[X3LU] Mayhem 3.21b

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Joubarbe
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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Thu, 16. Jan 20, 10:16

MLCC is going to be removed. I know that's not going to please some people, but with my new systems in Mayhem 3, that's not going to work. However, the fleets are going to be adjusted, with a new menu in the console to assign each fleet to a role (like the AI will do), and very likely with customizable settings.

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Re: [X3LU] Mayhem 2.9.13

Post by aurelcourt » Thu, 16. Jan 20, 10:56

Awesome !

Looking forward to seeing the first version !

Any help needed in testing the fist bits ?

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Joubarbe
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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Thu, 16. Jan 20, 11:41

This morning I've developed a new feature, it's called "let's freeze to death after 2 seconds". No testers needed for that :)

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Black--Snow
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Re: [X3LU] Mayhem 2.9.13

Post by Black--Snow » Thu, 16. Jan 20, 21:35

I was just looking at the ATF weapons on the Fenrir, are they supposed to be so inefficient compared to other weapons of their class and energy use?

I was thinking of running the Fenrir as a fighter, but its weapons just make something like the Chimera Enhanced a better choice, which can fit things like the Energy Bolt Chaingun.

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Re: [X3LU] Mayhem 2.9.13

Post by Hector0x » Fri, 17. Jan 20, 13:57

From 2.9.0 changelog
Joubarbe wrote:
Tue, 28. Jul 15, 12:27
CHANGE: Increased the cost of light lasers and all Terran lasers.
CHANGE: Rebalanced two groups of weapons: Impulse Ray Emitter / Mass Driver / Particle Accelerator Cannon, and Energy Bolt Chaingun / Pulsed Beam Emitter / Phased Repeater Gun. In both groups, there is one balanced weapon, respectively the MD and the PBE. The other two have pros and cons. Note that the IRE and the MD are much more powerful now.
I believe it was introduced to counteract overpowered Terran/ATF ships. Commonwealth fighters got more powerful. The change also makes some "high end" fighter weapons like HEPT, Fragmentation Bomb Launcher, or Plasma Burst Generator fairly crap compared to the new Tier 1 and 2 fighter lasers.


@sataricon: Thanks. Always glad to help. There will be more content, but it's going to slow down. I only intend to finish the plot and achieve one victory condition in my main series. Besides that i may only release some more guide or cinematic videos. Ideas are welcome.
Also, could be mistaken. But right now i believe my capture cost has capped out a long time ago at around 167 million (just like OCV and battlegroup size does). You should be able to satisfy your domination desires.

Joubarbe wrote:
Wed, 15. Jan 20, 12:26
Ever heard of of Fredrick The Great? "He who defends everything defends nothing."
A fitting slogan for Mayhem 3? :D
I just hope you don't hit a technical showstopper further down the road.

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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Fri, 17. Jan 20, 14:11

I ran Mayhem 3 with 3000 ships with my own scripts (no combat) for an hour, and there were no stutters, no crashes, no freezes. That was obstacle number 1 (economy is shit, and some ships are a bit dumb, but that's still better than vanilla job ships).
Once I've completed the military ships, I'll know for sure, but at this point, I'm confident. Completing the galaxy is the biggest challenge by far. The other stuff are just game design modifications / additions.

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Re: [X3LU] Mayhem 2.9.13

Post by sataricon » Fri, 17. Jan 20, 18:12

I wonder why sometimes i find wares in some Hubs that i didn't post any DA for.

Like this https://ibb.co/NFzKxHF

Now this is a laser hub and i only require things like food energy and crystals but as you see there is like 15k computer components and warheads that this Hub have no DA for.
i do post a Distribute for when such thing happen but then again i wish to prevent it.

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Re: [X3LU] Mayhem 2.9.13

Post by alexalsp » Fri, 17. Jan 20, 23:45

Good evening Joubarbe

Tell me please. Version 3.0 will also be completely for the English game, or can we hope for multilingual support for the mod? :oops:

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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Sat, 18. Jan 20, 08:29

Mayhem 3 is not a total rewrite. I won't change how I deal with multiple language (ie. I won't deal with it). You can't imagine how tedious it is to have a t-file line for every words I put into every menu. I've done that for a while for other mods, then switched to "100% script", except for some long messages. So yeah, you'll have to dig the scripts if you want to localize Mayhem in Russian.

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Re: [X3LU] Mayhem 2.9.13

Post by aurelcourt » Sat, 18. Jan 20, 09:52

sataricon wrote:
Fri, 17. Jan 20, 18:12
I wonder why sometimes i find wares in some Hubs
Hi,

Probably you have a Station Agent (SA) assigned to a factory producing these wares.
If so, the SA will bring the wares to all factories that need it AND to all sanctuaries until their IMPORT THRESHOLD is met.

Check your logistics tabs and set the import threshold to 0 if you don't want these wares here.

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Re: [X3LU] Mayhem 2.9.13

Post by sataricon » Sat, 18. Jan 20, 14:46

That is true i have SA on all factories but how else will my factories get basic matrials?
Is there a better way to do things?

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Re: [X3LU] Mayhem 2.9.13

Post by Hector0x » Sat, 18. Jan 20, 15:29

Try Dock Agents.

Distribute job > Destination > Factories in sector > Local (or any other sector, but i recommend local to keep it simple)
Oh and one ship per factory is overkill. For example i only use 2 DA's to serve a sector with 8 Teladianium factories and they can keep up well (sanctuary doesn't produce anything, factories are close to the sanctuary)
Last edited by Hector0x on Sat, 18. Jan 20, 15:33, edited 1 time in total.

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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Sat, 18. Jan 20, 15:30

Image

I know, it looks simple to implement back a vanilla feature, but if only you knew!
Anyway, this time, it's no longer possible to build an Ore Mine on a Silicon asteroid, and no longer possible to remote drop a mine in the middle of a sector, "outside" of an asteroid (LU bug). And the yield is now properly saved and restored.
And that little feature actually means that you can backlog stations, and that they are directly added to the Outpost cargo, waiting for a TL to pick them up.

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Re: [X3LU] Mayhem 2.9.13

Post by aurelcourt » Sat, 18. Jan 20, 15:45

Several possibilities:

1/ no SA, only DA in your sanctuaries, with acquire+distribute orders for all wares

-Pros : everything is centralized in a big hub (or several ones).
-Cons : that's a lot of trips for your DA to get the resources and distribute them once again... (even if the "opportune delivery" is a great addition for this)

2/ SA in every factory

-Pros : no double trip for 1 resource, everything goes straight where it is supposed to go = less agents needed for the same work.
-Cons : you need more "configuring" for this to avoid your scenario when wares are distributed where you don't expect them. Check the logistic tabs of all your sanctuaries and adjust ALL your import thresholds.

Also SA are not coordinated so sometimes 2 factories send the same resource to the same other factory (energy for example) and the second to arrive can't deliver because it's full...

And if the factory has a slow output... your DA will be idle a lot of time waiting for the "export threshold" of the factory to be met.

3/ a mix of both. Some factories have SA, some don't

I usually have SA in my Solar Power Plants because they produce very quickly and by the time the SA is back it can basically go again with a full load.
I make sure to check all my sanctuaries import thresholds : I want (for example) 200 000 ECells in major sanctuaries producing weapons or ships and only 20 000 ECells in other secondary sanctuaries, just for refuel purposes...

That could also work for ore/silicon as they easily fill your TS.

Big TS work well as SA for factories with a big output, and smaller (quicker) TS as DA in a "hub"...

Lots of possibilities, depending a lot in how your empire is set up 🙂

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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Sat, 18. Jan 20, 16:54

Mayhem 3 New Economy (PDF)
Feedback welcome.

RelVal is a global value that defines the average price of wares.
Modifiers is how big the range between min. price and max. price is. Generally speaking, I try to increase this range on finished products (those that are at the end of the production chain). It scales to RelVal.
Last edited by Joubarbe on Sat, 18. Jan 20, 17:10, edited 1 time in total.

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Re: [X3LU] Mayhem 2.9.13

Post by KurTr » Sat, 18. Jan 20, 17:10

More I play this mod, the more I appreciate and respect the work that is put into it. Without doubt, this mod is one of the best thing that happened to X series. Absolutely amazing.

I have a couple more questions:

In instalation instructions it is stated that nosteam exe. is required to play it, but I like steam so I changed the nosteam exe.'s name to normal exe., then replaced it. Can start the game through steam without problem(steam didnt modify the "nosteam exe." when i started the game). Does this mean It's ok to play through steam? Will I face any problems down the line?

Have you, joubarbe, considered putting your mod in steam? Old games like First Deus Ex game has community mods that have its own store page (Deus Ex: Revision), as with Skyrim's Enderal mod or other games. This mod is so extensive, so polished(at least I never see any bugs) and so enjoyable to play. If you want it, you can definitely have a store page for this mod.

Can you elaborate on the "Economy PDF" a bit, I read a bit but didn't understand much.

Edit: One more question: In the future, would you consider working on x4, or any other X games that may be published in the future?

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Re: [X3LU] Mayhem 2.9.13

Post by Hector0x » Sat, 18. Jan 20, 17:15

@KurTr: i strongly advice against using steam for modded X3. If it somehow verifies your gamefiles it will break everything. The best way to do this:
- make sure you're unsubscribed to the bonus pack!
- copy whole steam game folder to another location
- add nosteam.exe
- install any mod

This way you can keep as many installations of different mods as you like. You only have to swap out your savegames if you switch playing them.

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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Sat, 18. Jan 20, 17:16

I don't know how Steam page works, but the install process of Mayhem (that requires LU) is quite complex (LU has its own setup) and it's not just one click to install everything. Besides, the creators of the mods you're speaking about probably have some agreements with the editors.

I don't recommend Steam because you lose your vanilla folder, and if you want to install another mod (go back to LU for instance), you have to reinstall everything. Plus, if the game or any used tools are updated, it can mess up with LU and Mayhem.

I edited my previous post to explain the two most important columns.

EDIT: X4... Yeah, if Egosoft hires me :)

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Re: [X3LU] Mayhem 2.9.13

Post by Hector0x » Sun, 19. Jan 20, 08:16

Joubarbe wrote:
Sat, 18. Jan 20, 16:54
Mayhem 3 New Economy (PDF)
Feedback welcome.
Is this what i think it is?
- waste = foundation for ship and station construction
- waste produced by outpost population
- population increased either by expanding into sectors (additional outposts) but also by providing consumer goods to attract more citizens into each sector (levelling up the outpost).

If so, resource supply and production speed for ships and stations is directly tied to population and a consumer market. It sounds brilliant because it connects everything. Egosoft used to tell us that we can drive prices by preventing cargo ships to reach their destinations. But it never slowed down actual ship production which would be a whole new level.

In your chart building ships and stations requires three resources each. I thought you'd go for a single universal ship component. Aren't you afraid that only one needs to run out and the npc's get stuck? Or can they still build new ships and it only takes them longer if they're missing wares? (like the discontinued "Timelines" mod was supposed to work)

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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Sun, 19. Jan 20, 12:51

Waste and E-Cells are the two base resources, yeah. Waste is auto-produced by Outposts, and I don't know yet if it's going to be tied to the population or not (probably). The reason for that is that "population" is now "manpower", it doesn't vary over time. Each Outpost requires one of the resources that are at the bottom of the sheet (and also auto-produces another one). If it misses the resource, all productions are paused.

Single universal crafting ware? Would be quite dull to play. And there's a golden rule that needs to be respected: 1 station = 1 resource. AI has 1 Agent (previously "SA") in each of its stations. AI has infinite money, because that's way too tedious to manage, but other than that, if they want to craft something, they have to get the resources from somewhere.

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