[X3LU] Mayhem 3.21b

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Joubarbe
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Re: [X3LU] Mayhem 3 BETA 3

Post by Joubarbe »

djmidex wrote: Fri, 15. May 20, 10:17 I`m on fire today :D
I was given a mission to scan asteroids in the sector where the asteroids are not present. save?
If you have one before you accept the mission, yes please.
Cyrilto1
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Re: [X3LU] Mayhem 3 BETA 3

Post by Cyrilto1 »

I've tried the new boarding system, and it's quite interesting, and, for once, involving. One point though, it could be a good idea to increase TP speed. For now, they can't close the distance against most of the capitals (at least, for the hermes) and, considerating their main use, i don't think it will break game balance (or there is a point i did'nt see).

I'll stop for now, waiting to create a new game once the next beta will be out, but overall, very positive feeling, that's very good job, and i hope you'll manage to succesfully reply to all our complaints :wink: (i still could try few things, i'll let the game run for few ours to see what's happeing about you spoiler :mrgreen:

Here's my thought from what i've observed (and i apologise for the badly writen wall of thext that follow, my english is definitively not good enough, feel free to ask if you want better writen and more deep explanations in french, as it's my native language - and don't feel offended by what i wrote, if it's the case, it's only because of my bad english) :

The positive :
  • Boarding is finally something that become fun (from my point of view) and on which the player had a bit of control (it was better with Mayhem 2, but now, the game really need our input and we could make decisions, which is the purpose of a game)
  • It feels we are in a living universe, and we can see that evey actions actually matter and impact NPC
  • The rebuilt logistic is far better and more intuitive since Beta 3, and the production chains are simpler while still require from the player to actually plan
  • The blueprint management : finally ! no reason to scan for all sectors to find that nice ship you need to build your empire ! A QoL that greatly improve the gameplay
On the other hand, some stuff that could improve (amha of course) :
  • The start is a bit slow, i can't think of a good way to improve this point by now (get it with a grain of salt, i started in beta 2, it should be better now), and even mid game is a bit tricky.
  • The beginning is actually easier than in Mayhem 2, nothing push you to quickly build and develop, we loose this sense of "hurry up or you'll die" from OCV invasion in previous version. Maybe it was because of an ideal starting position, but maybe add invasions that actually targets the player form the Xenon, and scale this accordingly with player assets (maybe total assets value ?) in order to force us to move. For now, i've been able to build 12 outposts with single limitation the notoriety loose with bordering factions
  • I'm not sure about this point, and forget it if it's already the case, have limitation per jobs in outpost (ie : 6 agents, 4 traders, x miner, etc.) and, for better comprehension, maybe show the slot open/max in the outpost panel, the same way station count is done, could greatly simplify the management of the fleet
  • Sometimes, agent rush all to the same station to load stuff (like, 3 agent going to a solar plant to load 4000 Ecell as it has reach the treshold)
  • Maybe add another story step between
    Spoiler
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    yaki phase and OCV invasion, to let us the time to try the boarding system before being rushed by these huge waves, and maybe add a warning :gruebel:
Joubarbe
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Re: [X3LU] Mayhem 3 BETA 3

Post by Joubarbe »

@Cyrilto1: thanks for your input! I still didn't have look at your galaxy but I'll sure learn from it.
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The Yakis phase require you to build two Outposts before the OCV comes; is it not enough? Or did you just build them straight away maybe? Or there was a bug and you went straight to OCV? :)
At this point, not having more negative points is good :)

EDIT: OMG 4 days! Very impressive empire you got here! And I'm very happy to see that there are no memory leaks and that the AI, though quite diminished, is still building as it should. And the game is not completely utterly laggy.
EDIT2:
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The timer is not running anymore on your savegame, meaning you won't be "punished". Something's wrong here.
Cyrilto1
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Re: [X3LU] Mayhem 3 BETA 3

Post by Cyrilto1 »

Glad it could help !

Most of the time was in SETA, while doing something else, as said, there is no real threat once you get 5 M3 to patrol sectors with pirate base.
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I buid them strait away, but from what i remember, or what i understood, you could start capturing ship once you build them, i may be wrong here. OCV started juste after the second one was build, with a memorable "Oh shit" and a recognisable sound
And for the second one, well, i guess i will discover what happen on an other save !

Concerning the AI, i have the impression that their fleet count is very low, more over comparatively to the gamestart. Maybe if i've waited more between the strory phase they had the time to rebuild a bit from the huge xenon invasion (remember, the 2k ships phase ^^), it may solved itself on bigger galaxy though.

Concerning the optimisation, you did a fantastic job, it runs so smoothly compare to basic game or Mayhem 2.... SETA 10 still goes as fast as in the first minute of the save
Leshak
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Re: [X3LU] Mayhem 3 BETA 3

Post by Leshak »

BETA 3 new game, quickstart. All Trading stations are like:
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Image
Save+Galaxy
Joubarbe
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Re: [X3LU] Mayhem 3 BETA 3

Post by Joubarbe »

Yeah, confirmed... These empty stocks are a pain to manage.
Cyrilto1
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Re: [X3LU] Mayhem 3 BETA 3

Post by Cyrilto1 »

Me, again :)

Since you modified the bailing system, i dont see any cosmonauts, maybe bad luck but i'm not sure they're generated anymore, which could reveal itself problematic for boarding. Has anyone noticed flying people recently ?
Joubarbe
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Re: [X3LU] Mayhem 3 BETA 3

Post by Joubarbe »

No indeed, there's no astronauts anymore.
In a previous post, you mentioned that 9 sectors were conquered by the OCV, I don't see that in your savegame?
Cyrilto1
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Re: [X3LU] Mayhem 3 BETA 3

Post by Cyrilto1 »

If i recall, 3 are claimed, 2 are about to be and the others had just been wiped from any ship, military or not. I may had get one back though. But as i've died, you may be little bit before everyone's death, a bit of SETA should get you to the same point, they were nowhere near of a bit of resistance against OCV. For the reccord, when they spawned at first, they killed a full split combat group, which was containing at least 1 M1 and a M2, and i'm not even sure they suffered real loss.

Well, at least, they stoped staring at me, yelling at me for letting them freezing to death while i claim their former ship :D
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alexalsp
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Re: [X3LU] Mayhem 3 BETA 3

Post by alexalsp »

Image

It does not work, as it seems to me. If wrong, I apologize. :roll:
Last edited by alexalsp on Fri, 15. May 20, 19:17, edited 1 time in total.
Joubarbe
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Re: [X3LU] Mayhem 3 BETA 3

Post by Joubarbe »

Your name is "User"?

EDIT: It does work with me, I don't know. It's unlikely that I will ever fix that (probably a problem within the library I'm using, maybe your Russian version as well...).
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alexalsp
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Re: [X3LU] Mayhem 3 BETA 3

Post by alexalsp »

1) Yes
2) I am testing on an English game. Folders with English names
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Image
Last edited by alexalsp on Fri, 15. May 20, 21:00, edited 2 times in total.
Joubarbe
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Re: [X3LU] Mayhem 3 BETA 3

Post by Joubarbe »

You are on Windows right? Not a VM, a true native Windows?
I literally cannot do anything about it; this button is associated with one line of code that just open a folder. It should work. Period.
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alexalsp
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Re: [X3LU] Mayhem 3 BETA 3

Post by alexalsp »

1) yes win 10

2) Ok. All other buttons work. This does not interfere. I accidentally clicked on a button)), but it didn't work. Decided to tell))

:lol:
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alexalsp
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Re: [X3LU] Mayhem 3 BETA 3

Post by alexalsp »

I conducted an experiment.

If I change the path and then press the OPEN button, it works. If I press the Defoult button and return the default path, the OPEN button does not work.

:)


and

if there is no save folder - the button does not work))

Created a save folder - returned the default path - the button works. )))

Conclusion: the button does not work if there is no save folder in the default folder.

:D
Joubarbe
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Re: [X3LU] Mayhem 3 BETA 3

Post by Joubarbe »

Image

Friend is Unbreakable Alliance, Foe is Total War, Dynamic is default.
Last edited by Joubarbe on Sat, 16. May 20, 14:12, edited 1 time in total.
djmidex
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Re: [X3LU] Mayhem 3 BETA 3

Post by djmidex »

1. When i drop my outpost in the Omycron Lyrae i`ve got no reputation drop with teladis, though one of their sector is adjacent.
savegame,galaxy: https://yadi.sk/d/6iAOGy3Bf59BcA

2. Can you please automatically set turrets to Protect (freighters) and Attack All Enemis (fighters) when recreating bailed ships?
thanks!
pigsarehairy
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Re: [X3LU] Mayhem 3 BETA 3

Post by pigsarehairy »

Hello is there anywhere i can find what mayhem add/changes to base litcube, i'm having difficulty finding a complete list of features, thanks
I hav nu friends
djmidex
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Re: [X3LU] Mayhem 3 BETA 3

Post by djmidex »

i have a feeling that my game is broken, for a very long time there is no war in my galaxy, except borons and teladis. BUT their war is always have the same scenario: Teladis the same sector Power Circle and as soon as they drain the shields of Borons Outpost, these races make peace and Teladies retreat. I had this situation 4-5 times already, i suppose this is not ok.
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Hector0x
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Re: [X3LU] Mayhem 3 BETA 3

Post by Hector0x »

pigsarehairy wrote: Sat, 16. May 20, 10:49 Hello is there anywhere i can find what mayhem add/changes to base litcube, i'm having difficulty finding a complete list of features, thanks
There is no complete list. Afaik there only is the summary about main features (Mahyem 3 only) on its ModDB main page
Details are in the ingame encyclopedia.

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