[Mayhem 3.14d] Rebalance Mod 1.0 - Stronger Factions

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hephasttus
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Re: [Mayhem 3.8g] Rebalance Mod 0.4

Post by hephasttus » Tue, 23. Feb 21, 00:18

Hey chief, just checked out your youtube series, good videos, they've been entertaining me while I have been away from home.

I wanted to ask if you are any closer to an update for this rebalance mod? I think what you brought up before about reducing laser energy levels, that would fix the problems that I was having with a couple ships running out of energy.

Also, is there any reason not to take Cluster Flak Array's instead of the CIG's? They seem like the best medium weapon according to the compendium on DPS(maybe a little too good), and almost every (argon) M6 can equip it.

Thanks for your work on keeping X3 alive. I just rebooted x4 to retry it, and god it was an awful experience. I think X3 is the longest game I have played. I remember when the BSG mod came out, good days back then.

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Hector0x
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Re: [Mayhem 3.8g] Rebalance Mod 0.4

Post by Hector0x » Tue, 23. Feb 21, 10:46

I got the update ready. But want to test a bit more to make sure it's working. Also need to adjust my backgrounds to the new graphics pack v2. There will be issues if you just update Mayhem now (but nothing savegame breaking) I'll try to get it out very soon.

The Cluster Flak Array is indeed very powerful, but almost no Argon M6 can mount it in the main gun slots. It's mostly a turret laser. You can't have many of them pointing at the enemy. With Mayhem M6 AI main guns are generally firing more often than turrets.

Yeah X4 is a bit of a let down. I can see myself enjoying it someday, but it can't really replace Mayhem. Even with a few bugs or wierd complications, Mayhem can be set up to just work. In X4 i'm constantly facepalming to the point of ruining immersion.

hephasttus
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Re: [Mayhem 3.8g] Rebalance Mod 0.4

Post by hephasttus » Tue, 23. Feb 21, 22:51

Sweet, sounds good man.

What is the addon you are using that changes the icons for the different ships ? M3/M6/M7 etc...

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Hector0x
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Re: [Mayhem 3.12c] Rebalance Mod 0.8b

Post by Hector0x » Fri, 26. Mar 21, 15:27

small heads up:
- this mod is currently incompatible
- if you want to continue Mayhem 3.13 with a Mayhem 3.12 Rebalance mod savegame: update Mayhem normally. But also update NPC lader loadouts in the game (script editor)! Old ships will be able to continue using their previous loadout and new ships will get built with fresh loadouts.

edit: i will keep my previous laser stats and only take Joubarbes new 3.13 effects and rates of fire

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Hector0x
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Re: [Mayhem 3.14d] Rebalance Mod 1.0 - Stronger Factions

Post by Hector0x » Tue, 24. Aug 21, 17:53

Updated for Mayhem 3.14d.

This full release plays a bit different. Please check the 1.0 changelog. The first post and ingame encyclopedia have been expanded.

New game strongly recommended.

old 0.8b savegames should still work, but they will have issues and strategic faction balancing will definitely be completely messed up.

djmidex
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Re: [Mayhem 3.14d] Rebalance Mod 1.0 - Stronger Factions

Post by djmidex » Fri, 10. Sep 21, 09:02

hey! started a new game with your mod. thank you!

BigBadBill_87
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Re: [Mayhem 3.14d] Rebalance Mod 1.0 - Stronger Factions

Post by BigBadBill_87 » Wed, 15. Sep 21, 10:57

This is great!

Particularly good is:

Details:
any sector loss adds +1% production specialization on all remaining outposts
75% spec is the maximum. A fully levelled NPC outpost has 1/2 ship building cost and construction time compared to a fresh NPC outpost and 1/4 compared to a fresh player outpost.

Factions tend to snowball and smaller factions dont seem able to come back. This should help lots 😊

Betelgeuse97
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Re: [Mayhem 3.14d] Rebalance Mod 1.0 - Stronger Factions

Post by Betelgeuse97 » Mon, 11. Oct 21, 09:46

I'm back on Mayhem 3 and now trying this mod out on a 12x15 galaxy. First thing I noticed were:

- The tri-beam cannon (I saw a Paranid M7 gun also fire fast too) is still unchanged in that it still fires ridiculously fast, but on paper its stats are terrible. (Were the incorrect stats an oversight in either the base game or the mod?)
- There's a typo with laser descriptions. "Standart" should be corrected as "standard"; this typo is shown in the M3 lasers. Speaking of M3 lasers, the FBL is effectively the new go-to M3 laser if the player wants similar DPS to the PBE in the base mod.
- It appears that you can still rush pirate bases with 30-40 fighters and a couple M6, but it seems you can't take on M2 head on early in the game anymore even if you camp their exit. Since some Xenon sectors contain an M2 parked inside a Xenon station in each sector (2 Xenon stations per sector on hard mode), how do you take on the Xenon in early game?

dunderhead327
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Re: [Mayhem 3.14d] Rebalance Mod 1.0 - Stronger Factions

Post by dunderhead327 » Mon, 11. Oct 21, 16:32

@Hector0x

I am on my first play through with this mod, and haven't got very far yet, but am really enjoying it.

However, I notice that while the M1s and M2+s have had their hanger capacities drastically reduced, the M7Cs haven't. This would seem (at least on paper) to make the fleet carriers and most battlecarriers largely redundant. The Griffon and Ariadne seem to be the only logical options if you want to use carriers, and the Valhalla is probably the only cost-effective battlecarrier. It also makes a nonsense of some of my ship descriptions - do you want me to re-write them?

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Hector0x
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Re: [Mayhem 3.14d] Rebalance Mod 1.0 - Stronger Factions

Post by Hector0x » Mon, 11. Oct 21, 19:07

dunderhead327 wrote:
Mon, 11. Oct 21, 16:32
However, I notice that while the M1s and M2+s have had their hanger capacities drastically reduced, the M7Cs haven't.
That was Joubarbe's doing. He didn't change the M7Cs because of their exterior docking clamps. It would look wierd if most of them remain empty. iirc their ship price got raised a bit.

@Betelgeuse97:
thanks for the feedback
- yeah i should really do something about the hyper rapid firing guns. Again, i used original M3 stats (a recent M3 version upped rates of fire significantly). I know about the bad on paper stats for the TriBeam. Seems like a display bug in the laser compendium. Ingame it should actually be higher DPS
- i tried to make the FBL less cost effective to counteract. Maybe crystals are too abundant for this approach. But at least the cheap paranid Perseus fighter can't use it. You have to get the more expensive Medusa. For raw damage you should also consider the Boron Plasma Gun. Their ships are shielded worse but this gun makes up for it. And its cheap.
- not being able to take on a M2 during early game is intended. Its supposed that they scare you and you avoid them and can't just counter with swarms of smaller ships that easily anymore
- after recently reaching the current OCV endgame for the very first time i can fully agree that Xenon are tough. Too tough for my taste. I may delay their capship spawning more into the midgame. But right now i'm all invested into SWM3 development

dunderhead327
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Re: [Mayhem 3.14d] Rebalance Mod 1.0 - Stronger Factions

Post by dunderhead327 » Tue, 12. Oct 21, 14:41

Hector0x wrote:
Mon, 11. Oct 21, 19:07
dunderhead327 wrote:
Mon, 11. Oct 21, 16:32
However, I notice that while the M1s and M2+s have had their hanger capacities drastically reduced, the M7Cs haven't.
That was Joubarbe's doing. He didn't change the M7Cs because of their exterior docking clamps. It would look wierd if most of them remain empty. iirc their ship price got raised a bit.
OK, fair enough. Griffons and Ariadnes it is then!

They still seem to be ridiculously good value - perhaps they should have their weapons loadouts nerfed? Maybe limit them to heavy weapons in the main battery, and medium in the turrets? Should such small, cheap ships really have access to capital class weapons?

Betelgeuse97
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Re: [Mayhem 3.14d] Rebalance Mod 1.0 - Stronger Factions

Post by Betelgeuse97 » Wed, 13. Oct 21, 08:10

dunderhead327 wrote:
Tue, 12. Oct 21, 14:41
Hector0x wrote:
Mon, 11. Oct 21, 19:07
dunderhead327 wrote:
Mon, 11. Oct 21, 16:32
However, I notice that while the M1s and M2+s have had their hanger capacities drastically reduced, the M7Cs haven't.
That was Joubarbe's doing. He didn't change the M7Cs because of their exterior docking clamps. It would look wierd if most of them remain empty. iirc their ship price got raised a bit.
OK, fair enough. Griffons and Ariadnes it is then!

They still seem to be ridiculously good value - perhaps they should have their weapons loadouts nerfed? Maybe limit them to heavy weapons in the main battery, and medium in the turrets? Should such small, cheap ships really have access to capital class weapons?
Those ships are also prone to getting killed by stupidly flying into an enemy fleet, much like your other ships. They're already weak defensively and they don't have a stronger laser generator compared to normal M7s to support their weapons. I think it's fine as is.

dunderhead327
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Re: [Mayhem 3.14d] Rebalance Mod 1.0 - Stronger Factions

Post by dunderhead327 » Wed, 13. Oct 21, 16:45

I was thinking, at least partly, of OOS, where laser recharge rates are largely ignored. I expect someone is going to tell me that this has been fixed as part of the OOS/IS rebalancing, in which case you may well be right.

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Hector0x
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Re: [Mayhem 3.14d] Rebalance Mod 1.0 - Stronger Factions

Post by Hector0x » Wed, 13. Oct 21, 19:41

dunderhead327 wrote:
Wed, 13. Oct 21, 16:45
I was thinking, at least partly, of OOS, where laser recharge rates are largely ignored. I expect someone is going to tell me that this has been fixed as part of the OOS/IS rebalancing, in which case you may well be right.
i believe i only assigned weaker guns on the cheap M7C like Griffon and Ariadne. Other M7 should be much better armed. And you're right about energy being irrelevant. At least it should already be this way. If any ships are ever running low on energy in M3R i would've made a mistake and would need to change it. Laser energy doesn't apply OOS and the AI doesn't understand it. That's 2 reasons why it fails as a mechanic and shouldn't even exist.

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Re: [Mayhem 3.14d] Rebalance Mod 1.0 - Stronger Factions

Post by dunderhead327 » Wed, 13. Oct 21, 21:38

Hector0x wrote:
Wed, 13. Oct 21, 19:41
dunderhead327 wrote:
Wed, 13. Oct 21, 16:45
I was thinking, at least partly, of OOS, where laser recharge rates are largely ignored. I expect someone is going to tell me that this has been fixed as part of the OOS/IS rebalancing, in which case you may well be right.
i believe i only assigned weaker guns on the cheap M7C like Griffon and Ariadne. Other M7 should be much better armed. And you're right about energy being irrelevant. At least it should already be this way. If any ships are ever running low on energy in M3R i would've made a mistake and would need to change it. Laser energy doesn't apply OOS and the AI doesn't understand it. That's 2 reasons why it fails as a mechanic and shouldn't even exist.
No, both the Griffon and Ariadne carry capital class weapons. Agreed, the Griffon is not as well armed as the other Argon M7s, but she still has 4 PAAs.

The Ariadne is a different story, especially if we don't need to worry about laser energy. Full tooled up, she carries 16 FBCs, 4 PSGs and 24 M3s. Compare that to the Deimos (18 FBC and 6 M3s), Agamemnon (22 FBCs), and even the Zeus M1 (20 FBC and 25 M3s). She may be a bit fragile for an M7, but she's not slow. A real bargain!

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Hairless-Ape
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Re: [Mayhem 3.14d] Rebalance Mod 1.0 - Stronger Factions

Post by Hairless-Ape » Mon, 22. Nov 21, 15:01

So could you elaborate on exactly what this means please?

"Large galaxies can have very fast levelling difficult NPC empires"


I just want to understand better because I like your mod, but I really hate playing on a medium map. If I can understand what you mean better, I can possibly modify it myself a bit to compensate.
Hoping the game is more stable with your mod on top of Mayhem 3.14d..
Thanks for your hard work and insight. Looks like fun exploring your mod to this great game.
Out of my mind. Back in 5 minutes.

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Hairless-Ape
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Re: [Mayhem 3.8b] Rebalance Mod 0.2

Post by Hairless-Ape » Mon, 22. Nov 21, 15:11

hephasttus wrote:
Tue, 2. Feb 21, 21:08
When my fleet consisting of a carrier-leader and several fighters engages enemies, the fighters continously teleport in and out of my carrier mid-battle. I think every time they acquire a new target. Is there a way around this?

From my observation, this is a problem with the 'mayhem_supportRetreat' flag not being set back to null after the fighter docks, and so the fighters still sometimes think they are retreating.
I believe the fix involves resetting this flag in Mayhem.Task.Support.xml around where it has retreat logic. My own hack seems to fix this, but I'll let you decide for yourself.
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Hector0x
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Re: [Mayhem 3.14d] Rebalance Mod 1.0 - Stronger Factions

Post by Hector0x » Mon, 22. Nov 21, 17:37

Thanks. Nice to read that you may have fixed your previous issue. Although i don't think this mod helped with that.
Hairless-Ape wrote:
Mon, 22. Nov 21, 15:01
So could you elaborate on exactly what this means please?

"Large galaxies can have very fast levelling difficult NPC empires"
NPC outposts get a small production efficiency levelup each time their faction looses a sector. If your galaxy is larger it has more battlegroups/invasions so the levelups are way more frequent. And after some time a lot more outposts will be at higher level.
It won't affect the player much as long as he only focusses on the Xenon or Yaki. But the major factions can potentially become very challenging because most of their outposts crank out military very quickly. And with the hull/shield adjustments on capships its difficult for the player to win battles without any attritional damage or losses which makes the NPC production bonus even better than it might seem.

Unfortunately i didn't include any t-file options for you to customize the production efficiency levelling. I only recently learned how to do that. So its set in the scripts. +1% for each sector loss with a 75% maximum efficiency, starting at the default 50%.

Basically with average galaxy size a faction only gets maybe half a dozen inner core outposts which are safe to level up and reach max level. The rest of their outposts might be at dangerous borders where they sometimes get destroyed.
On the largest galaxy size there are much less border sectors and more core sectors. So factions often get huge areas which are completely safe. All those outposts will slowly level up to the maximum and never get reset from destruction/rebuilding. So the factions end up with very powerful economy. Maybe too powerful, hence the warning.

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Hairless-Ape
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Re: [Mayhem 3.14d] Rebalance Mod 1.0 - Stronger Factions

Post by Hairless-Ape » Mon, 22. Nov 21, 19:52

No worries. I see where you made the changes in Mayhem.Conquer.xml and Mayhem.SpecializationLevelup.xml. I can 'tone it down' for my own game play. Seems like a fair idea to boost their specialization level as they lose systems, but I'm not sure I like this particular feature for my own play. I do think a t-file entry would be nice to enable/disable and another to set the threshold to something lower than 75% if you wanted it that way, but no worries either way.
It's certainly interesting how everyone has their own preferences on how to skew the game. I actually prefer races to go down hard and fast rather than to extend their life as they start to take a beating, but it's nice to have choices.
Cheers.
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alexalsp
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Re: [Mayhem 3.14d] Rebalance Mod 1.0 - Stronger Factions

Post by alexalsp » Mon, 31. Jan 22, 11:21

Mayhem 3 Rebalans - 8483-L044.xml

Code: Select all

<t id="16701">Tobosaku</t>

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<t id="16701">Cikyu</t>
Tobosaku must be, I suspect

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<t id="16691">Tobosaku</t>

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<t id="16701">Tobosaku</t>
<t id="16692">In its day, this Terran heavyweight ruled the battlefield. Even now, should one ever appear in combat, it would be a serious threat to even the most powerful battleship-carriers in service. It may be slow, but once it arrives it raw firepower and massive shielding gives the Tobosaku the edge over any other pure battleship, and makes it the equal of the hybrids.</t>

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