[X3LU] Mayhem 3.21b

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Joubarbe
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[X3LU] Mayhem 3.21b

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

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Last edited by Joubarbe on Wed, 21. Dec 22, 19:54, edited 430 times in total.

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Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
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 3.21b (25/05/2022)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

New features
  • None.
Changes
  • The mission "Suppression" targets a closer sector, generally just at the borders.
  • Added two new colour presets (escort and wingman) and tweaked a bit the previous ones.
  • Added hull points to the individual ship compendium menu (the one you get when you click on a ship).
  • When you buy a ship from the black market, it now spawns in your original faction territory.
  • "Auto-rename followers when a new one is built" has been replaced to auto-rename whenever there's a change in the fleet (followers added or removed).
  • Increased agility of all M1, M2, M7 and TL.
  • The Black Market now opens after 12 hours instead of 24 when the galaxy expansion is set to None.
Fixes
  • Pirate offer to fix your reputation could pop up whenever a ship other than yours would dock to a Pirate base.
  • The asteroid menu could show 'null' as sector name.
  • Teleporting to another ship would still sometimes forget homebase or pilot name. Now the process is done through another script so it should work all the time.
  • Lasertowers were not fighting when in active sector.
  • 3.21b: Quickstart was not properly terminating the Ascension. Current games are fixed, no need to restart.
Previous versions:
Spoiler
Show

Version 3.20 (20/05/2022)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

New features
  • Three new procedural missions: Intel, VIP and Supplies. The goals are respectively to scan a station to gather info on their squadrons, to transport a VIP in order to temporarily boost the production of a nearby factory, and to bring resources to a factory.
  • The Terrans left some jump beacons in sectors with "Terran Memory". You can capture them. Affects current savegames.
  • Ship comparison. Two ships only.
Changes
  • Third (and final?) pass of the ship rebalancing started in 3.17.
  • The Mapping favor requires the faction to own at least one satellite factory.
  • Fleets who are monitoring sectors will now return to their original station, if they were docked, after a sortie.
  • Battle Groups will no longer chase big ships, like M6 (they will still fight capital / huge ships before destroying stations).
  • Battle Groups will no longer attack pirate bases.
  • Laser Towers are now equipped with Ion Cannons instead of Tri Beam Cannons (new laser towers only).
  • The Trade Rank progress you make by completing the Provision mission is now based on the amount of ware, instead of an arbitrary value.
  • You can now hire mercenaries from all adjacent sectors.
  • Added Space Weed to the list of easy-access wares.
  • Added a new 'Total' line in the Stock menu.
  • When you buy a ship from the black market, the sector where it's in is revealed.
  • Trade Run Buy command: if "Unload wares at homebase" is set to No, the ship will not go back to his homebase at all.
  • The favour "Partnership" now lasts 12 hours instead of 6.
Fixes
  • Turret config and ship name were not properly set when capturing a bailed ship.
  • Just like 3.19b, the double-mission-briefing bug was affecting taxi and cargo hauler jobs. This is now fixed as well.
  • Fleet ships without Outpost would try to repair and auto-maintain; resulting in them stopping completely. Now they won't try auto-repair and auto-maintain if you don't own any Outpost (or a carrier with the Repair extension).
  • Auto-retreat and auto-maintain could take control over the player ship if he was part of a fleet.
  • Trade rank was not progressing, for unexplained reasons. You now gain rank score if you sell wares for more than their average price.
  • After completing a mission, you could receive a message saying that the mission was cancelled.
  • Ships losing their homebase when the teleporter is used.
  • The "Get Inspected" command was invisible.
  • Ships not getting properly renamed and losing their turrets config when claimed after bailing.
  • It was possible to retrieve Jump Beacons that you don't own.
Version 3.19b (09/05/2022)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

New features
  • None.
Changes
  • Reintroduced sector names that have been removed for various reasons, because otherwise the galaxy generator could be buggy and be out of available names on huge galaxies.
  • Deactivated the debt cheating system for Yakis (was ON before, because of how the story went).
  • Added a cheat option to give free shields to AI freighters. ON by default, because all Freighters have now 200MJ shields and the AI loses many freighters to Xenons and Pirates.
  • The Satellite Monitoring menu has now a fixed size.
  • Decreased the amount of satellite factories the AI builds.
Fixes
  • OCV being idle.
  • OCV being lazy.
  • Mission briefing displayed multiple times when a Docking Computer and SETA are both used to auto-dock at a station.
  • 3.19b: OCV was putting too much priority on ship destruction.
Version 3.18 (29/04/2022)
Previous savegames compatibility: YES (see 3.17 changelog).
Previous galaxies compatibility: YES.

New features
  • Ship rebalance, part 2! Variations have been reintroduced, with actually new ships. I've only kept 5 variants: Hauler (more cargo), Raider (more speed), Sentinel (more hull), Vanguard (more shield generator) and Advanced (cheaper to build and maintain, and reduced crew).
Changes
  • Data Scanner is three times more efficient than before.
  • It's no longer possible to research ships from a faction you are in permanent war with.
  • Fleet followers always attack commander's target if it's a station, ie. they disregard the "Followers engage the commander`s target" setting.
  • Fleet followers and followers in general will now pick a random target when multiple targets are in-range. Prior to that patch, all ships would always pick the closest target, leading to a waste of firepower.
  • Only ship variants now get the high research cost modifier (random values create inconsistencies otherwise).
Fixes
  • M8 did not have the proper built-in extensions.
Version 3.17 (24/04/2022)
Previous savegames compatibility: PARTIAL (see new feature).
Previous galaxies compatibility: YES.

New features
  • Ship rebalance. In previous versions of Mayhem, I've used a lot of randomness to modify ship statistics. Now all random values have been removed, and I've edited each ship individually. To be more consistent, I've designed a concept of Engines, Shield arrays and Hull classes that all ships are sharing. Engines determine max. speed, acceleration and affect the agility of the ship (yaw, pitch and roll). Shield arrays determine the generator (how fast the shields regenerate), the shield type and the shield count. Hulls determine a base of hull points, that are also influenced by the ship physical size. Also, because I think X3 has enough ships, I've disabled all variants (Hauler, Enhanced, Prototype, etc.). Might re-enable them later if they prove to be really useful; but for now it's easier to balance the game without them. Because of all these changes, things might be weird in an ongoing savegame. Ships will have more shields than allowed, too much or too less hull points, etc. but your savegame will run fine. However, I recommend a new game.
Changes
  • All TM come with a Triplex Scanner and a Booster Device pre-installed.
  • All M5 and M4 come with Video Enhancement Goggles pre-installed.
  • All TP come with a Transporter Device and a Docking Computer pre-installed.
  • All M3 are able to transport L cargo.
  • Incendiary Bomb Launcher and Photon Pulse Cannon have been nerfed (less damage, lower price).
  • Research milestones are disabled. After much consideration, they don't bring much to the game, and I've designed them mostly to go around problems that I've now fixed otherwise.
  • Each ship has an individual People requirement cost (ie. the crew), instead of an arbitrary number of each ship class. This number can go up to 90 for the Forseti (the biggest ship in the game).
  • Ship descriptions are auto-generated and right now, they only show the name of the engine and the name of the shield array used on the ship.
  • All factions use more ships in their templates.
  • Added an Agility factor to every ship, displayed in the ship compendium.
  • You now receive 3 jump beacons with your first TL.
  • Reduced mercenary groups from 10 to 5 per company.
  • Reduced company Traders from 5 to 3 per Trading station.
  • New perk: Space Weed manufacture. You can sell that to Pirate Stations, or discover new clients by transporting illegal goods through the Cargo Hauler jobs (the client factory will receive Space Weed as secondary resource).
Fixes
  • Some ships could fire their main turret when their target was not in the firing arc of the turret.
  • It was possible to get non-Commonwealth ships from the Black Market.
  • Jump beacon description.
  • Capturing a remnant ship was not sending the location of the next remnant ship.
Version 3.16 (11/04/2022)
Previous savegames compatibility: YES.
Previous galaxies compatibility: YES.

New features
  • Lasers do not consume energy anymore. It has been a tough choice, because it leaves a feature of the game completely useless, and some UI elements obsolete. However, the AI is really bad at dealing with shortage of laser energy, and it makes Out-Of-Sector combat very imbalanced. The way the game works normally is that laser energy is infinite during OOS combat, compared to In-Sector combat, where the player is; so obviously it makes things weird, where sometimes you prefer to leave the active sector to maximize the efficiency of your ships.
Changes
  • Improved Trade Run Sell menu, and added the ability to change the Trade Run maximum range.
  • Cargo Hauler job improvements: higher rewards, higher mission availability, decreased average range.
  • The perk 'Faster Research' now has an effect on Hacking stations as well.
  • Implemented a friendly fire check when a ship is in combat and has 0 speed. If he's attacked by a friend, he will move around for a while. This check only happens in active sector. The goal of this is mainly to avoid ships shooting at each other when they're all attacking the same station.
Fixes
  • It was possible to accept twice the same mission when docking to a station. This is coming from an unknown bug that triggers twice the docking signal, but I cannot reproduce it.
  • When a follower docked to a carrier was in need for repair but couldn't find anywhere to repair, it would undock & dock in loop.
Version 3.15 (25/03/2022)
Previous savegames compatibility: NO.
Previous galaxies compatibility: NO.

New features
  • Totally removed any game design decision that would make the AI waiting for the player to progress. For instance, the AI won't wait for you anymore to conquer Unknown sectors (except during the Ascension). Another example: the strength of the Pirates will not scale on the number of sectors you own.
  • It is now possible to buy some sectors. To do so, you need money (it gets more expensive every time you buy a new sector), and local loyalty that you achieve from doing missions. The transaction includes all stations.
  • The OCV has now one portal from the beginning. It will keep spawning ships one by one from this portal until it's big enough to launch an invasion. Apart from the OCV waves appearing during a Terraforming process, this is now the only OCV threat that exists in the galaxy. The portal cannot be destroyed.
  • You can buy ships from a Black Market, accessible through the Personal console. Every time you buy a ship, the money is used to finance the Yaki rebellion. This is now the only way to activate Yakis.
  • The Experimental Transporter Device and the Data Scanner are now inventory items that you receive from the start. Both missions Heirloom and Learn To Jump have been removed. It is not possible to get the Jumpdrive Prototype.
  • Added Production Capacity overview of all factories in the Logistics Overview screen, and also a local one in Sector Info from the Personal console. This screen shows how much all your factories produce and consume the most important resources.
  • Every laser sound has been modified to basically amplify the bass, lower the pitch, and normalize in order to avoid saturation.
  • Research milestones: researching several ships of the same class and same race gives various bonuses. For instance, researching enough TS can make the maintenance of all other TS of the same race free; also, researching multiple M3 can reduce the people requirement to 1.
  • You can now search for a ship or a station, by its full or partial name or ID, from the Satellite Monitoring screen. It will search for every sector where you have a Satellite. Can return multiple objects.
  • All your ships will use the safe travel, now avoiding completely the sectors that you blacklist. You can still deactivate this option if you want them to still go through blacklisted sectors when needed.
  • Ship inspection: from your Maintenance screen, you can now send your ships for an inspection to the nearest Outpost or its homebase. After the inspection has been completed, the maintenance factor of the ship will be reset to 100%. Workers and fleet followers automatically go for inspection when maintenance factor is 200% or more.
Changes
  • TS Miners are as fast as their normal version.
  • Mining Ore and Silicon is a faster process.
  • The ware volume of different wares has been changed, especially Ore and Silicon.
  • The range of all weapons has been reduced, in order to make the AI more accurate, and also to improve performance.
  • The AI cannot conquer Unknown sectors that are under the influence of the player (ie. adjacent sectors).
  • Xenon invasion groups have been nerfed, and there is now a maximum limit for them at all time.
  • Added a minimum delay between two Battle Group claims. It's especially useful when they conquer Unknown sectors, otherwise they could conquer a few of them in a row. Does not affect Galaxies where the Expansion setting has been set to None.
  • M1, M2 and M7 that can carry any ship come pre-installed with both a Transporter Device and a Carrier Repair Module. Does not affect TL and TM.
  • The Prologue game start has been removed.
  • Removed the laser trails of the following lasers: Energy Bolt Chaingun, Alpha Particle Cannon, Matter/Anti-Matter Launcher, Starburst Shockwave Cannon and Plasma Gun. Doesn't have any effect if you play with the No laser trail option.
  • When Yakis enter the game, they spawn more ships.
  • Your first TL has also a Research Station in its cargo.
  • Stations regenerate hull twice slower over time.
  • AI can annihilate other empires (ie. destroy them completely).
  • Easy difficulty grants you +1 maximum perk per Outpost, hard -1. The effects of the three difficulty levels are now clearly indicated.
  • Difficulty now also affects the general difficulty level of secondary missions.
  • The main plot has been removed.
  • Terraforming is now unlocked after conquering three sectors.
  • Kha'ak weapons no longer ignore shields, but they use a lot less energy.
  • Additional fighter combat manoeuvres have been disabled for everyone, except Xenons (new t-file setting). Fallback manoeuvres are still on.
  • Chances of Outpost events slightly reduced.
  • Increased the range at which a Tug must move to capture a ship.
  • Limit deep strike to 2 sectors max. Deep strike is not a good idea when a Battle Group has to travel a long distance.
  • Removed the push effect on all laser impacts.
  • Heavy-class weapons cause 33% more damage to shields.
  • Unexplored sectors are sorted by range, making Explorers smarter.
  • Weak empires (less than 5 sectors) will provide a reduced choice of missions, instead of none at all.
  • Some special rules are now enforced when you choose a galaxy expansion set to "None". These rules are displayed when you start. They exist to make things easier during the two first days.
  • Light-class weapons energy consumption have been halved.
  • Fallback range has been reduced.
  • AI will avoid using Impulse Ray Emitter and Particle Accelerator Canon.
  • Mission objectives are now closer to the mission giver (maximum of 2 jumps instead of 4).
  • Ships in their own sector have infinite scanner range.
  • Tugged ships will have their homebase set to their Tug's homebase.
  • Added a nice list of common wares when you select a ware from your Outposts (instead of the list of all the wares in the game).
  • Added Advanced Satellites, Jumpdrive Core, Jump Beacon and Hackerchips to the Courier ware list.
  • Removed the Resupply drone perk.
  • Distance at which followers would engage their leader's target has been reduced to a maximum of 15km (or followers scanning range if in a fleet).
  • Pirates and Xenons are added to the blacklist at game start.
  • Added equipment descriptions to the Upgrade ships menu (from Hangar).
  • Hacking is now fully documented in the encyclopedia.
  • Hacking: increased chances of secured ports per ship.
  • Hacking: botnet and relay requirements removed.
  • Hacking: costs reduced and changed for more consistency.
  • Favors can no longer be bought with money.
  • Added Chaos and Federation favors. They trigger respectively a Total War and an Unbreakable Alliance.
  • Halved cargo size of all miners.
  • Xenons can no longer conquer sectors, only OCV can. If a Xenon invasion group destroys all stations of a sector, this sector will become Unknown.
  • Small Xenon invasion groups do not attack stations, only ships.
  • Drastically increased the Bounty per ship (from 15,000 to 50,000 credits).
  • All TS and TP now flee when under attack.
  • Increased the waiting time of all Workers. For instance, Agents will stay in standby for about a minute before re-evaluating every job, instead of 10 seconds.
  • Chances of getting one of the original missions of Mayhem have been increased (the basic ones that do not give you a free ship).
  • TS and TP only require 1 people.
  • The mission Exploration (drop satellites) now gives you positions closer to sector center.
  • Ships must be homebased to be auto-assigned.
  • Ships are built 50% faster, stations 33% slower.
  • Recycling a ship is no longer an instant process, it takes a few minutes.
  • The Xenon Loot terraforming bonus is replaced with another +10% max specialization level.
  • Reduced the chances of AI Squadrons receiving Terran ships (because they are built from a Terran memory sector).
  • When a Squadron needs reinforcements, the Outpost where the ship will be built is the Outpost that has the smallest backlog (amongst a list of closest Outposts). Before that, the AI was just picking the closest Outpost.
  • Added an option to delete an entry from the hacking database.
  • AI factions will build an Outpost as soon as they conquer a new sector, in order to avoid some odd situations.
  • Battle Groups are more defensive and less reckless. If one of their reachable sectors is invaded by either another faction or Terraformers, they will go there in priority.
  • The Dry Dock perk only affects Huge ships.
  • All Workers now automatically repair and maintain themselves.
Fixes
  • Fighters would have weird behaviour when homebased to a carrier that is also a fleet leader. Now a fleet leader is not seen as a valid carrier anymore. Fighters can still dock on them, but they stay fleet followers.
  • Carrier fighters were trying to dock to their carrier before checking for new targets in range.
  • When a ship's target is docked, the ship could previously just wait near the dock, endlessly. Now it will go around for a while and engage other enemies if any.
  • Typos and other minor issues.
  • There is now a regular check to determine if a mission is still doable (ie. if the original station still exists, and if it has the same owner).
  • Fixed overpowered lasers and missiles, and also fixed their descriptions and the compendium menus. Some tweaks here and there have been made as well.
  • Laser towers flying on their own.
  • Client threshold not being saved in templates.
  • In some rare occasions, it was impossible to conquer a new sector.
  • Collect Wares In Sector would sometimes be stopped because only one ware would not fit into the ship.
  • Miners would try to retaliate when under attack, now they always flee instead.
  • Ship homebase was lost after using the teleporter device.
  • Improved performance by reducing the update time on AI Outposts.
  • Clicking different sections in the Outposts menu (from Personal console) would lead in the wrong sections.
  • When creating a new template from the Template manager, the ship model was not receiving the template itself (caused problems when rebuilding).
  • Stations hull would regenerate every time you look up at its info screen. Same for Hacking Stations and their research progress.
  • Improved / fixed / enhanced the in-game encyclopedia, plus other tutorial messages.
  • Squadrons were sometimes not properly retreating when a claim was cancelled or a Truce signed.
  • Various fixes and improvements regarding Favors.
  • Recycling a ship could give you back more people than the Outpost sector allows.
  • Task Force squadrons were not attacking player ships when required, and were ignoring satellites and jump beacons.
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.
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.
Previous changelog entries (Google Drive)
Last edited by Joubarbe on Mon, 30. May 22, 08:35, edited 1865 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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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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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

Troubleshooter11
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Post by Troubleshooter11 » Fri, 7. Aug 15, 16:10

This sub-mod seems pretty cool, though i'm a little bit concerned it breaks down the races a bit TOO much so i'm hesitant to try it out.

Just my personal preference of course, but i would have loved to see a division of the races based upon their old alliances. So Argon/Boron vs Paranid/Split, both those factions hating the Terrans, and Teladi as a neutral party.
Lore-wise that would make a bit more sense as the Argon and Boron are close friends and unlikely to slaughter one another. Gameplay wise it gives the player a bit more breathing space while still having a very divided and chaotic universe where choosing your allegiance is important.

Just my 2 cents.

Joelnh
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Post by Joelnh » Sat, 8. Aug 15, 22:31

is this compatible with XM-R ?
Last edited by Joelnh on Sun, 9. Aug 15, 02:02, edited 2 times in total.

angrytigerp
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Post by angrytigerp » Sat, 8. Aug 15, 23:31

Are there any known incompatibilities with other sub-mods affecting AI?

Specifically, I got soft crashes when I added Mayhem to a working (tested) LUV install, granted it was simultaneous with a couple other mods I had forgotten I had downloaded as I lost them in a different DL location.

In particular, it seems obvious (in retrospect) that Phanon Plus is probably an issue? Because I noticed a LOT of overwritten files between P+ and Mayhem when I installed the two. Ditto, to some extent, for memeic's improvement collection.

I'm in the process of reinstalling LU (a few times, probably) and testing to see if:

A.) Mayhem works for me with nothing else installed (but LUV, of course)
B.) See if memeic's stuff works if I avoid his fixes that target AI (at least according the installer).

Logic says using P+ with this is probably a complete wash.

Wanabe
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Post by Wanabe » Sun, 9. Aug 15, 03:53

angrytigerp wrote:Are there any known incompatibilities with other sub-mods affecting AI?

Specifically, I got soft crashes when I added Mayhem to a working (tested) LUV install, granted it was simultaneous with a couple other mods I had forgotten I had downloaded as I lost them in a different DL location.

In particular, it seems obvious (in retrospect) that Phanon Plus is probably an issue? Because I noticed a LOT of overwritten files between P+ and Mayhem when I installed the two. Ditto, to some extent, for memeic's improvement collection.

I'm in the process of reinstalling LU (a few times, probably) and testing to see if:

A.) Mayhem works for me with nothing else installed (but LUV, of course)
B.) See if memeic's stuff works if I avoid his fixes that target AI (at least according the installer).

Logic says using P+ with this is probably a complete wash.
Phanon Plus and Mayhem should be compatible, you'd just lose the starting generation that Mayhem sets. I havn't tried Mayhem yet but I also doubt it's the cause. Memeics tweaks are not likely to be the issue either as they're very well tested alterations. I'm thinking it's probable there's an bad/infinite loop somewhere in Phanon Plus which would show itself as a complete game freeze which I assume is what you're describing by a soft crash. I'll start looking around for it but if you have a save file with a test case perhaps PMing me with a link of the save plus a list of what mods you're running could help me locate it.

[edit]Actually, the thought just occurred to me. P+ should be compatible depending on the installation order. Mayhem overrides one of the Phanon script files in order to get the starting generation tweak in but if that file is used with other Phanon Plus scripts it will cause a freeze very shortly after Phanon Plus turning on (IE soon after starting a brand new game). Phanon Plus needs to be installed after Mayhem.[/edit]

ItsMeAUsername
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Post by ItsMeAUsername » Mon, 10. Aug 15, 16:23

Seems great thus far! Thanks Joubarbe!

Any (obvious) reasons why we can't tweak the race relations to our individual likings? I mean, the actual relations are easy to change, as far as I noticed while briefly looking at the code, but will it likely break something/everything else?

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