[X3LU] Mayhem 3.21b

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Cyres
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Post by Cyres »

This seems to be a huge mod. Is there a description somewhere besides the few sentences on moddb? A list, what have changed or sth. like this?
Fureimuu
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Post by Fureimuu »

In-game encyclopedia.
Turmfalke2
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Post by Turmfalke2 »

I just had argon invade one of my sectors, after the initial big fight they are now sending jumping in an m2 + some m6/m7 every 5 minutes. Is this supposed to work like this? These jump ins also seem to be not bound by any jump gates so I can't even try block them of with some owp.
Joubarbe
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Post by Joubarbe »

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.
Turmfalke2
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Post by Turmfalke2 »

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.
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Ikaruga
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Post by Ikaruga »

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 !
If brute force doesn't solve your problems, then you aren't using enough
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Retrox
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Post by Retrox »

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 !
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.
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 :lol: ]
Turmfalke2
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Post by Turmfalke2 »

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 !
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.
Betelgeuse97
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Post by Betelgeuse97 »

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.
stardiis
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Post by stardiis »

Joubarbe wrote:Image
Thank you, now I have a clear view about the installation.
Quixotic-Neutral
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Post by Quixotic-Neutral »

Betelgeuse97, Caffeine Zombie did the research. Here is what he found.

Caffeine Zombie wrote:
Quixotic-Neutral wrote: Looks like Caliber 3 Mass 4 Pen 0 is the place to go for high end gear.
When talking only about armor penetration and damage per shot - yep, pretty sure that's right.
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.

Code: Select all

$massFactor = ($caliber * $caliber + $mass) / 2
$range = ($massFactor * 80 + $caliber * $quality * 5 + $caliber * $optics * 100) + ($caliber * $precision * 10)
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.

So, here is the table of ranges for maxed guns. M is mass, C is caliber.
Image

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.

Code: Select all

$steps = ($range + $fighting) / 4
Here are step range for 0-100 skill marines with maxed guns.
Image

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.

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
Here is, as usual, table with possible results.
Image
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.
Image

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.

Code: Select all

$initiative = (4 - $caliber) * 15 + $handling * 5 - $weight * 10 + $fighting / 5
F is fighting skill, C is caliber, table is made for maxed gun and vest with 1 weight.
Image
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.

Code: Select all

$rof = 4 - $caliber
And it means that caliber 3 shoots only once, caliber 2 - 2 shots, and 3 shots for caliber 1.

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.
Image
But that's if your bullet penetrate armor.
Here are tables with bullet energies again.
Image

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.
goodlives13
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Post by goodlives13 »

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what is the M6 boarding main plot condition? I boarded 6 teladi M6 combat group M6s but I couldn't complete the mission.
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Retrox
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Re:

Post by Retrox »

goodlives13 wrote: Fri, 28. Sep 18, 04:57
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what is the M6 boarding main plot condition? I boarded 6 teladi M6 combat group M6s but I couldn't complete the mission.
Spoiler
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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 :lol: ]
goodlives13
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Post by goodlives13 »

Retrox wrote: Fri, 28. Sep 18, 07:02
goodlives13 wrote: Fri, 28. Sep 18, 04:57
Spoiler
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what 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.
Spoiler
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what is mean of invasion troops? please teach me.
Joubarbe
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Re: [X3LU] Mayhem 2.7.4

Post by Joubarbe »

Battle Group fleet ships.
goodlives13
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Post by goodlives13 »

Joubarbe wrote: Fri, 28. Sep 18, 10:07 Battle Group fleet ships.
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I boarded 8 battle group fleets M6 but It's not proceeded. I think Its a bug. Didn't?
Betelgeuse97
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Re:

Post by Betelgeuse97 »

goodlives13 wrote: Fri, 28. Sep 18, 11:44
Joubarbe wrote: Fri, 28. Sep 18, 10:07 Battle Group fleet ships.
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I boarded 8 battle group fleets M6 but It's not proceeded. I think Its a bug. Didn't?
Not a bug. You have to kill them, not board, for it to count toward the plot.

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?
goodlives13
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Re: Re:

Post by goodlives13 »

Betelgeuse97 wrote: Fri, 28. Sep 18, 11:48
goodlives13 wrote: Fri, 28. Sep 18, 11:44
Joubarbe wrote: Fri, 28. Sep 18, 10:07 Battle Group fleet ships.
Spoiler
Show
I boarded 8 battle group fleets M6 but It's not proceeded. I think Its a bug. Didn't?
Not a bug. You have to kill them, not board, for it to count toward the plot.

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?
After insurance acquiring plot, boarding plot is revealed. I discuss that.

Insurance don't take whole ship but credit of ship not consisted components.
Joubarbe
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Re: [X3LU] Mayhem 2.7.4

Post by Joubarbe »

What?
Betelgeuse97
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Re: Re:

Post by Betelgeuse97 »

goodlives13 wrote: Fri, 28. Sep 18, 11:57
Betelgeuse97 wrote: Fri, 28. Sep 18, 11:48
goodlives13 wrote: Fri, 28. Sep 18, 11:44
Spoiler
Show
I boarded 8 battle group fleets M6 but It's not proceeded. I think Its a bug. Didn't?
Not a bug. You have to kill them, not board, for it to count toward the plot.

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?
After insurance acquiring plot, boarding plot is revealed. I discuss that.

Insurance don't take whole ship but credit of ship not consisted components.
Sorry, I don't understand. What do you mean?

So if I insure a ship and it dies, I get only the value of the ship back and not the whole ship?

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