[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
ollobrains
Posts: 112
Joined: Wed, 27. Apr 05, 00:42
x2

Re: [X3LU] Mayhem 3.14

Post by ollobrains » Tue, 6. Apr 21, 14:00

so any plans to take advantage of the farhnems legend DLC that is coming ? or will it mostly be a non event for mayhem


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

Re: [X3LU] Mayhem 3.13d

Post by Joubarbe » Tue, 6. Apr 21, 20:40

erone01234 wrote:
Sun, 4. Apr 21, 20:27
i have an fps problem when using seta it drops to 1-3 fps
not sure when it started but
it may have started when i got to the terraforming part of the game

https://drive.google.com/drive/folders/ ... sp=sharing

save and galaxy files
Thanks for that report by the way. I've managed to seriously improve performance because of it.

Falcrack
Posts: 4911
Joined: Wed, 29. Jul 09, 00:46
x4

Re: [X3LU] Mayhem 3.14

Post by Falcrack » Wed, 7. Apr 21, 03:36

I am downloading all things required for Mayhem, and was confused as to which Graphics package to install. There is one called "Mayhem Graphics v2" that was added Feb 19th 2021, which say it is for Mayhem 3.9 and later. Then there is another one called "Mayhem 3 Graphics" which was added on Feb 25th 2021, which says it is for Mayhem 3.8 and earlier. I am unsure as to which to install, since it appears to me that the very latest Mayhem is 3.14, which seem to me like it would be an earlier version than 3.9, but perhaps 3.9 is an earlier version than 3.14?

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

Re: [X3LU] Mayhem 3.14

Post by Edna » Wed, 7. Apr 21, 04:39

3.14 is the latest version, as such the Graphics v2 is the one you need. It means this is the 14th version of Mayhem 3.
Image

User avatar
alexalsp
Posts: 1820
Joined: Fri, 18. Jul 14, 05:28
x4

Re: [X3LU] Mayhem 3.14

Post by alexalsp » Wed, 7. Apr 21, 06:42

Falcrack wrote:
Wed, 7. Apr 21, 03:36
I am downloading all things required for Mayhem, and was confused as to which Graphics package to install. There is one called "Mayhem Graphics v2" that was added Feb 19th 2021, which say it is for Mayhem 3.9 and later. Then there is another one called "Mayhem 3 Graphics" which was added on Feb 25th 2021, which says it is for Mayhem 3.8 and earlier. I am unsure as to which to install, since it appears to me that the very latest Mayhem is 3.14, which seem to me like it would be an earlier version than 3.9, but perhaps 3.9 is an earlier version than 3.14?
https://www.moddb.com/mods/mayhem/downl ... -graphics2

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

Re: [X3LU] Mayhem 3.14

Post by Joubarbe » Wed, 7. Apr 21, 09:17

I've removed the previous Graphic pack and cleared things up.

Ysengrin
Posts: 20
Joined: Fri, 12. Oct 07, 18:18
x3

Re: [X3LU] Mayhem 3.14

Post by Ysengrin » Thu, 8. Apr 21, 09:36

Hi, Joubarbe your baby is beautiful and he grows incredibly well.
Thank you so much for giving this old X3 the perfect mod.
And thank you Darth Fiscus too for your youtube documentation.

A question though, I paused the game for a few weeks after unlocking the teleporter device and now that i'm returning to X3 Mayhem, I don't know how to use it...
There is a "Change ship" command in the advance tab for other ships but it's greyed out...
Is there anything I missed ? Energy cells ? Another quest step ?
Oh, another question : an adjacent sector of my firdt outpost contains a pirate base : am I screwed ? What kind of ship can destroy it and should I make it a priority ?
Thanks.

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

Re: [X3LU] Mayhem 3.14

Post by Joubarbe » Thu, 8. Apr 21, 10:17

Thank you.

You have a teleporter hotkey in the controls menu.
"Change ship" command doesn't ring a bell.

Pirates will certainly make your journey a bit harder, but it's manageable. Any ship can destroy another station, but that takes some time.

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

Re: [X3LU] Mayhem 3.14

Post by Edna » Thu, 8. Apr 21, 10:17

Ysengrin wrote:
Thu, 8. Apr 21, 09:36
A question though, I paused the game for a few weeks after unlocking the teleporter device and now that i'm returning to X3 Mayhem, I don't know how to use it...
There is a "Change ship" command in the advance tab for other ships but it's greyed out...
Is there anything I missed ? Energy cells ? Another quest step ?
You will need to give this one a hotkey first. There are no resource requirements for the teleporter.
Ysengrin wrote:
Thu, 8. Apr 21, 09:36
Oh, another question : an adjacent sector of my firdt outpost contains a pirate base : am I screwed ? What kind of ship can destroy it and should I make it a priority ?
If you do not want to deal with pirates, you can use the Piracy Contract perk to make sure the pirates will not attack your assets in the respective sector of the contract perk being used. This does not work for any sectors that are not using this perk, meaning any sector not under your control and any of your sectors that has not this perk active.

You can destroy a pirate base with swarms of fighters or with one M7 and a bunch of smaller ships. An Acinonyx with 32x medium guns will be enough, it will take some time, though. When using fighters, keep in mind the pirates will attack them very likely, while one M7 can take care of itself even against a bunch of M6s.

Edit: Joubarbe ninja'd me
Image

Ysengrin
Posts: 20
Joined: Fri, 12. Oct 07, 18:18
x3

Re: [X3LU] Mayhem 3.14

Post by Ysengrin » Thu, 8. Apr 21, 10:31

Great, thank you !

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

Re: [X3LU] Mayhem 3.14b

Post by Joubarbe » Fri, 9. Apr 21, 09:46

3.14b released, very small update to make Prologue gamestart more consistent.

bradturner43
Posts: 2
Joined: Tue, 9. Mar 21, 03:01
xr

Re: [X3LU] Mayhem 3.14b

Post by bradturner43 » Sat, 10. Apr 21, 04:22

Maybe it's just me, but when one of my ships is destroyed (usually an Advanced Satellite for this particular example), I feel like the message that pops up at the bottom of the screen showing what was destroyed and where disappears incredibly quickly. Can this be adjusted somehow?

Ninja Edit: Here's an example of one of my trader workers getting destroyed. Including the text fade out, the alert is on the screen for less than one second which isn't long enough to see what got blown up.

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

Re: [X3LU] Mayhem 3.14b

Post by Edna » Sat, 10. Apr 21, 09:13

bradturner43 wrote:
Sat, 10. Apr 21, 04:22
Maybe it's just me, but when one of my ships is destroyed (usually an Advanced Satellite for this particular example), I feel like the message that pops up at the bottom of the screen showing what was destroyed and where disappears incredibly quickly. Can this be adjusted somehow?

Ninja Edit: Here's an example of one of my trader workers getting destroyed. Including the text fade out, the alert is on the screen for less than one second which isn't long enough to see what got blown up.
SETA 1000% means that the message disappears ten times faster than normal.
Image

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

Re: [X3LU] Mayhem 3.14c

Post by Joubarbe » Sat, 10. Apr 21, 10:01

Mayhem 3.14c released
  • 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.

Betelgeuse97
Posts: 286
Joined: Sat, 20. Aug 11, 17:27
x4

Re: [X3LU] Mayhem 3.14c

Post by Betelgeuse97 » Sun, 11. Apr 21, 09:31

With X3FL around the corner, do you plan on porting the mod to FL?


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

Re: [X3LU] Mayhem 3.14d

Post by Joubarbe » Tue, 13. Apr 21, 09:25

Mayhem 3.14d released
  • 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.

Kaiww
Posts: 7
Joined: Fri, 15. Jan 16, 06:18
x4

Re: [X3LU] Mayhem 3.14d

Post by Kaiww » Tue, 13. Apr 21, 14:39

Hey There,

thx for a great mod, quick question because i can not find it anywere.

Is there a way to autorepair ships before you build your first outpost ?
( Was trying a mercenary start and always getting out of my ship and use the repair laser, after every fight on different ships, is kind of tedious ?

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

Re: [X3LU] Mayhem 3.14d

Post by Joubarbe » Tue, 13. Apr 21, 15:39

No. The un-tediousness is a reward that must be earned at every level.

Post Reply

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