 instead of 4.
  • Reverted previous change concerning the number of Traders per Trading station. Now it's back to 5 instead of 10.
  • Reduced the price of all viruses.
Fixes
  • Pirate bases were considered valid stations to flee to.
  • Capture ship was allowed on your own ship.
  • Pilot names were sometimes set as Unknown Object.
  • Xenon jump beacons were counting for the Xenon Hunting mission completion.
  • Outposts menu didn't receive enough love.
  • Worm research was still being displayed in the Hacking stations menu (abandoned feature).
  • Research stations were not properly renamed if built after unlocking the Hacking station perk.
  • Blacklisting a sector was not preventing your Traders to go to Trading stations inside that sector.
  • 3.10b: Yakis were randomly conquering sectors, while they should conquer the sectors of the strongest faction only (and not in a randomized way).
  • 3.10b: Stage 2 was removing Unknown sector restrictions regarding to how many sectors the AI can conquer.
Version 3.9 (21/02/2021)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

You need to download the Graphics Pack v2, after the update. Take a look at the new file structure, as engine trails have been reactivated by default. You should remove addon\13.cat and addon\13.dat, which is the old no laser no engine trails (engine trails have been reactivated by default).
For previous savegames, please launch the game through the Galaxy Generator once to update fog and background files.

New features
  • AI will sometimes (rarely) build a Terran ship if it's built from a sector where they have Terran memory. Thanks to @BigOOF! on Discord for the idea.
  • Hacking.
  • Mobile Factory Kit: This equipment allows any ST-cargo ship to manufacture a wide range of products. However, this rudimentary mobile factory is less efficient than real factories, but it also allows the manufacture of exclusive products. Jump Beacons will only be available through this new equipment.
  • The galaxy generator now let you choose the amount of fog and whether or not you want space dust particles. It is galaxy-based, and cannot be changed afterwards (UPDATE: That’s a lie).
Changes
  • Yakis don't sabotage ships anymore, only stations.
  • The command 'Collect All Wares' has been restored.
  • A ship that bails do not eject any astronaut anymore. Two reasons for that: 1/ Astronauts are useless, as boarding no longer exists. 2/ It makes more sense to imagine that all humans inside die, due to either a big shock, or a fire. That's actually what happens in reality with modern tanks: they can resist pretty much to everything but the impact of missiles is so strong that the crew get killed inside.
  • To be consistent with the fix listed below about Traders, Automatic Pricing is now set to OFF by default on new Outposts (still ON on factories).
  • Added the 4 food types and Chaff to the 'Full' Trader preset.
  • AI will no longer build Traders if they have no friends in range.
  • Reduced the duration of the Mapping favor from 3 to 2 hours.
  • Bounty increased from 5000 to 10000 per freighter killed.
  • Price reduction from the perk Cheaper stations increased to 50% instead of 25%.
  • Pirate turrets will no longer shoot at your ships if you have a Pirate contract signed.
  • Reorganized a little bit several menus to make them look better if bigger fonts are used, and avoid truncated texts. See the community links in the first post to see various alternatives of bigger fonts (I’ve personally used the Ubuntu font to tweak the menus).
  • Increased the number of Company Traders per Trading station from 5 to 10.
  • Mission reputation and credits slightly increased. Patrol mission (killing Xenons) now also gives reputation, but also spawns harder ships sooner.
  • Ships don't drop missiles on death anymore (for performance and gameplay reasons).
  • Upgrade menu improvements: you can now always see all the equipment. Previously, it was hidden if the ship had the equipment, or if it was impossible to equip.
  • Other races will not offer you a truce anymore if you own more sectors than them.
  • Ships won't fire a missile if the target is farther than 90% of the missile range.
  • Galaxy generator: 'width' and 'height' options are replaced with a single 'size' slider. Galaxies can now be from 6x6 to 18x18 instead of 8x8 to 16x16. Having very wide or very narrow galaxies is not optimal for the AI and gameplay (ie. with this unique slider, it is no longer possible to have such galaxies).
  • Reduced police scan range from 40km to 20km.
  • TLs are no longer maintenance-free. Only your first TL is.
  • Reduced the number of M8 per Battle Group, but added M8 to Border Patrol as well.
  • Added an additional coalition check every 12 hours to make the game more dynamic.
  • When you add a new ware to the Logistics->Traders section, the export value is now set to the maximum.
  • The Satellite monitor screen now gives you the number of total enemies, Xenons/OCV and Pirates. Yakis column removed.
Fixes
  • Illegal scanning police message was not properly formatted.
  • Support ships could attack a target that was not in their carrier's sector.
  • Some ships have been reported stuck on the attack script. To fix that, all attacks from AI are now limited to 1 hour. If the fight is still valid after 1 hour, they will properly retarget anyway.
  • New missiles had their old trail colors. Now this color depends on their type (Fox 1 = green, 2 = purple, 3 = blue, Artillery = red).
  • Traders were comparing prices set at their Outpost to export their wares. If the price was set at the maximum, they would never export anything. Now they ignore the prices set at Outposts, but still try to optimize their trade runs when dealing with external trades. This fix makes money a lot easier to obtain, as your Traders sell more things than before (ie. they're not trying to make a good deal, they just sell what you want to get rid of).
  • Xenon beacon killers should now properly wait a few minutes instead of instantly capturing the targeted beacon. Thanks to @randomic on Discord for that fix.
  • Coalitions could sometimes NOT be properly removed. Now an hourly check is made.
  • Truce offer was done through an ugly instant message instead of a proper incoming message.
  • Ships will not re-evaluate their target when under attacked (!ship.signal.attacked). I think this can lead to some problems, and fleets and squadrons are already doing that through other scripts. Also, ships that are stuck this way have been "unstuck".
  • Auto renaming was sometimes not properly set the number ID of Workers.
  • Hive Queens did not have CCDS, and had missiles they cannot use anymore.
  • 3.9b: Worker script requirements, in the encyclopaedia, were wrong.
  • 3.9b: Marine healing terraforming perk has been replaced.
  • 3.9b: All player ships ports were closed. ie. it was not possible to hack your own ships.
  • 3.9b: Possible crash when an NPC Outpost got destroyed while in active sector.
  • 3.9b: Courier menu: ware amount was not reset when selecting another ware.
Version 3.8 (01/02/2021)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

New features
  • Missiles overhaul. Fully compatible with current savegames, AI and custom ships.
  • Marines and boarding have been removed from the game due to critical bugs. Added a t-file to reactivate it if you're masochist.
  • Each ship now requires 1 pilot, and also 1 extra people for each extra turret.
  • You can now send your ship to recycle in one click from the maintenance screen.
  • New taxi-like job: Cargo hauler.
Changes
  • The maximum speed of M4 and M5 has been decreased.
  • The price of M4 and M5 has been increased.
  • The laser 'Flaks' flag has been deactivated for performance reason (with this flag, bullets explode when out of range).
  • Shield regeneration of all ships has been reduced by 20%.
  • Laser damage Out Of Sector has been reduced by 20%.
  • Lasers are 25% cheaper.
  • CCDS are cheaper.
  • The fire rate of all capital ships has been doubled, for the same amount of DPS.
  • All Carriers and ships that can carry fighters see their capacity drastically lowered. This is mainly to let the AI fill their carriers to the maximum and avoid giving an unfair advantage to the player. Why not simply put more fighters? For performance reasons. However, even with this change, the AI will deploy more fighters than before.
  • AI Squadron templates have been racialized to try to balance the factions' Battlegroups and Border Patrols.
  • AI now uses M8. M8s have all CCDS built-in and can protect nearby allies. They can also fire all Fox missiles.
  • AI has a smarter and more balanced missile resupply script.
  • Maintenance will give you how much time you have left before being unable to pay the next maintenance tax.
  • Added ship class filter for the maintenance screen.
  • Ion Canon sees its rate of fire doubled, for the same amount of DPS.
  • All ships will avoid special combat manoeuvres during certain circumstances (eg. if they support a carrier).
  • Very weak factions disregard any unknown sector restrictions, at any stage of the game.
  • Removed Starburst Shockwave Cannon from P; and Photon Artillery Array and Fusion Beam Cannon from Q.
  • Xenons and OCV have 20% less shields and hull.
  • OCV lasers are weaker.
  • Modified a bit the price of lasers to have small variations.
  • Laser icons have been re-colorized to match their main racial ownership.
  • Claim duration increased to 4 hours instead of 3.
  • Missile Defence turret command restored, as well as turret full customization. Missiles can be shot down, but it requires more than just one bullet.
  • OCV drinks #decaffeinated coffee again (on some occasions).
  • You can upgrade your taxi for 40k to double your income.
  • Added a hotkey to target nearest incoming missile.
  • Prologue: OCV will spawn only one wave after conquering a new sector, instead of three.
  • Prologue: you now start with a M6, and your wingmen will be M6 as well.
  • New fleet ships are hidden from the property menu by default.
  • Add 'Fleet turrets: attack' and 'Fleet turrets: defence' to the fleet settings menu.
Fixes
  • Sometimes support ships would dock to their carrier again before engaging an obvious nearby target.
  • Ship costs were ignoring ship quality (after all this time!).
  • Beta Kyon was XL instead of L.
  • Heirloom mission could be triggered every time you reload.
  • Non-enemy ships were sometimes not reacting to your continuous attacks.
  • When you attacked a ship from a race you had a truce with, the truce was not breaking (and it really should!).
  • When a coalition was signed, an existing truce would not be cancelled.
  • It was possible for a faction to sign a truce with another faction it was in coalition against.
  • The Colossus had a top Boron turret.
  • 3.8b: Equipment price table was not updated. Now it's updated at every update automatically.
  • 3.8b: The Interorbital Storage was buggy if an order was made without modifying the default options.
  • 3.8b: It was possible to dock, get a mission offer, undock without responding, dock and get the mission offer again. Was also affecting the teleportation device message, hence making possible to have both devices in your inventory.
  • 3.8c: It was not possible to produce Chaff anymore!
  • 3.8c: Outposts menu buttons were not redirecting to the right page.
  • 3.8d: Missile boats maximum range was not properly calculated.
  • 3.8d: Missile boats were firing their missiles way too quickly. Now there is a t-file that limits their fire rate depending on the number of missiles that are already going to the target.
  • 3.8d: Attack All Enemies was idling instead of staying in position.
  • 3.8d: Support ships was issuing a docking order too fast, causing them to dock between two targets. Now, if an enemy is nearby (< 20km), they will wait to see what the carrier is doing.
  • 3.8e: Task Forces were still attacking player's assets. All their targets have been reset.
  • 3.8f: The missile resupply script had very poor performance.
  • 3.8f: Some M1 was not properly modified regarding to docking capacity.
  • 3.8g:Fleet followers were stuck when the fleet leader was giving a manual interrupt command while retreating.
  • 3.8g:Fleet leaders were not monitoring sectors they should monitor if they had no previous command.
  • 3.8g:The 'Sectors' section of the Ministry of War had a few bugs.
Version 3.7 (20/01/2021)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.
All boarding missions must be finished before updating.

New features
  • New gamestart: 'Terracorp (Prologue)'. You are alone in a galaxy full of Xenons. It's experimental, probably not very fun, but a good sandbox for improvements if you want more action. Only on new galaxies.
Changes
  • Lasers are no longer able to shoot down missiles. Only chaffs can do that. 3.7b: cancelled.
  • Xenons in garrison will now get out of their station when its shields are too low.
  • Performance improvements on support ships; and also on Agents, Traders and Flee commands.
  • Added a tutorial message the first time you try to dock to an NPC Outpost.
  • During boarding, the Wire money task grants less money than before. Higher decks gives more (but still less than before).
  • Some marine tasks can now only be done once. It is no longer possible to exploit the system to wire infinite amounts of money, learn the whole map, or know many blueprints.
  • Added a t-file (id="260") setting to hide building messages concerning lasers, missiles and shields. ON by default.
  • Building messages now clearly show the template of the ship you're building, if any, and also if this is a full template or not.
  • Before starting a trade run, Traders now make sure that they will get a positive margin. The price can still change on the way to go to the supplier, but that should limit non beneficial trades.
  • Restored the Missile Defence turret command for M8s to be able to protect nearby allies from all incoming missiles.
  • All ships will use a Fly Safe routine when automatically going to a jump beacon to teleport.
Fixes
  • Savegame corruption due to circular references in the scripts of the marine missions system. It shoud work this time! :)
  • Data scanner was not interrupted when the target was docked.
  • Galaxy generator was crashing under specific settings.
  • Ships you just boarded were not stopping their current order.
  • 3.7c: Flickering Agents menus.
Version 3.6 (09/01/2021)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

New features
  • None.
Changes
  • New fleet order: Dock at commander's homebase.
  • Quick Access: You can select a wing.
  • Fleets: auto-retreat checks are done more frequently.
  • Galaxy generator: improved algorithm that make a better job at balancing the distribution of factions across the map, especially when 'Limited enclaves' is selected.
  • You can now blacklist an entire faction. That setting affects both their stations and sectors.
  • When a fleet leader dies, all ships are given a Join With command, no matter what their current order is. This is mainly to fix a few weird behaviors that could occur.
  • Yakis have been strengthened: they now start with more territories (and not only Unknown sectors) and with default squadrons. They also can claim farther sectors.
Fixes
  • Fleet leaders could get deployed to one monitored sectors while retreating.
  • Taxi passengers could have 'null' as destination.
  • Galaxy generator: crash when some valid factions had no sectors.
  • Debris and stations could receive a bounty.
Version 3.5 (23/12/2020)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

New features
  • New consistent descriptions for a lot of ships and other texts, all done by dunderhead327. Many thanks to him!
  • Coalition system. Thanks to Hector0x for the ideas. TLDR: Several minor AI factions can form a coalition against a major faction.
Changes
  • Truce is now changing relations to "neutral" instead of "friend" in order to avoid your own ships getting suddenly targetted when you were attacking their previous enemy.
  • Task Force fleets will not attack player's friendly assets anymore due to too many impredictable bugs.
  • 3.5b: The hitbox of each laser has been revised, and generally increased, especially capital weapons which are close to a buggy state in vanilla.
  • 3.5b: Gauss Canon’s bullets have a new model.
  • 3.5b: Photon Artillery Array and Incendiary Bomb Launcher are now Flak weapons.
Fixes
  • Marine savegame corruption should be fixed.
  • Some terraforming effects had no effects.
  • The Heirloom station (where you have to dock to get the Data Scanner) could get destroyed before completing the mission. Now the game looks for another station on savegame loading if necessary.
  • Giving a sector to another faction was destroying all factories and was not creating a proper NPC Outpost.
  • Freeze caused by some followers when the leader’s position was not updated. Very rare.
  • After signing a truce with another faction, their fleets would not always retreat from your sectors.
  • 3.5b: Followers would not follow their leader while he was docked to another ship.
  • 3.5b: Reprisals were not reset when a truce is signed.
  • 3.5b: Reprisals were not properly calculated.
  • 3.5b: Ships with a template in which a missile resupply was set would not auto-load this missile when built.
  • 3.5b: Police was not chasing boarded ships.
Version 3.4 (26/09/2020)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

New features
  • Auto-replace: automatically rebuild a Worker when it gets destroyed.
Changes
  • When you capture a ship through the command, or tug it, its turrets are set to "Protect".
  • Traders check all factories before Outposts when they do external trading.
  • The "Patrol" mission (Xenons) can also be triggered by your fleet leaders.
  • AI Outposts now import / export a small amount of Advanced Satellites.
  • Fleet settings: you can now specify "Station" as target priority.
  • Through the Global ship naming menu, you can now have a different default color for each Worker.
  • The number of Xenon sectors is now limited to a maximum of 6. New galaxies only.
  • The number of beacon killers that the Xenons send from their "small" invasion groups is scaled to the number of beacons you own. ie. having two beacons is less dangerous than having six.
  • Laser production time has been halved.
  • Template manager now indicates the type of the ship instead of its sector (useless information).
Fixes
  • Fleet settings: "slowest ship in the fleet" was not including the leader.
  • The "Attack All Enemies" command was not undocking the ship.
  • A Worker could appear twice in the list of assignments, or in different Outposts.
  • The naming convention was not properly numbering the Workers (except Agents). The number is now based on the homebase, not on the general count.
  • The "Capture Ship" command could get stuck when the target got previously captured.
  • Fleet settings: leaders was not alphabetically sorted.
  • 3.4b: all crystals and minerals were not XL cargo size.
  • 3.4b: the Angel had XL cargo size. Didn't make sense, considering that all other TPs are L.
  • 3.4b: Zeus was removing Xenon inactive ships inside Xenon stations (they undock only when the station gets destroyed). New game only.
  • 3.4b: Truce was not offered to player while other claims on his sectors were ongoing. In other words, truce will now be offered to you if you lose any of your sectors to the AI.
  • 3.4c: Company Traders were being built endlessly, leading to exponential lags after some time. After updating, all company Traders will be removed in your game, and they will slowly going to be rebuilt over time. A new 9972 t-file has been added to adjust the number of Traders per Trading station (default to 5).
  • 3.4c: Performance could be affected by Traders that were not being able to find any trade opportunities. Now, when this is the case, the Trader wait at least 5 minutes instead of continuously looking for a job.
  • 3.4d: Fixes 3.4c.
Version 3.3 (11/09/2020)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

New features
  • Fleet sector monitoring. From the Fleet settings menu, you can now add sectors that will get monitored by the leader. If a hostile ship is detected in a monitored sector, the fleet leader will interrupt his current task, go there, and resume his previous task. You can ignore freighters, fighters and bigger ships.
  • Fleet reinforcements. You can now auto-build full templates for each one of your fleets.
  • Bounty board. Killing a freighter is against the Terran law! (the rest is acceptable) - Pirate bases now spawn default ships with bounties during galaxy generation.
  • High research costs. When you start a new game, a few random ships gets an unusual increase on their research costs.
  • New fleet setting: "Followers engage the commander's target". It is set to OFF by default, to keep your fleet in formation as much as possible (was ON before). You need to make your followers "join" the fleet again to make that change effective.
Changes
  • The Yakis have more chance of hacking an M7 than M1 / M2.
  • Some boarding tasks have a different skill requirement.
  • Battle Groups will try to conquer sectors that are located behind their borders if they feel stuck (eg. surrounded by Xenons).
  • Added quick rename options to the Fleet settings menu. Also two options to show / hide fleet members in the property menu.
  • Added a t-file option (...\X3\addon\t\9972-L044.xml) to restrict the conquest of Unknown sectors by the AI, based on player expansion. Restrictions are ON by default (no change).
  • Added the percentage progress of current productions in the Outposts menu.
  • The Ship purchase menu now displays the number of items in the production queue of the targeted Outpost, and it's possible to cancel your order (no refund).
  • Sometimes the AI builds ships it cannot use, because the original goal of the ship cannot be fulfilled. Previously, when this was the case, the AI was recycling the ship; now it makes a Privateer out of it, defending endlessly its current sector. That can also happen when you cancel a ship order from the new Ship purchase menu (the construction is not canceled). Privateers have no fleets, and they are not very smart; they're only defending their sector.
  • Fancy combat manoeuvres won't happen if the ship's target is also the player's target.
  • Massively increase the number of default resources the first Outposts receive. The goal here is to provide a faster early-game, with more opportunities, more action and an increased ability to purchase new ships. The amount of default resources has now a customizable multiplier in the t-file.
  • The amount of ships the faction should be able to build before accepting a player's order has been reduced from 10 to 2. Given the fact that you're limited to 1 ship at a time, it shouldn't be as exploitable as I first anticipated.
  • You can now specify what resource you want your Miners to focus on (Ore, Silicon, or Any).
  • Outposts now export all their wares, based on a randomized value.
  • If you select a small galaxy in the generator, you'll receive a warning that recommends you the activation of the "Extra sector stats" trait, because on small galaxies, the AI production can be a little slow.
Fixes
  • Some typos and text improvements.
  • It was not possible to build a station around pirates when you had the Pirate contract perk.
  • The "Collect Astronaut" command was not working on hostile astronauts.
  • It was possible to order a ship through the Ship purchase menu, even if the Outpost was not able to build it.
  • Fleet leader's order string was sometimes not properly displayed in the Fleet settings menu.
  • It was impossible to manually dock at blacklisted stations.
  • Asteroids that are farther than 150 km from sector center could lead to some bugs, especially during Prospecting missions. These asteroids are now removed from the galaxy.
  • Laser compendium: order sorting was not working.
  • The Station information screen was showing export / import thresholds on Trading stations, but they don't have any. Also added a few more info lines on this screen.
  • Trade Run commands was not respecting trade locks.
  • Loot never worked... Note that the AI really use the wares they loot, so that should make them a little more competitive on the long term.
  • Marine "hiding" status was not properly updated when exfiltrating or boarding again.
  • Exploit: the Sentinel and the signal interception were both reset when you were exfiltrating and boarding again.
  • 3.3b: Proper renaming implementation for fleets, with expressions.
  • 3.3c: Potentially fixed a crash that is sometimes happening when, hypothetically, there are too many containers on screen. Probably.
  • 3.3d: Traders were not fully synchronized. Explanation: when a Trader was looking to import a ware to his homebase, he was synchronized with other Traders as long as the seller was the same. However, two Traders could go to two different places to buy the same ware. Now, it's only limited to one Trader max. I was aware of this "bug", but considered that it was good, because a lot of resources was needed at some point, but after all, seeing that the cargo hold of all freighters are huge, and that they always have something to do (especially the AI), it's better to have one ware per Trader max. Also more friendly and less confusing to newcomers.
Version 3.2 (02/09/2020)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

New features
  • The "Yaki stage" of the plot has been overhauled. Details here (spoilers).
  • New favor: Truce. The faction will sign a truce with another faction if possible, and disengage from current invasions.
  • It is now possible to transfer resources from your Interorbital Storage (perk needed) to any faction. It requires a reputation of 6. Transferring resources that way decreases the cost of the next favor point (average value of the total amount transferred). It's only possible to transfer the resource that the faction requires the most.
  • Ship purchase. You can now purchase ships from an NPC Outpost, with credits. You can only order one ship at a time and the faction needs to be able to produce 10 times the ship you want to accept your order.
  • Loyalty. You now gain 1 loyalty point after each successful mission. Loyalty points are used for two things: 1/ unlocking higher ship classes to purchase 2/ buying favor points (reputation rank 7 required).
  • Shared resources between allies. Factions with an "unbreakable alliance" now share their resources. Can be deactivated in the 9972 file.
Changes
  • Task Force fleets tend to avoid Xenon sectors.
  • The "Insight" Favor now also reveal sectors in which the faction has a satellite. Increased max. number of sectors revealed from 9 to 12, and cooldown from 1 to 3 hours.
  • Favor point targets are now prefixed with a pink asterisk.
  • Favor point targets are always M7 from either a Battle Group, a Task Force or a Border Patrol.
  • Added a bit of reputation reward when you pick up a taxi passenger (no way to detect when you unload him). Also slight adjustments to jump range and number of passengers.
  • Reduced the shipping costs of the Interorbital storage.
  • You can exfiltrate your team of marines when there's a Sentinal on deck. However, if you order a marine to fight, only the other ones will be able to flee.
  • Marine lists are sorted.
  • Increased default marines XP from 20 / 5 to 60 / 15 (with perk / without perk).
  • Default Xenon stations come garrisoned. Various number of ships will exit when the station is destroyed.
  • Reduced the price of ships sold through trade missions.
Fixes
  • Due to a technical bug, it's no longer possible to rename your marines who are not inside an Outpost. This bug may also be related to a savegame corruption.
  • Abandoning one of your own sectors was causing an endless buggy loop ("null has conquered X").
  • 3.2b: You could sometimes receive a breaking news informing you of a new conquest, but in fact the Battle Group was not conquering the sector at all.
Version 3.1 (16/08/2020)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

New features
  • New perk: "Dry dock", makes maintenance free for all docked ships.
  • New perk: "Pirate contract", makes pirates in sector only attack ships you are hostile to.
  • New perk: "Insurance policy", makes your Outpost immune to unfortunate events.
  • When you start a new game, Xenons already have some beacons in random Unknown sectors.
  • Yaki's Outposts now also act as Pirate bases (ie. they spawn pirates over time). Pirates don't target Yakis anymore.
  • Boarding gets unlocked when you conquer your second sector (or any other sector in your current game).
  • Added "Append preset" new option for both Agents and Traders sections. That way you can have a very modular logistics without too much manual work.
  • Hive Queens! They frequently attack the faction that owns the most factories.
Changes
  • A ship that is directly attacked by a faster ship will not fall back.
  • Messages related to Outpost events are disabled by default (a new 9972 t-file option has been added).
  • About one third of the galaxy has no abnormal signals (new galaxies only), no matter what the expansion is.
  • Xenons need more time to hack your jump beacons.
  • Added an article about the Difficulty setting in the encyclopedia.
  • The AI does not equip its M7 with M2 weapons anymore.
  • Ships are built faster (for both you and the AI).
  • Default factory import / export thresholds for both player and AI are now customizable in the 9972 t-file. Only affects new factories.
  • Outposts now appear at the top in the Courier menu.
  • Number of owned crystals is now displayed in the Upgrade menu screen (Hangar).
  • Range and Energy consumption of all lasers have been reduced by 30%. This is mainly to make AI more efficient.
  • Added an option to dismiss your marines. Also added red warning messages to tell you that you should never eject your marines (technical bug).
  • Removed "Price" and "Availability" options for the Trade Product Search command, and improved logic.
  • Added average price and client price information data to both Trade Run commands.
  • Blacklisted wares only affect external trade of Traders. The menu is now also accessible in the Logistics section.
  • Waste is blacklisted by default for all races, including yours.
  • Added sorting options to the Maintenance menu.
  • Clicking on a ship through the Maintenance menu will order him to return home, if any.
Fixes
  • Some menus with hotkey could be called multiple times.
  • Building full templates on a loop was not working (only the ship hull was properly ordered).
  • Station owner could be set as enemy during the Suppression mission.
  • 9972 t-file: mission credits and reputation multipliers were not applied.
  • When placing a Yaki Outpost, you could receive a message saying that you could lose some reputation with a neighbour.
  • Satellite Monitoring: Satellites are no longer counted as enemies.
  • When the player signed a truce with another faction, his reputation was not reset to 0.
  • 3.1a: All Outposts were considered Pirate Bases.
  • 3.1b: Agents were still affected by blacklisted wares.
  • 3.1c: When marines were transferred as pilot, they were displayed as in space.
  • 3.1c: It was possible to transfer marine as pilot of your own ship.
  • 3.1d: A very rare crash could occur when a Task Force ship was trying to follow a target in a different sector, then got attacked on the way to the gate, then, in the meantime, its first target got destroyed. It then crashes when the Task Force was trying to lock its target again (not an easy one to fix...).
  • 3.1d: Yakis were not Neutral to Pirates (and vice versa).
  • 3.1d: "Outpost's maximum/minimum stock" controls, in the Agents menu, were buggy.
  • 3.1d: Production loop problems.
Version 3.0 (13/07/2020)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

New features
  • Quick Access. 5 customizable hotkeys that allow you to assign one command to a group of filtered ships.
  • When Agents are moving wares from an Outpost to another, it is now possible to specify a stock threshold on the targeted Outpost. For instance, if your Agent is in Outpost A and want to import a ware from Outpost B, you can set in his job configuration to only import the ware if Outpost B have a minimum stock.
  • "Capture Ship" new command. Remote System Control Software is not needed, but increases the capturing range.
Changes
  • Looters do not require a Transporter Device anymore, even though they still benefit from increasing range if they have one (AIs don't use it anymore).
  • Tugs do not require a Remote System Control Software anymore, even though they still benefit from increasing range if they have one (AIs don't use it anymore).
  • Scan Asteroid stops when all asteroids in sector are scanned. It is renamed Scan Local Asteroids.
  • The "Defend Position" command has been removed (redundant with Attack All Enemies).
  • Removed the "Collect Wares In Sector" command.
  • Trade Run commands and Return Home (heavily used by Workers) use a Fly safe routine (player only).
  • Traders should go back to their Outpost more often to unload needed wares, when possible.
  • Added a stock column to the Logistics->Traders menu.
  • Police Squadrons tend to attack hostile ships in player sectors, if possible, and if you're friendly with them. Before, they were only attacking hostiles in their sectors, and unknown ones.
Fixes
  • Traders and Agents could sometimes consider a station locked when it was in fact unlocked.
  • Fleet leader's orders, in the Fleet Settings menu, were not always properly displayed.
  • Global ship naming was not renaming the ships in the order you select them.
Initial release.

If you're coming from Mayhem 2, you must install Mayhem 3 from scratch, on a fresh folder of X3AP. Mayhem 2 is NOT compatible with Mayhem 3.
If you're coming from the "Playground" alpha version, please remove your Mayhem Game Creator folder, as all the files of the program are now installed into your X3 root folder. Also, you can remove your previous addon\scripts folder. All savegames and galaxies of the alpha version are incompatible with this beta.
Last edited by Joubarbe on Tue, 13. Apr 21, 09:24, edited 1729 times in total.

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Hector0x
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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?

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Joubarbe
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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.

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Hector0x
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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.

Shomey
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x4

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?

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Joubarbe
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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
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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?

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Joubarbe
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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
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x4

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?

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Joubarbe
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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
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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.

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Joubarbe
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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
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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.

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

1.00RC released !

------

Download

Changelog

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