[X3LU] Mayhem 3.21b
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 61
- Joined: Tue, 5. Jan 16, 08:22
-
- Posts: 39
- Joined: Sun, 16. Dec 12, 21:15
-
- Posts: 4796
- Joined: Tue, 31. Oct 06, 12:11
Ideally, a complete overhaul of the invasions would be needed. Right now, they jump into the sector they're trying to invade. They don't spawn out of thin air though. They are built by shipyards, then sent to the invaded sectors.
Destroying the source shipyard or waiting ~4 hours is currently the only way to stop the invasion.
Destroying the source shipyard or waiting ~4 hours is currently the only way to stop the invasion.
-
- Posts: 39
- Joined: Sun, 16. Dec 12, 21:15
well f*** me..
Could you make them jump in near a gate? I guess I will have to look for that shipyard, should be easier to kill their ships there.
E: Ok managed to defend my sector with 2 m2 and then took the rest of my fleet to their shipyard, while another m2 of mine had to fend some random m2+something patrol.
E2: Also what is the deal with station spawning? Now an NMMC Mining Output guarded by 3 pirate lasertowers spawned in my sector.
Could you make them jump in near a gate? I guess I will have to look for that shipyard, should be easier to kill their ships there.
E: Ok managed to defend my sector with 2 m2 and then took the rest of my fleet to their shipyard, while another m2 of mine had to fend some random m2+something patrol.
E2: Also what is the deal with station spawning? Now an NMMC Mining Output guarded by 3 pirate lasertowers spawned in my sector.
-
- Posts: 376
- Joined: Fri, 30. Jan 04, 14:26
Hi, I have a more general question :
I want to defend one of my sectors, and since my ships are set to AutoJump, when an enemy ship emergency jumps, my ships will follow it automatically. How to set my ships to constantly defend my sectors without them jumping to enemy territory ?
Also, is there a way to set a bunch of ships to automatically jump to defend whenever one of my sectors is under attack ?
Thanks in advance !
I want to defend one of my sectors, and since my ships are set to AutoJump, when an enemy ship emergency jumps, my ships will follow it automatically. How to set my ships to constantly defend my sectors without them jumping to enemy territory ?
Also, is there a way to set a bunch of ships to automatically jump to defend whenever one of my sectors is under attack ?
Thanks in advance !
If brute force doesn't solve your problems, then you aren't using enough
-
- Posts: 370
- Joined: Thu, 9. Nov 06, 14:59
There is a command under combat, that's called "defend sector". Use it. With it, the ships stay in a sector and attack all enemy ships.Ikaruga wrote:Hi, I have a more general question :
I want to defend one of my sectors, and since my ships are set to AutoJump, when an enemy ship emergency jumps, my ships will follow it automatically. How to set my ships to constantly defend my sectors without them jumping to enemy territory ?
Also, is there a way to set a bunch of ships to automatically jump to defend whenever one of my sectors is under attack ?
Thanks in advance !
Intel i7 8700, Gtx 1070, 16gb RAM. I think i'm ready for X4. Bring it on, Egosoft! [edit 2025: this signature didnt age well
]

-
- Posts: 39
- Joined: Sun, 16. Dec 12, 21:15
You might be able to use MLCC's intercept feature, The only problem with that is, is that it trying to defend all sectors you have a satellite in.Ikaruga wrote:Hi, I have a more general question :
I want to defend one of my sectors, and since my ships are set to AutoJump, when an enemy ship emergency jumps, my ships will follow it automatically. How to set my ships to constantly defend my sectors without them jumping to enemy territory ?
Also, is there a way to set a bunch of ships to automatically jump to defend whenever one of my sectors is under attack ?
Thanks in advance !
-
- Posts: 299
- Joined: Sat, 20. Aug 11, 17:27
Couple questions about boarding:
1. I notice that caliber 1 mass 10 and penetration 0-3 all pierce through level 1 protection. Is there any significant difference between 1-9-0 up to 1-9-3 bullets?
2. How does bullet penetration and marine damage calculation work?
Example 1: enemy has 2000J of protection and my marines can shoot 1500J.
example 2: my marines have 2000J of protection and enemy shoots 800J. I notice that sometimes they don't take damage even when I give my marines level 2 protection on their armor.
1. I notice that caliber 1 mass 10 and penetration 0-3 all pierce through level 1 protection. Is there any significant difference between 1-9-0 up to 1-9-3 bullets?
2. How does bullet penetration and marine damage calculation work?
Example 1: enemy has 2000J of protection and my marines can shoot 1500J.
example 2: my marines have 2000J of protection and enemy shoots 800J. I notice that sometimes they don't take damage even when I give my marines level 2 protection on their armor.
-
- Posts: 8
- Joined: Fri, 21. Sep 18, 12:48
-
- Posts: 54
- Joined: Thu, 23. Oct 03, 14:46
Betelgeuse97, Caffeine Zombie did the research. Here is what he found.
Caffeine Zombie wrote:When talking only about armor penetration and damage per shot - yep, pretty sure that's right.Quixotic-Neutral wrote: Looks like Caliber 3 Mass 4 Pen 0 is the place to go for high end gear.
In general - nope.
[tldr]
Bullets
For low-difficulty (TM, M6) boarding - 1-9-0 are the best.
For higher difficulties boarding - 2-10-0 (would penetrate up to level 4 armor), 2-10-1 (level 5) or 2-10-2 (level 6).
From my experience first caliber still works for top-level (M2) boarding, maybe a little slower than second, but you do not need to buy new guns.
For rifts third caliber becomes useful, 3-9-0 cartridges have maximum possible damage, range and penetrate any armor. But lower calibers would still be useful, especially the second.
Guns
Max everything, that's simple. Handling gives initiative, optics give range, precision, obviously, gives precision, quality affects almost everything. They are not that expensive to use not-maxed ones.
Vests
Max resistance and protection, minimal weight (1).
For first boardings 1-1-1 vests may be useful, they are cheap (5 scrap each) and have no penalties for initiative (basic vests have 3 weight, and this is very bad thing), so you are way less likely to get shot at all.
[/tldr]
Besides bullet energy, there are four other stats, more or less important.
1. Range.There is one important thing about scripts math in general. They only accept round numbers, and round down when needed. So, for example, mass factor of 1-st caliber bullets with 9 and 10 mass is the same.Code: Select all
$massFactor = ($caliber * $caliber + $mass) / 2 $range = ($massFactor * 80 + $caliber * $quality * 5 + $caliber * $optics * 100) + ($caliber * $precision * 10)
So, here is the table of ranges for maxed guns. M is mass, C is caliber.
2. Precision.
This thing is kinda more tricky. Precision is dependent from range, but not directly from weapon range.
Script counts distance to target in *steps*, which are dependent from range and marine fighting skill.Here are step range for 0-100 skill marines with maxed guns.Code: Select all
$steps = ($range + $fighting) / 4
And now we come to actual precision.
If distance to target is higher than 4 steps, precision is zero.
If it's closer, we calculate amount of steps to target. Not actual distance, just steps. That'ld be *required steps*, and script down there calculates precision.Here is, as usual, table with possible results.Code: Select all
$steps = $range / 4 $base = 60 + $steps / 10 $min = $steps * $requiredStep $max = $steps * ($requiredStep + 1) $p = $base + ($precision * 3 - $requiredStep) do if $p > 99 $p = 99 if $requiredStep > 0 $decrease = 10 * ($requiredStep * 2) - $quality do if $decrease < 1 $decrease = 1 else $decrease = 0 end $rangedPrecision = $p - $decrease return $rangedPrecision
It's still made for maxed guns using bullet mass ( M ) as factor, S is required steps. Here is the table with actual distance ranges for those steps in case somebody need it.
Caliber 3 is, in fact, hitting base precision cap, so bullet mass after 2 only adds range.
On actual missions ranges are:
- boarding: 30-151
- expedition: 150-1801
3. Initiative.
The higher marine's initiative is, the earlier he shoots each turn. If yu have more initiative than enemies, you can kill some (or even all) of them before they shoot and take less damage.
Also average initiative of your team is taken into account when calculating chances of being spotted.F is fighting skill, C is caliber, table is made for maxed gun and vest with 1 weight.Code: Select all
$initiative = (4 - $caliber) * 15 + $handling * 5 - $weight * 10 + $fighting / 5
In general, it's better to max gun and minimize armor weight.
So the only thing that can be different is caliber, +1 caliber means -15 initiative.
Keep in mind that initiative research gives you flat +20 bonus, so with research you can have more initiative than enemy with equal fighting skill while using weapons one caliber higher.
4. Rate of fire.
It's simple. Rate of fire is how much bullets you shoot each turn.And it means that caliber 3 shoots only once, caliber 2 - 2 shots, and 3 shots for caliber 1.Code: Select all
$rof = 4 - $caliber
Conclusion.
Actual equipment effectiveness depends, in general, from mission type (boarding or rift) and it's difficulty.
In terms of raw damage lower caliber and lower penetration is better.
Here is table for average damage per turn, AP as penetration, C is caliber.
But that's if your bullet penetrate armor.
Here are tables with bullet energies again.
For boardings in general range still means nothing, 'cause even maxed 1-caliber gun have more step-0 range than max 150m.
For low-tier boardings, where enemies usually have protection-1 armor, caliber 1 zero penetration bullets have maximum possible damage per round.
For higher-tier boardings, I think, caliber 2 bullets may be better. Zero penetration one would already punch through protection-4 vests and have high enough DPR. If you really-really want to shoot through level 6 armor caliber 2 penetration 2 bullets are better than caliber 3.
For rifts range becomes meaningful, and if you want to shoot as far as possible - caliber 3 9-mass bullets are a thing you are looking for.
-
- Posts: 8
- Joined: Fri, 28. Sep 18, 04:46
-
- Posts: 370
- Joined: Thu, 9. Nov 06, 14:59
Re:
goodlives13 wrote: ↑Fri, 28. Sep 18, 04:57SpoilerShowwhat is the M6 boarding main plot condition? I boarded 6 teladi M6 combat group M6s but I couldn't complete the mission.
Spoiler
Show
They need to be 1. invasion troops (offense or defense) and 2. of the enemy race of the corporation, you're doing the quests with.
Intel i7 8700, Gtx 1070, 16gb RAM. I think i'm ready for X4. Bring it on, Egosoft! [edit 2025: this signature didnt age well
]

-
- Posts: 8
- Joined: Fri, 28. Sep 18, 04:46
Retrox wrote: ↑Fri, 28. Sep 18, 07:02goodlives13 wrote: ↑Fri, 28. Sep 18, 04:57SpoilerShowwhat is the M6 boarding main plot condition? I boarded 6 teladi M6 combat group M6s but I couldn't complete the mission.SpoilerShowThey need to be 1. invasion troops (offense or defense) and 2. of the enemy race of the corporation, you're doing the quests with.
Spoiler
Show
what is mean of invasion troops? please teach me.
-
- Posts: 4796
- Joined: Tue, 31. Oct 06, 12:11
Re: [X3LU] Mayhem 2.7.4
Battle Group fleet ships.
-
- Posts: 299
- Joined: Sat, 20. Aug 11, 17:27
Re:
Not a bug. You have to kill them, not board, for it to count toward the plot.goodlives13 wrote: ↑Fri, 28. Sep 18, 11:44SpoilerShowI boarded 8 battle group fleets M6 but It's not proceeded. I think Its a bug. Didn't?
Short question for the others: What does insurance do? If I lose an insured ship, do I get the whole ship back or only its contents?
-
- Posts: 8
- Joined: Fri, 28. Sep 18, 04:46
Re: Re:
After insurance acquiring plot, boarding plot is revealed. I discuss that.Betelgeuse97 wrote: ↑Fri, 28. Sep 18, 11:48Not a bug. You have to kill them, not board, for it to count toward the plot.goodlives13 wrote: ↑Fri, 28. Sep 18, 11:44SpoilerShowI boarded 8 battle group fleets M6 but It's not proceeded. I think Its a bug. Didn't?
Short question for the others: What does insurance do? If I lose an insured ship, do I get the whole ship back or only its contents?
Insurance don't take whole ship but credit of ship not consisted components.
-
- Posts: 4796
- Joined: Tue, 31. Oct 06, 12:11
-
- Posts: 299
- Joined: Sat, 20. Aug 11, 17:27
Re: Re:
Sorry, I don't understand. What do you mean?goodlives13 wrote: ↑Fri, 28. Sep 18, 11:57After insurance acquiring plot, boarding plot is revealed. I discuss that.Betelgeuse97 wrote: ↑Fri, 28. Sep 18, 11:48Not a bug. You have to kill them, not board, for it to count toward the plot.goodlives13 wrote: ↑Fri, 28. Sep 18, 11:44
SpoilerShowI boarded 8 battle group fleets M6 but It's not proceeded. I think Its a bug. Didn't?
Short question for the others: What does insurance do? If I lose an insured ship, do I get the whole ship back or only its contents?
Insurance don't take whole ship but credit of ship not consisted components.
So if I insure a ship and it dies, I get only the value of the ship back and not the whole ship?