[X3LU] Mayhem 3.21b
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Re: [X3LU] Mayhem 2.9.12
When you start to see two research stations per sector, you know you had too much to drink.
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Re: [X3LU] Mayhem 2.9.12
There is a chance that your marines hack a blueprint on expeditions. This unlocks ship construction right away without research.
Of course it's highly random, but i got the M7 Griffon this way. So it technically even works for capships.
Of course it's highly random, but i got the M7 Griffon this way. So it technically even works for capships.
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Re: [X3LU] Mayhem 2.9.12
It was actually a space fuel distillery and not a real research station. I just got confused because everyone in the station said they were doing research. Later I found out they were researching the effects of drinking fermented space fly eggs while watching Boron porn. Seems it didn't take long for them all to go blind. I managed to stumble out in a haze but I still think of it as a research station.
Oh, and I changed things so if you destroy your own sanctuary, the system goes back to being Unclaimed. So much better and smooth like butt'ah.
Out of my mind. Back in 5 minutes.
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Re: [X3LU] Mayhem 2.9.12
I suggest unlocking XenonHub to watch AI porn.
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Re: [X3LU] Mayhem 2.9.12
One of my sanctuaries started to starve and lost some people, so I took the no food consumption perk:
-In the sanctuary menu still said starvation warning but also a (no consumption) text next to it
-sanctuary was still gaining people (not losing them), but they wouldn't build station (it was on hold)
-I gave sanctuary some food (100 meatsteak cahoonas) and it instantly updated, the starvation text was gone and resumed building station
-everything works normal now as intended
This is not an issue for me at all, I just wanted to let you know. (I would give you a savegame, but I accidentally overwrite it because I was still playing a few hours after that issue
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-In the sanctuary menu still said starvation warning but also a (no consumption) text next to it
-sanctuary was still gaining people (not losing them), but they wouldn't build station (it was on hold)
-I gave sanctuary some food (100 meatsteak cahoonas) and it instantly updated, the starvation text was gone and resumed building station
-everything works normal now as intended
This is not an issue for me at all, I just wanted to let you know. (I would give you a savegame, but I accidentally overwrite it because I was still playing a few hours after that issue

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Re: [X3LU] Mayhem 2.9.12
Does anyone know how to unlock the expedition? I've completed the goner plot so far beside that I didn't received any mission about the main plot.
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Re: [X3LU] Mayhem 2.9.12
Noticed an Import / Export tool error
A clean game without mods. English version.
New start after 6 minutes.


A clean game without mods. English version.
New start after 6 minutes.
Spoiler
Show


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Re: [X3LU] Mayhem 2.9.12
Would it be possible to add Pirates, Xenon and Sohnen to the Race Relations Tab?
I will probably attempt to this weekend, and most likely not succeed.
Solely for the Number of Sectors Controlled by each.
I also started a game with most of the universe unclaimed and increased Xenon / Pirate Invasions, to make it more chaotic.
Most unknown sectors eventually got taken over by Xenon and some by pirates, which was good.
But found that if you set too many as unknown in T file it will crash the game. Do you know what the upper limit is for this is ?
I will probably attempt to this weekend, and most likely not succeed.
Solely for the Number of Sectors Controlled by each.
I also started a game with most of the universe unclaimed and increased Xenon / Pirate Invasions, to make it more chaotic.
Most unknown sectors eventually got taken over by Xenon and some by pirates, which was good.
But found that if you set too many as unknown in T file it will crash the game. Do you know what the upper limit is for this is ?
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Re: [X3LU] Mayhem 2.9.12
You delve into the occult science of random numbers here. I'm pretty sure there are a few more reasons to that, but one I remember is that it's not a good idea to not allow all races to have at least the minimum number of shipyards they should have at gamestart (6 by default).
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Re: [X3LU] Mayhem 2.9.12
Makes sense, unless there's an easier way for Xenon / Pirate / Yaki to inhabit most of Universe from start.
So All Main Races start Seperated from each other, and eventually run into each other peacefully or with guns blazing.
Pirates / Xenon / Yaki are all at war with everyone, but haven't seen them take sectors from each other yet.
Probably because of the small size they usually are.
Thank you for adding the minor races to the Ministry of War Tab for next release.
So All Main Races start Seperated from each other, and eventually run into each other peacefully or with guns blazing.
Pirates / Xenon / Yaki are all at war with everyone, but haven't seen them take sectors from each other yet.
Probably because of the small size they usually are.
Thank you for adding the minor races to the Ministry of War Tab for next release.
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Re: [X3LU] Mayhem 2.9.12
Any idea how soon 2.9.13 will be available? I want to start a brand new Mayhem run, but will hold off until the latest version is ready if it's happening really soon.
Que sais-je?
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Re: [X3LU] Mayhem 2.9.13
I noticed that. Is it an error or should it be?
English version, new start. 2.9.13
https://imgur.com/3rXxRFx

English version, new start. 2.9.13
https://imgur.com/3rXxRFx
Spoiler
Show

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Re: [X3LU] Mayhem 2.9.13
Intended. Not super "end-user" friendly, but still. It's better to directly see the name of the internal command.
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Re: [X3LU] Mayhem 2.9.13
just started a new game and noticed a few things.
Station Agent doesn't do much when assigned to a complex.
Some ships have 2 entries in compendium, one for Terran and one for ATF... my guess is this is intended for future design changes to be done why ATF.
Along the lines of the double ships above, are you planning to add player specific Sohnen Ships or new Corporation Ships? that would be great!
Thank you for a great Mod to a Great Mod!
Station Agent doesn't do much when assigned to a complex.
Some ships have 2 entries in compendium, one for Terran and one for ATF... my guess is this is intended for future design changes to be done why ATF.
Along the lines of the double ships above, are you planning to add player specific Sohnen Ships or new Corporation Ships? that would be great!
Thank you for a great Mod to a Great Mod!
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- Joined: Sat, 17. May 08, 22:20
Re: [X3LU] Mayhem 2.9.13
After the update from 2.9.12 to 2.9.13 many researched ships are no longer available to build.
It looks like the cost change also affects the researche points needed, so you have to research them again to fill up the difference in old research value to the new one.
Is this intended or just a byproduct of the price change?
It looks like the cost change also affects the researche points needed, so you have to research them again to fill up the difference in old research value to the new one.
Is this intended or just a byproduct of the price change?
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Re: [X3LU] Mayhem 2.9.13
So they are not "no longer available to build" after all?
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Re: [X3LU] Mayhem 2.9.13
Aamon as an example:
In 2.9.12, it needed 57 research points I believe. In 2.9.13 70 points are needed.
I cannot build them anymore without researching the 13 missing points.
As I did some modifications to the t-file, this affects most of my ships because I of course forgot to NOT override the modified one. However, even without modification I think the problem still exists for the ships that had their prices increased.
In 2.9.12, it needed 57 research points I believe. In 2.9.13 70 points are needed.
I cannot build them anymore without researching the 13 missing points.
As I did some modifications to the t-file, this affects most of my ships because I of course forgot to NOT override the modified one. However, even without modification I think the problem still exists for the ships that had their prices increased.
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Re: [X3LU] Mayhem 2.9.13
So what's the problem with researching the 13 missing points?