[X3LU] Mayhem 3.21b

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 3.12c

Post by Joubarbe »

Hairless-Ape wrote: Tue, 16. Mar 21, 20:33
Joubarbe wrote: Tue, 16. Mar 21, 17:52 IIRC, the drone doesn't order anything by itself, but it scans the same resupply settings (in its sector only).
So that means then that if the outpost in that sector doesn't actually have the resupply goods on-hand when needed, that these items would simply not be resupplied? I think this is implicit in what you said, but not entirely sure.
Thanks.
The drone doesn't order anything by itself, if the Outpost has not the wares needed by local ships, he goes to the next ware. Also, the drone doesn't need a Transporter device.
4square425
Posts: 85
Joined: Fri, 14. Jun 13, 02:52
x3tc

Re: [X3LU] Mayhem 3.12c

Post by 4square425 »

I'm not sure if the updates or bug fixes to the rebuild and replace feature changed anything. Workers with "replace" on are being built and assigned correctly, but still not given templates. Workers with "replace" off don't activate any Outposts to auto-replace them from the station settings. It's only a mild inconvenience though, because if the new shieldless ships get destroyed then the auto-replace kicks in properly.

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

In this save, Grand Exchange's queue of ships are all pre-3.12c. But I removed them all from the queue and tried new replacements and nothing.
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 3.12c

Post by Joubarbe »

4square425 wrote: Thu, 18. Mar 21, 05:57 I'm not sure if the updates or bug fixes to the rebuild and replace feature changed anything. Workers with "replace" on are being built and assigned correctly, but still not given templates. Workers with "replace" off don't activate any Outposts to auto-replace them from the station settings. It's only a mild inconvenience though, because if the new shieldless ships get destroyed then the auto-replace kicks in properly.

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

In this save, Grand Exchange's queue of ships are all pre-3.12c. But I removed them all from the queue and tried new replacements and nothing.
I have emptied your queue, killed an Agent assigned to Grand Exchange. It got replaced with a Demeter, full template.
aurelcourt
Posts: 276
Joined: Fri, 20. Oct 17, 09:20
x4

Re: [X3LU] Mayhem 3.12c

Post by aurelcourt »

Hi,

I have a QoL request about the Outpost summary menu : (where all the Outposts are listed).

I love that we can reach the Ship or Station factory of an Outpost by just 1 click. However, having it all "expanded" below each outpost makes it harder and harder to navigate once your empire grows more and more.

To reduce this "clutter", it'd be awesome if we could choose which "Outpost department" gets displayed below the Outpost Name (separately for each Outpost).

In my current situation, only 3 of my outposts build everything for my empire : and for those I'd only want the "Ship Factory" and "Station factory" factory listed in the summary. I can access laser/shield factories if needed via the Outpost itself but don't use them often so no need for a quick access.

For all the other Outposts, I'd like to collapse/hide all these links because I'll never use them and they take a lot of space on the screen, making it harder to find the Outpost I'm looking for 🙂

Also I'd love to see a link to the "logistics" of the Outpost (by clicking directly on the Outpost name maybe? Or actually adding another link --- maybe clicking on the Outpost name should bring the Admin menu, and then having the possibility to add a Logistics link...?).

I have no idea if these ideas are technically realistic to implement or not at all, but I'd love to hear your thoughts about them 🙂


Good evening!
Aurélien
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 3.12c

Post by Joubarbe »

I'll see what I can do. BTW, I've fixed the problem you have with your fighters. It's actually a rather important bug, and triggered other weird behaviours as well. However, in your current game, when you want to invade a sector, you should have either one priority set to Station, or the followers set to engage the commander's target. Otherwise, most of your ships will only follow your commander. I've added a new hint to make that clear in the Fleet settings menu.
User avatar
Hector0x
Posts: 1052
Joined: Mon, 18. Nov 13, 18:03
x3tc

Re: [X3LU] Mayhem 3.12c

Post by Hector0x »

@aurelcourt: coloring your 3 main outpost's names will put them on top in the list. And i believe clicking on the perk summary will take you directly to administration.
User avatar
Retrox
Posts: 369
Joined: Thu, 9. Nov 06, 14:59
x4

Re: [X3LU] Mayhem 3.12c

Post by Retrox »

Hey everyone,
in the patch notes for 3.12b an 'Acquisition mission' is mentioned. What are these missions? Are they the 'there is a signal in sector xy' ones?
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: ]
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 3.12c

Post by Joubarbe »

Used ships (trade mission, yellow icon).
aurelcourt
Posts: 276
Joined: Fri, 20. Oct 17, 09:20
x4

Re: [X3LU] Mayhem 3.12c

Post by aurelcourt »

@Joubarbe : thanks, good news if the fighters behaviour was indeed a bug that is now identified 👍
And thanks for the rest too, looking forward as always to the next iteration !! 🙂

@Hector : thanks, yes indeed I'd done that already (I love colors!!!), but still ...🙂
didn't know about the Admin link if we click on the perks though! I'll give it a try!!
Then I guess clicking on the Outpost could link to the logistics then 😀


Aurelien
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 3.12c

Post by Joubarbe »

3.13 Laser Overhaul

In 3.13, lasers have gone through significantly changes:
  • All visuals and audio (including impact sounds and launch effects) have been modified. I did not take anything from out of the game, simply switched laser effects and sounds. The idea is to be more realistic with less fantasy projectiles, and more generic harmonized characteristics. All the heavy canons that fire spirals, stars or whatever are removed in favor of classical laser pewpews.
  • Rate of fire: in general, light lasers have a lower rate of fire than heavy lasers, but the damage of all weapons have been adjusted, so the DPS remains basically the same. Having very slow fire rate on Destroyers is good when the target is static, but that's rarely the case. We're in space, everything is flying fast, and these huge ships must be like a flying fortress. Besides, this overhaul also has performance in mind; it's actually the starting point of all these changes. Reducing the ROF of every ship, except capital ships will sure help the performance during big battles. Of course, it won't be crazy like X4 (even though it's quite realistic), because I think it would just pollute the screen.
  • Racialized effects: because each race has its own color code, and every weapon and missile icons as well, it was pretty normal to also have laser effects with the proper color. Universal weapons are white. Splits are red, their icons are also red, instead of purple.
  • Variety: although some weapons share the same sounds (and impact effects), and — rarely — the same projectile effect, I've tried to preserve the variety implemented in LU (richer than vanilla). To keep lasers like lasers, I've also reused some laser projectile effects from vanilla.
  • Added the possibility of artificially lower the speed at which turrets fire, hence increase performance. This artificial limit is pretty low by default and is customizable.
  • Removed the ambient sounds on all lasers. They are just weird sounds of lasers passing by; they are useless and just saturate the audio engine.
  • Some weapon stats have been changed (minor changes).
  • Even though it would be good to change some laser compatibility, I did not make any change that could impact your savegame.
Last edited by Joubarbe on Mon, 22. Mar 21, 18:40, edited 12 times in total.
LancasterRohan
Posts: 3
Joined: Fri, 26. Feb 21, 13:08
x4

Re: [X3LU] Mayhem 3.12c

Post by LancasterRohan »

OMG, like you, Joubarbe.
Realistic, cold, severe space.
Could you please tell us if it will be possible to continue save game on version 3.13?
Maz437
Posts: 3
Joined: Tue, 16. Jul 19, 03:11
x3ap

Re: [X3LU] Mayhem 3.12c

Post by Maz437 »

Is there a ship compendium for Mayhem 3 available online (outside of game)? I know there was a link for LU and Mayhem 2, not sure if one exists for Mayhem 3.

Sometimes I like browsing general fleet strategies and composition while on the phone.
User avatar
Retrox
Posts: 369
Joined: Thu, 9. Nov 06, 14:59
x4

Re: [X3LU] Mayhem 3.12c

Post by Retrox »

There are few ressources for mayhem 3 outside of the game. Most are included in the mod, e.g. the encyclopedia or additional comaprisons for e.g. weapons and shields.
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: ]
aurelcourt
Posts: 276
Joined: Fri, 20. Oct 17, 09:20
x4

Re: [X3LU] Mayhem 3.12c

Post by aurelcourt »

Idea for a new version/iteration of Mayhem someday :-) :

Sector templates !

Choose a sector you own, "save it" as template (Outpost config/perks/agents/traders.../logistics... + Stations built (with I/E thresholds)

Then once you drop a new Outpost in a new sector, you can choose a Shipyard and a Station building Outpost (and a TL maybe) and then apply a template : The Outpost will take all the setting from the template, the Stations will be ordered, delivered and built by the assigned TL (at the same position as the ones of the template were ... (+specific instructions for Mines) + copy I/E thresholds), and the agents/traders etc... will be ordered and assigned to the Outpost!

Fire and Forget ! :-D

I appreciate that this is a lot of work, but would that be something realistic to think of or not at all? :-D

Aurélien
User avatar
Edna
Posts: 205
Joined: Mon, 14. Oct 13, 21:18
x4

Re: [X3LU] Mayhem 3.12c

Post by Edna »

Easter holidays begin on Saturday. Then it will be time to delve into Mayhem 3 again. Really excited for all the changes since 3.4! Probably going to be a mostly entirely new experience. :D
Image
Maz437
Posts: 3
Joined: Tue, 16. Jul 19, 03:11
x3ap

Re: [X3LU] Mayhem 3.12c

Post by Maz437 »

What does the game use to determine Pirate and Xenon patrol strength?

Is it number of sectors owned? Number of Outposts? Combat Rank? Total Fleet Strength?
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 3.12c

Post by Joubarbe »

Number of sectors.
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 3.13

Post by Joubarbe »

NaNo2018
Posts: 1
Joined: Mon, 3. Dec 18, 19:48
x4

Re: [X3LU] Mayhem 3.13

Post by NaNo2018 »

Joubarbe wrote: Fri, 26. Mar 21, 14:20 Mayhem 3.13 released
Thank you very much! :D
LancasterRohan
Posts: 3
Joined: Fri, 26. Feb 21, 13:08
x4

Re: [X3LU] Mayhem 3.13

Post by LancasterRohan »

Dear all,

Could you please help with patching to next version.
As Im understand right, here sayd:
"Copy the content of the archive into your ...\X3 folder and overwrite all files. Do not copy into your addon folder."
Its means, all in archive except "addon" folder I will copy only?
But after all, in each new version the size of the addon folder is different, is it okay?

Thank you

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”