[X3LU] Mayhem 3.21b

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Betelgeuse97
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Re: [X3LU] Mayhem 3 BETA 8 (Hotfix 2)

Post by Betelgeuse97 »

Then it'll be a very long OCV invasion. Every 3.5 hours between spawns (or 30 minutes after killing the previous wave if it's been more than 3 hours since) means only 7 waves per in-game day if you kill them within 3.5 hours of their spawning.

EDIT: I notice that some races don't even build capital ships. E.g. Teladi in my game (still have the same .sav file in my Google Drive folder) don't build any capital ships, but build only M6s and a couple M3/TS. On the other hand, Yaki build quite well and Argon can get a couple capitals in. Maybe they build them only when needed? Or are they starved somewhere?
Joubarbe
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Re: [X3LU] Mayhem 3 BETA 8 (Hotfix 2)

Post by Joubarbe »

Probably starved yeah. There's nothing else after the OCV.
Crypticguy
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Re: [X3LU] Mayhem 3 BETA 8 (Hotfix 2)

Post by Crypticguy »

Im new to mayhem and i've got 1 outpost, i don't really have a way to equip my ships especially my traders and agents that i need to buy resources so i can build more factories and supply existing ones, other factions trading stations are almost always empty so i can't equip them there. the ships i can buy from those trading missions don't have equipment either so what do i do? do i have to supply my outpost manually untill i can build factories that produce shields and weapons and also supply those myself? that seems like a lot of work just for a few traders and agents
Betelgeuse97
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Re: [X3LU] Mayhem 3 BETA 8 (Hotfix 2)

Post by Betelgeuse97 »

Crypticguy wrote: Thu, 18. Jun 20, 18:11 Im new to mayhem and i've got 1 outpost, i don't really have a way to equip my ships especially my traders and agents that i need to buy resources so i can build more factories and supply existing ones, other factions trading stations are almost always empty so i can't equip them there. the ships i can buy from those trading missions don't have equipment either so what do i do? do i have to supply my outpost manually untill i can build factories that produce shields and weapons and also supply those myself? that seems like a lot of work just for a few traders and agents
Your only way at the very beginning is to buy resources and sell your food (get no food consumption first). Prioritize station building at your first outpost to help you get the materials you need. It'll take a very long time to get more sectors from your first outpost, but planning it out for the long term will pay off later, i.e. planning out which outpost has which perks. Materials for self-sufficient station building are as follows:
  • Any factory that uses waste as input (protein factories and chemical labs) require 50 people's worth of waste in order to run 100% of the time).
  • Teladianium (needs 1 chemical lab to run 75% of the time)
  • Ore (needs 1 Food Preparation Facility and 1 Protein Paste Factory for yields below 40 or 2 of each for yields at or above 40)
  • Rastar Oil (needs 1 chelt factory and 1 SPP with 200%+ sun or Outpost with solar panels perk with 150%+ sun)
Getting the materials first enables you to construct other factories later; alternatively, you can start a 2nd outpost from your first one immediately at the cost of having delayed your stations. Try not to let your workers travel too far if they're unarmed. Also, don't be afraid to send unequipped TS/TP out to work, but that means you should clear any threats before they get near your workers!
SaintD1970
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Re: [X3LU] Mayhem 3 BETA 8 (Hotfix 2)

Post by SaintD1970 »

Betelgeuse97 wrote: Thu, 18. Jun 20, 22:12
Crypticguy wrote: Thu, 18. Jun 20, 18:11 Im new to mayhem and i've got 1 outpost, i don't really have a way to equip my ships especially my traders and agents that i need to buy resources so i can build more factories and supply existing ones, other factions trading stations are almost always empty so i can't equip them there. the ships i can buy from those trading missions don't have equipment either so what do i do? do i have to supply my outpost manually untill i can build factories that produce shields and weapons and also supply those myself? that seems like a lot of work just for a few traders and agents
Your only way at the very beginning is to buy resources and sell your food (get no food consumption first). Prioritize station building at your first outpost to help you get the materials you need. It'll take a very long time to get more sectors from your first outpost, but planning it out for the long term will pay off later, i.e. planning out which outpost has which perks. Materials for self-sufficient station building are as follows:
  • Any factory that uses waste as input (protein factories and chemical labs) require 50 people's worth of waste in order to run 100% of the time).
  • Teladianium (needs 1 chemical lab to run 75% of the time)
  • Ore (needs 1 Food Preparation Facility and 1 Protein Paste Factory for yields below 40 or 2 of each for yields at or above 40)
  • Rastar Oil (needs 1 chelt factory and 1 SPP with 200%+ sun or Outpost with solar panels perk with 150%+ sun)
Getting the materials first enables you to construct other factories later; alternatively, you can start a 2nd outpost from your first one immediately at the cost of having delayed your stations. Try not to let your workers travel too far if they're unarmed. Also, don't be afraid to send unequipped TS/TP out to work, but that means you should clear any threats before they get near your workers!
I also found the start to be a little slow to get rolling. If I did it over again I could optimize it quite a bit. Early game is all about getting your cash flow going. Your station makes plenty of waste so get your protein paste and chemical factories going and set them to trade while you get rolling. Solar arrays also make steady income. I'm not sure if it's better to start with solar arrays in a 300% sun sector or with protein paste/chemicals.

While your stations are processing and booting up, go claim all the ships you can. Set the TS to be agents and keep half a dozen M3's and a couple of fast M4 or M5's. Recyle everything else for now. You might be tempted to hoard the weapons and shields, but there is no need. Fighters with weapons and shields are basically free at this point and you need to get your cash reserves built up ASAP. M6's are easy enough to build later, but will bankrupt you now.

Once you have at least 300K in your station and about 100K personal cash, start turning on traders. If you try to start too many traders too early your station will struggle to make money due to lack of capital. Once you have the capital the automated traders will bring in a fair amount of cash.

Now you can check your stations Logistics->Agents->Imports and start to import Ore, Oil and Teladianium in order to make more stations. Set the amounts low to begin with (no more than enough to build the next station you want) to prevent your traders bankrupting you at this stage.

Once you have your cash flow in hand and the station resources are coming in you can start to work towards self-sufficiency.
Joubarbe
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Re: [X3LU] Mayhem 3 BETA 8 (Hotfix 2)

Post by Joubarbe »

Image

I don't know if this line is well understood. To me it's crucial, and even though we all play differently, you should take this into consideration when you setup your first traders. Having them use all your money to buy their first trade is a bad idea :)
Betelgeuse97
Posts: 299
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Re: [X3LU] Mayhem 3 BETA 8 (Hotfix 2)

Post by Betelgeuse97 »

SaintD1970 wrote: Thu, 18. Jun 20, 23:19
Betelgeuse97 wrote: Thu, 18. Jun 20, 22:12
Crypticguy wrote: Thu, 18. Jun 20, 18:11 Im new to mayhem and i've got 1 outpost, i don't really have a way to equip my ships especially my traders and agents that i need to buy resources so i can build more factories and supply existing ones, other factions trading stations are almost always empty so i can't equip them there. the ships i can buy from those trading missions don't have equipment either so what do i do? do i have to supply my outpost manually untill i can build factories that produce shields and weapons and also supply those myself? that seems like a lot of work just for a few traders and agents
Your only way at the very beginning is to buy resources and sell your food (get no food consumption first). Prioritize station building at your first outpost to help you get the materials you need. It'll take a very long time to get more sectors from your first outpost, but planning it out for the long term will pay off later, i.e. planning out which outpost has which perks. Materials for self-sufficient station building are as follows:
  • Any factory that uses waste as input (protein factories and chemical labs) require 50 people's worth of waste in order to run 100% of the time).
  • Teladianium (needs 1 chemical lab to run 75% of the time)
  • Ore (needs 1 Food Preparation Facility and 1 Protein Paste Factory for yields below 40 or 2 of each for yields at or above 40)
  • Rastar Oil (needs 1 chelt factory and 1 SPP with 200%+ sun or Outpost with solar panels perk with 150%+ sun)
Getting the materials first enables you to construct other factories later; alternatively, you can start a 2nd outpost from your first one immediately at the cost of having delayed your stations. Try not to let your workers travel too far if they're unarmed. Also, don't be afraid to send unequipped TS/TP out to work, but that means you should clear any threats before they get near your workers!
While your stations are processing and booting up, go claim all the ships you can. Set the TS to be agents and keep half a dozen M3's and a couple of fast M4 or M5's. Recyle everything else for now. You might be tempted to hoard the weapons and shields, but there is no need. Fighters with weapons and shields are basically free at this point and you need to get your cash reserves built up ASAP. M6's are easy enough to build later, but will bankrupt you now.
That actually reminds me of something. AI tugs are TOO FAST and leave you unable to claim any abandoned ships early game. Even though I'm already late-game, they're so aggressive with claiming ships that they take off minutes after spotting an abandoned ship and claim it within a few minutes. This should be adjusted for early game where either tugs aren't built and used by the AI at that time, slow tugs are used (not those fast M5), or reducing the response time for tugs until late-game. IIRC the latter option was implemented in Mayhem 2; however, the player's tugs will be affected as well since AI and player use the same scripts.
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Edna
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Re: [X3LU] Mayhem 3 BETA 8 (Hotfix 2)

Post by Edna »

To be honest, compared with both LU and vanilla, Mayhem 3 is actually pretty forward in terms of pacing. It's not much slower than the aforementioned, if at all. Also, you can simply skip the ascension by doing the quickstart option without missing out on anything. You make passive money with outposts both with taxes as perk, with solar cells as perk and with the passively generated waste. There is also free stuff pretty much everywhere. I think the comments on the slow pace don't really take that into consideration, while admittedly, the content unlocked in Mayhem 3, is by far much more than what you get in vanilla, on par with LU and Mayhem 2 and is also, by far, easier reached than in vanilla. Like, the moment you begin building factories, everything snowballs into fast development.

Mayhem 3's hard limits are literally just Waste production via outposts (and therefore the availability of claimable sectors), maintenance (taxes + exports get only so many credits, depending on stations in range and diplomacy) and research stations (you can only have one per sector and Terran research is super slow). A quasi-limit would be asteroids, since afaik you can't get asteroid generation missions in unclaimed/player sectors. You also don't need to grind for reputation with all races since you get pretty much no benefits from having more than non-hostile rep with them.

The only thing I'd wish for is a way to nullify maintenance cost in the lategame. My biggest concern is looking at the evergrowing maintenance costs of the transports of my economy, including the very credits-hungry miners. Especially with constant threats out there, it's sorta bothersome to not only set up a sufficient sector patrol that can handle multiple M6s (I currently work around that by having 3-5 TLs patrol my access sectors, as they have no maintenance cost) and replace transports every now and then when the maintenance is at 800%. The MMK is nice, especially for capital patrols, but not a viable option for a transport fleet.

Beta 4/H2. Ignore if anything has gotten added in the latest versions, I can play them in July, finally.
Image
Crypticguy
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Re: [X3LU] Mayhem 3 BETA 8 (Hotfix 2)

Post by Crypticguy »

SaintD1970 wrote: Thu, 18. Jun 20, 23:19
Betelgeuse97 wrote: Thu, 18. Jun 20, 22:12
Crypticguy wrote: Thu, 18. Jun 20, 18:11 Im new to mayhem and i've got 1 outpost, i don't really have a way to equip my ships especially my traders and agents that i need to buy resources so i can build more factories and supply existing ones, other factions trading stations are almost always empty so i can't equip them there. the ships i can buy from those trading missions don't have equipment either so what do i do? do i have to supply my outpost manually untill i can build factories that produce shields and weapons and also supply those myself? that seems like a lot of work just for a few traders and agents
Your only way at the very beginning is to buy resources and sell your food (get no food consumption first). Prioritize station building at your first outpost to help you get the materials you need. It'll take a very long time to get more sectors from your first outpost, but planning it out for the long term will pay off later, i.e. planning out which outpost has which perks. Materials for self-sufficient station building are as follows:
  • Any factory that uses waste as input (protein factories and chemical labs) require 50 people's worth of waste in order to run 100% of the time).
  • Teladianium (needs 1 chemical lab to run 75% of the time)
  • Ore (needs 1 Food Preparation Facility and 1 Protein Paste Factory for yields below 40 or 2 of each for yields at or above 40)
  • Rastar Oil (needs 1 chelt factory and 1 SPP with 200%+ sun or Outpost with solar panels perk with 150%+ sun)
Getting the materials first enables you to construct other factories later; alternatively, you can start a 2nd outpost from your first one immediately at the cost of having delayed your stations. Try not to let your workers travel too far if they're unarmed. Also, don't be afraid to send unequipped TS/TP out to work, but that means you should clear any threats before they get near your workers!
I also found the start to be a little slow to get rolling. If I did it over again I could optimize it quite a bit. Early game is all about getting your cash flow going. Your station makes plenty of waste so get your protein paste and chemical factories going and set them to trade while you get rolling. Solar arrays also make steady income. I'm not sure if it's better to start with solar arrays in a 300% sun sector or with protein paste/chemicals.

While your stations are processing and booting up, go claim all the ships you can. Set the TS to be agents and keep half a dozen M3's and a couple of fast M4 or M5's. Recyle everything else for now. You might be tempted to hoard the weapons and shields, but there is no need. Fighters with weapons and shields are basically free at this point and you need to get your cash reserves built up ASAP. M6's are easy enough to build later, but will bankrupt you now.

Once you have at least 300K in your station and about 100K personal cash, start turning on traders. If you try to start too many traders too early your station will struggle to make money due to lack of capital. Once you have the capital the automated traders will bring in a fair amount of cash.

Now you can check your stations Logistics->Agents->Imports and start to import Ore, Oil and Teladianium in order to make more stations. Set the amounts low to begin with (no more than enough to build the next station you want) to prevent your traders bankrupting you at this stage.

Once you have your cash flow in hand and the station resources are coming in you can start to work towards self-sufficiency.
Thanks for the help guys. I destroyed the neighboring pirate station with what i had, 1 m6, 1TL and a few m3's which was kinda risky and also took forever but now my unequipped agents are safe for now. Im also about to build my second outpost and soon have all factories needed for the building materials.
Rieper87
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Re: [X3LU] Mayhem 3 BETA 8 (Hotfix 2)

Post by Rieper87 »

Hello

can you create individual stationbuild scripts for Argons, Boron, Splits, Paranids and Teladi? I use The Xtendet Factorie Models and all will build the same station, i cannot edit it for each Race.

thank you
Joubarbe
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Re: [X3LU] Mayhem 3 BETA 9

Post by Joubarbe »

SaintD1970
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Re: [X3LU] Mayhem 3 BETA 8 (Hotfix 2)

Post by SaintD1970 »

Joubarbe wrote: Fri, 19. Jun 20, 10:38 Image

I don't know if this line is well understood. To me it's crucial, and even though we all play differently, you should take this into consideration when you setup your first traders. Having them use all your money to buy their first trade is a bad idea :)
I've got my set at 50K now and it's fine now that I have 300K in the bank. When I had 100K even setting this to 5K didn't really help because the small trades weren't helping the bottom line. But yeah, if it's 100K when you have 100K in the bank you are going to have a bad time.
SaintD1970
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Re: [X3LU] Mayhem 3 BETA 8 (Hotfix 2)

Post by SaintD1970 »

Betelgeuse97 wrote: Fri, 19. Jun 20, 11:42 That actually reminds me of something. AI tugs are TOO FAST and leave you unable to claim any abandoned ships early game. Even though I'm already late-game, they're so aggressive with claiming ships that they take off minutes after spotting an abandoned ship and claim it within a few minutes. This should be adjusted for early game where either tugs aren't built and used by the AI at that time, slow tugs are used (not those fast M5), or reducing the response time for tugs until late-game. IIRC the latter option was implemented in Mayhem 2; however, the player's tugs will be affected as well since AI and player use the same scripts.
I just got my first tug assigned. It's just sitting there, like a slug. So I don't have that problem. I think if I did I would be sending the surplus ships to the recycler. I'm not sure what makes a tug actually want to go claim ships or not.
xwarpewpew
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Joined: Thu, 4. Jun 20, 22:53

Re: [X3LU] Mayhem 3 BETA 9

Post by xwarpewpew »

the last 2 days i got 10 game crash
first time it happan when i was doing scan astro mission in Omicron Lyrae
after 4 crash in row i gave up and gona to do same thing else
now it seem to be happan agin
i try to get a save as close as i can to the crash
adding save and galax (asafv2 )
load and fly to north gate with sata 1000X attack xenon

https://drive.google.com/drive/u/5/fold ... 29_eSth2hi

did see there is a debug mod
is there a way to send logs if i turn it on ?
Joubarbe
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Re: [X3LU] Mayhem 3 BETA 9

Post by Joubarbe »

xwarpewpew wrote: Sat, 20. Jun 20, 08:28 the last 2 days i got 10 game crash
first time it happan when i was doing scan astro mission in Omicron Lyrae
after 4 crash in row i gave up and gona to do same thing else
now it seem to be happan agin
i try to get a save as close as i can to the crash
adding save and galax (asafv2 )
load and fly to north gate with sata 1000X attack xenon

https://drive.google.com/drive/u/5/fold ... 29_eSth2hi

did see there is a debug mod
is there a way to send logs if i turn it on ?
I've tried several times, had one freeze, not reproducible.
Could you please try this file: https://drive.google.com/file/d/1_8c3-Z ... sp=sharing
Overwrite the one in X3\addon\scripts.
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Edna
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Re: [X3LU] Mayhem 3 BETA 9

Post by Edna »

I started a new game now, this time on Beta 9, simply to not miss out on all the stuff in the buggy B4H2 version. Love what you did with the pirate bases surrounded by asteroids, very well done!

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xwarpewpew
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Re: [X3LU] Mayhem 3 BETA 9

Post by xwarpewpew »

Joubarbe wrote: Sat, 20. Jun 20, 09:38
xwarpewpew wrote: Sat, 20. Jun 20, 08:28 the last 2 days i got 10 game crash
first time it happan when i was doing scan astro mission in Omicron Lyrae
after 4 crash in row i gave up and gona to do same thing else
now it seem to be happan agin
i try to get a save as close as i can to the crash
adding save and galax (asafv2 )
load and fly to north gate with sata 1000X attack xenon

https://drive.google.com/drive/u/5/fold ... 29_eSth2hi

did see there is a debug mod
is there a way to send logs if i turn it on ?
I've tried several times, had one freeze, not reproducible.
Could you please try this file: https://drive.google.com/file/d/1_8c3-Z ... sp=sharing
Overwrite the one in X3\addon\scripts.
seem to work
i did the 2 combat mission no freeze so far
thx alot :)
Betelgeuse97
Posts: 299
Joined: Sat, 20. Aug 11, 17:27
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Re: [X3LU] Mayhem 3 BETA 9

Post by Betelgeuse97 »

I'm still boarding, but now I'm starting to doubt myself as to why proxies appear on the lower decks (e.g. decks 1-2 on an M7 when command room is on deck 3). Why would proxies be there, and are those required to be disabled?
Joubarbe
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Joined: Tue, 31. Oct 06, 12:11
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Re: [X3LU] Mayhem 3 BETA 9

Post by Joubarbe »

Theoretically, you have to disable all proxies on deck to hack the terminal (to unlock the next deck).
xwarpewpew
Posts: 10
Joined: Thu, 4. Jun 20, 22:53

Re: [X3LU] Mayhem 3 BETA 9

Post by xwarpewpew »

i think i found one more bug small one
got msg: split clame omicron lyrae but its still teladi
i did see the split invade omicron lyrae a bit befor if it helps
add 2 png files in there to show it save and galax

https://drive.google.com/drive/folders/ ... sp=sharing

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