[X3LU] Mayhem 3.21b

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

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Falcrack
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Post by Falcrack »

Fureimuu wrote:Can you share some more info about expeditions? Sounds like UFJD is coming back in a different form?
I'm interested too. The changelog mentions sending marines to explore them, does that mean no ships then? Does this new feature draw inspiration from Eve Online Into the Abyss update?
Fureimuu
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Post by Fureimuu »

Falcrack wrote:
Fureimuu wrote:Can you share some more info about expeditions? Sounds like UFJD is coming back in a different form?
I'm interested too. The changelog mentions sending marines to explore them, does that mean no ships then? Does this new feature draw inspiration from Eve Online Into the Abyss update?
Yeah I missed the "marines" part, but who knows :D UFJD would be such a cool feature if there was more to find in those sectors ...
tatakau
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Post by tatakau »

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Joubarbe
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Post by Joubarbe »

Impulse Ray Emitter has a range of 371 km? Damn, this mod is hot!
tatakau
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Post by tatakau »

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Joubarbe
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Post by Joubarbe »

As you said, there's anti-hull and anti-shield. But it's just a ratio of LU original stats. I don't think I've ever changed damage input for missiles.

EDIT: except for that.
tatakau
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Post by tatakau »

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Joubarbe
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Post by Joubarbe »

You'd just have to wait for 2.5.0 then, new game will be required.
tatakau
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Post by tatakau »

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Joubarbe
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Post by Joubarbe »

:)
Scottx125
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Post by Scottx125 »

Great mod! Been playing it non-stop. Can be annoying at times but it's great fun. I've got a question. Does threat have a cap? Or does it keep going up? I say this because I decided to expand after hoarding resources from 1 system to 6(to be able to produce my own resources for pretty much everything). However by capturing these systems I got up to 12 threat :shock: . I tried my best to get everything set up, building stations and ships where I could but with only 24hr between OCV attacks, there just wasn't enough time.. and not that the time made any difference when they hit my 2 large OWP, 1 frigate and corvette fleet with 1 carrier, 3 frigates, 6 corvettes and a bunch of fighters!
Joubarbe
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Post by Joubarbe »

Is this why it's annoying? Because despite all warnings, all the help and tutorial sections about threat and how you shouldn't go past 5 before the first attack, you go to 12? :)

I don't want to hold the player's hands. I'm not against the idea of restarting all over again, just to do better, and improve until you manage to "beat the game".

Threat does not have a cap. However, there is a point where the battle groups and the OCV fleets are "maxed out" and remain the same every time (about threat 30 IIRC).
Scottx125
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Post by Scottx125 »

Joubarbe wrote:Is this why it's annoying? Because despite all warnings, all the help and tutorial sections about threat and how you shouldn't go past 5 before the first attack, you go to 12? :)

I don't want to hold the player's hands. I'm not against the idea of restarting all over again, just to do better, and improve until you manage to "beat the game".

Threat does not have a cap. However, there is a point where the battle groups and the OCV fleets are "maxed out" and remain the same every time (about threat 30 IIRC).
Never said this was the first attack. I was on day 6. And no, the annoying parts are stuff like when you have a bunch of ships coming to dock at a port, they all fly into and out of each other wasting time rather than stopping and slowly going in 1 by 1. But alas I am going to have to restart xD. But I agree with you, I learnt a lot in my first play(Especially since it's the first time I've properly played X3 LOL!) and I look forward to doing better next time.
Fureimuu
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Post by Fureimuu »

Scottx125 wrote:
Joubarbe wrote:Is this why it's annoying? Because despite all warnings, all the help and tutorial sections about threat and how you shouldn't go past 5 before the first attack, you go to 12? :)

I don't want to hold the player's hands. I'm not against the idea of restarting all over again, just to do better, and improve until you manage to "beat the game".

Threat does not have a cap. However, there is a point where the battle groups and the OCV fleets are "maxed out" and remain the same every time (about threat 30 IIRC).
Never said this was the first attack. I was on day 6. And no, the annoying parts are stuff like when you have a bunch of ships coming to dock at a port, they all fly into and out of each other wasting time rather than stopping and slowly going in 1 by 1. But alas I am going to have to restart xD. But I agree with you, I learnt a lot in my first play(Especially since it's the first time I've properly played X3 LOL!) and I look forward to doing better next time.
When I need a lot of ships to dock quickly I let them do that OOS. It's much faster as they just fly to the station's coordinates and bypass the animation. Would be nice if they could use docking computers just like the player, would prevent a lot of stupid stuff like freighters running into ore mines ...
phoenixfire53
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Post by phoenixfire53 »

Scottx125 wrote: when you have a bunch of ships coming to dock at a port, they all fly into and out of each other wasting time rather than stopping and slowly going in 1 by 1.
This is an X3 problem, not a Mayhem problem. Don't hang out in your own sectors. Let the OOS simulator handle the traffic.
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Shuulo
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Post by Shuulo »

NEW: Bartering overhaul. All Trading Stations now only sell police licenses, but they host many local merchants who sell crafting resources. A list of all local merchants is available in your personal console.
How this will influence availability of resources from currently random trading stations? Playing Race-specific start was hard anyway, now without the resources in the stations itll be even more harder.
I understand that barter can give all needed resources, but you cannot delegate bartering to your TSs from sanctuary.
Fureimuu
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Post by Fureimuu »

Shuulo wrote:
NEW: Bartering overhaul. All Trading Stations now only sell police licenses, but they host many local merchants who sell crafting resources. A list of all local merchants is available in your personal console.
How this will influence availability of resources from currently random trading stations? Playing Race-specific start was hard anyway, now without the resources in the stations itll be even more harder.
I understand that barter can give all needed resources, but you cannot delegate bartering to your TSs from sanctuary.
With changes to resources required for station-building and SPPs no longer requiring crystals it's now possible to become self-sufficient much earlier. The bonus TS ship in aliance start will most likely be rebalanced too (it's contents ofc). Let's wait and see what 2.5.0 looks like, if something is not right we can always leave feedback for mr. Panda.

Cheers.
Happyblue
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Post by Happyblue »

I guess I never really had a desire to collect people before needing them for my Sanctuaries so this is probably a Vanilla thing. But the "collect all astronauts" command ping pong all over the map and bypass astronauts to only go back to them later. Real time consuming and annoying when doing it early game in a player ship. I now have an Angel that does it OOS but anyone know of a script that more intelligently collects bailed pilots?
brendon867
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Post by brendon867 »

Happyblue wrote:I guess I never really had a desire to collect people before needing them for my Sanctuaries so this is probably a Vanilla thing. But the "collect all astronauts" command ping pong all over the map and bypass astronauts to only go back to them later. Real time consuming and annoying when doing it early game in a player ship. I now have an Angel that does it OOS but anyone know of a script that more intelligently collects bailed pilots?
Accept trade missions, pick them up, take them to your sanctuary, unload them. Easy way to max a population very quickly.
Happyblue
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Post by Happyblue »

Brilliant! I'll try that. thank you.

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