[X3LU] Mayhem 3.21b

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Post Reply
limurchick
Posts: 8
Joined: Sun, 2. Aug 20, 11:51
x4

Re: [X3LU] Mayhem 3.13b

Post by limurchick » Sun, 28. Mar 21, 11:36

Hey Joubarbe.

Something is wrong with agents. They simply ingore delivery some products to sations after 3.13 patch. What extra files(mayhem_data, mayhem_galaxies ?) i have to give you with save_game files for showing problem?

And have one question for community - what is Terracorp DropShip? He arrived to my main sector, docked to outpost and just waiting for something?

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 3.13b

Post by Joubarbe » Sun, 28. Mar 21, 11:54

Please see the changelog, there's a video and explanations.

limurchick
Posts: 8
Joined: Sun, 2. Aug 20, 11:51
x4

Re: [X3LU] Mayhem 3.13b

Post by limurchick » Sun, 28. Mar 21, 12:18

Here is savegame archive.

What is wrong:
Sector Clarity's End - 9 Crystal Fabs that do not get resources(E-cells) from Ouptosts. For example - from sectors Hallow's Infinity, Gunners Crusade, KIngom End, Priest Rings and others(but some Outposts deliverd E-cells time ago). Each sector has Jump Beacon, and can be reached.

Workers distance is 10(or 20).
Energy Cells export has 1 priority.

What tried - stop agents, remove and reasing agents, remove all jobs and set only cells for Reacheble Factories.
What worked - forced setup "Export Energy sells to factories in sector Clarity's End" - but thats ubnormal.



Also there is problem with Kingdom End and getting Ore from mines. Agents mostly ignore that job and do others.

P.S. Nearest sector "Tharka's Ravine" - gets E-cells from listened above outposts.

https://drive.google.com/file/d/1wPFqSa ... sp=sharing

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 3.13b

Post by Joubarbe » Sun, 28. Mar 21, 16:00

As displayed in the Trader section, and also when you select 'Reachable factories' from Agent menu, the max distance for both Agents and Traders cannot exceed 8 for performance reason. Jump beacons are disregarded in the calculation.

I see no problem with your Agents in Kingdom End: 5 of them are importing Ore from nearby mines.

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 3.13c

Post by Joubarbe » Mon, 29. Mar 21, 15:42

Mayhem 3.13c released
  • 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.

aurelcourt
Posts: 267
Joined: Fri, 20. Oct 17, 09:20
x4

Re: [X3LU] Mayhem 3.13c

Post by aurelcourt » Mon, 29. Mar 21, 18:45

Joubarbe wrote:
Mon, 29. Mar 21, 15:42
Mayhem 3.13c released
  • 3.13c: Your own ships, and all M8s and M7Ms can now shoot their missiles in Out Of Sector combat.
Wow that's a big one !! That could imply some very different strategies in terms of fleet loadout !! Impressive :-)

How much is taken into account for it?
- missile type?
- missile number in hold?
- missile ROF?
- missile % fire chance?
- chaff?

Is is just a "damage simulation" or do the missile "really" get fired and have to be resupplied afterwards? :-)


Aurélien

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 3.13c

Post by Joubarbe » Mon, 29. Mar 21, 20:29

That's the reason why I didn't do it before this update. It's all simulated and I have no control over it, unlike lasers. I don't want the AI to use their normal missiles as it could have a serious impact on the duration of invasions, but your ships, and all "missile boats" (as they're called internally), can fire, because it really feels weird to have useless ships, or spend money for nothing.

So to all your questions, I have no idea. It's probably "ok", but very likely far from perfect, as always.

User avatar
Edna
Posts: 195
Joined: Mon, 14. Oct 13, 21:18
x4

Re: [X3LU] Mayhem 3.13c

Post by Edna » Wed, 31. Mar 21, 05:40

https://youtu.be/kVNJEf1JmPM?t=773 - 12:53

I like the Ring of Fire perk. For some reason, though, one of the towers found its way to the very far out of my sector. :D

By the way, there should be a check for your TL not spawning in a sector swarmed with Khaak Interceptors. The Ryu will not survive more than four.
Image

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 3.13d

Post by Joubarbe » Wed, 31. Mar 21, 09:20

Mayhem 3.13d released
  • 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.

User avatar
Edna
Posts: 195
Joined: Mon, 14. Oct 13, 21:18
x4

Re: [X3LU] Mayhem 3.13d

Post by Edna » Wed, 31. Mar 21, 19:17

After getting destroyed in my previous playthrough, I've decided to just go for the One-Sector-Challenge and look how far I can get. Turns out it's pretty good so far. Most income is generated by selling food to Trading Stations, taxes and Red Crystals. Went for Tax Perk, Laser Manufacture Perk and No Food Perk. Just got to the point where I can terraform, so I terraformed one of the five planets to get the +1 Perk bonus. The sector has 0% abnormal signals, so the OCV sent in 2 M4s in the first wave, 1 M6 + escorts in the second and the same for the final wave. The only real downside of only having one sector so far seems to be the hilariously slow research speed. In three days, I only got myself one Acinonyx while the M2 research is done to one fifth.

It's a fun challenge, really, especially with the Pirate Contract perk if you have a pirate base in your home sector.


By the way, I like the laser effect rework. The PPAC is really pretty now, but the sound...
Image

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 3.13d

Post by Joubarbe » Wed, 31. Mar 21, 20:15

Blub blub blub.

erone01234
Posts: 10
Joined: Sun, 26. Jul 20, 14:54

Re: [X3LU] Mayhem 3.13d

Post by erone01234 » Wed, 31. Mar 21, 20:43

Edna wrote:
Wed, 31. Mar 21, 19:17
After getting destroyed in my previous playthrough, I've decided to just go for the One-Sector-Challenge and look how far I can get. Turns out it's pretty good so far. Most income is generated by selling food to Trading Stations, taxes and Red Crystals. Went for Tax Perk, Laser Manufacture Perk and No Food Perk. Just got to the point where I can terraform, so I terraformed one of the five planets to get the +1 Perk bonus. The sector has 0% abnormal signals, so the OCV sent in 2 M4s in the first wave, 1 M6 + escorts in the second and the same for the final wave. The only real downside of only having one sector so far seems to be the hilariously slow research speed. In three days, I only got myself one Acinonyx while the M2 research is done to one fifth.

It's a fun challenge, really, especially with the Pirate Contract perk if you have a pirate base in your home sector.


By the way, I like the laser effect rework. The PPAC is really pretty now, but the sound...
spoiler alert? :cry: i stop reading after the terraform part rrrreeee

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 3.13d

Post by Joubarbe » Wed, 31. Mar 21, 20:58

You receive a message of Terracorp after 2 minutes of game about terraforming, so let's assume that everybody knows that is a thing.

erone01234
Posts: 10
Joined: Sun, 26. Jul 20, 14:54

Re: [X3LU] Mayhem 3.13d

Post by erone01234 » Wed, 31. Mar 21, 22:14

hmm mabye i misst it didnt know about the +1 Perk bonus for terraform :gruebel:

can i use my favor points to buy ships ( like m7) ?
if i can
where is the menu to buy them i cant find it

User avatar
Edna
Posts: 195
Joined: Mon, 14. Oct 13, 21:18
x4

Re: [X3LU] Mayhem 3.13d

Post by Edna » Thu, 1. Apr 21, 06:13

erone01234 wrote:
Wed, 31. Mar 21, 22:14
hmm mabye i misst it didnt know about the +1 Perk bonus for terraform :gruebel:
Once you unlocked terraforming in the Ministry of War screen, you can check every sector for their individual boni. Some are incredibly useful, like the +1 Perk, increased Taxes, halved maintenance for certain shiptypes or additional building slots, while others are more situational or just nice-to-have, like favor points or reputation with another race. Still pretty good.
Image

erone01234
Posts: 10
Joined: Sun, 26. Jul 20, 14:54

Re: [X3LU] Mayhem 3.13d

Post by erone01234 » Thu, 1. Apr 21, 11:10

i didnt get that far (to the terraforming )
and theres a fleet of c + i + z working this way to me and i am not sure how to deal with them i only have 3 m6 :(
i tryd to use few teams of mercenaries to take down one of them but i only got the shield to like 60-70 % befor they killd me :) was sort of sad
so prob not gona make it to the terraforming part of the game
unless i get super lucky and they go south gate

i need few m7 really fast and i cant even build them :doh:

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 3.13d

Post by Joubarbe » Thu, 1. Apr 21, 13:04

erone01234 wrote:
Thu, 1. Apr 21, 11:10
i didnt get that far (to the terraforming )
and theres a fleet of c + i + z working this way to me and i am not sure how to deal with them i only have 3 m6 :(
i tryd to use few teams of mercenaries to take down one of them but i only got the shield to like 60-70 % befor they killd me :) was sort of sad
so prob not gona make it to the terraforming part of the game
unless i get super lucky and they go south gate

i need few m7 really fast and i cant even build them :doh:
What is your play time?

User avatar
Edna
Posts: 195
Joined: Mon, 14. Oct 13, 21:18
x4

Re: [X3LU] Mayhem 3.13d

Post by Edna » Thu, 1. Apr 21, 14:48

erone01234 wrote:
Thu, 1. Apr 21, 11:10
and theres a fleet of c + i + z working this way to me and i am not sure how to deal with them i only have 3 m6 :(
i tryd to use few teams of mercenaries to take down one of them but i only got the shield to like 60-70 % befor they killd me :) was sort of sad
so prob not gona make it to the terraforming part of the game
unless i get super lucky and they go south gate

i need few m7 really fast and i cant even build them :doh:
In cases like these, it's better to give up some territory for a while to regain it back. Capital ships take a lot of assets to be dealt with. M5 Figther swarms backed up by the tankiest long range ships you have are always a good idea. M6s are only good against smaller ships, however the Boron Heavy Hydra is also ideal to hunt frigates due to the front profile.
Image

erone01234
Posts: 10
Joined: Sun, 26. Jul 20, 14:54

Re: [X3LU] Mayhem 3.13d

Post by erone01234 » Thu, 1. Apr 21, 17:58

Joubarbe wrote:
Thu, 1. Apr 21, 13:04
erone01234 wrote:
Thu, 1. Apr 21, 11:10
i didnt get that far (to the terraforming )
and theres a fleet of c + i + z working this way to me and i am not sure how to deal with them i only have 3 m6 :(
i tryd to use few teams of mercenaries to take down one of them but i only got the shield to like 60-70 % befor they killd me :) was sort of sad
so prob not gona make it to the terraforming part of the game
unless i get super lucky and they go south gate

i need few m7 really fast and i cant even build them :doh:
What is your play time?
https://ibb.co/hHwKhmR

is it bad?

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 3.13d

Post by Joubarbe » Thu, 1. Apr 21, 18:47

Nope. Everything's fine until you get annihilated :)

Post Reply

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