[Mayhem 3] Renegades 5.10 - 6/2025

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Hairless-Ape
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Re: [Mayhem 3] Renegades 5.00 - 5/2025

Post by Hairless-Ape »

No. Way too many changes.
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xvuchko
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Re: [Mayhem 3] Renegades 5.00 - 5/2025

Post by xvuchko »

Are defense missions buged for anyone else, Im just starting a new playthrough on a clean install. I take a defence mission park my wing next to a station and turn on SETA and thats it nothing ever hapens no attacks and no mission updates.

Congrats on 5.0 version and thanks for keeping this alive!

EDIT:

Ok after at least 10 minutes of SETA I get an update to destroy a beacon in the adjacent system, quite a waste of time doing these like this imo.
Betelgeuse97
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Re: [Mayhem 3] Renegades 5.00 - 5/2025

Post by Betelgeuse97 »

xvuchko wrote: Wed, 28. May 25, 15:06 Are defense missions buged for anyone else, Im just starting a new playthrough on a clean install. I take a defence mission park my wing next to a station and turn on SETA and thats it nothing ever hapens no attacks and no mission updates.

Congrats on 5.0 version and thanks for keeping this alive!

EDIT:

Ok after at least 10 minutes of SETA I get an update to destroy a beacon in the adjacent system, quite a waste of time doing these like this imo.
This has been a bug since ZH 2.1. I'm not sure what causes this to occur.
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Hairless-Ape
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Re: [Mayhem 3] Renegades 5.00 - 5/2025

Post by Hairless-Ape »

I've had to update the 5.0 release zip.

If you had 4.x, and upgraded to 5.0, you won't need to do anything. If you installed from scratch using the 5.0 release, you will need to re-download it and apply it and then the latest patch.
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Hairless-Ape
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Re: [Mayhem 3] Renegades 5.10 - 6/2025

Post by Hairless-Ape »

The 5.2 patch has been released.
Nothing earth shattering, but a few fixes and a few nice additions.
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Hairless-Ape
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Re: [Mayhem 3] Renegades 5.10 - 6/2025

Post by Hairless-Ape »

I've updated ZMap (on Github only for now) to include the ability to Set a Custom Music Folder. Make a folder, fill it with .mp3's of your choice, set it as the music folder in ZMap and then if you generate a map with all that set, you get your own music. You can even customize the music per-sector using the ZMap sector editor. When the next Renegades release comes out, I'll update ZMap in there, but for the moment, just follow the github link (https://github.com/Hairless-Ape/ZMap/re ... .1.8.1.zip)
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Negmek
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Re: [Mayhem 3] Renegades 5.10 - 6/2025

Post by Negmek »

Wow so many updates in just ahalf a year! Awesome stuff to see.

I was playing in winter when 4.0 came out and was stoked for the missile rebalace, but didnt have the time to properly test it out. My initial thought was that ONLY increasing damage isnt the best way to approach it (though the buff is absolutely needed), because they are also long range and m8s arent super fast, but i didnt have the free timee tp look into it.

Just as a theoretical example. Distict playstyles could be either having to keep your ships away from the bigger enemy ships while sending pot shots of rockets at them, and defending against fast fighters harassing you. But thats not really possible because you run out of miutes in 1.5 minutes. There is no prolonged stadoff skirmish game. But at the same time m8s dont for the fast strike craft role either, because they arent that fast, and missiles have long range so there isnt really much exciting or skill-intensive about firing the missiles.

This means that the only real usage for them is having them trail along your large fleet and just contribute their DPS to the rest of the fleet. They are differet from other ships, sure, but you as a player dont have to do anything different to use them. The gameplay is practically the same. And that i think is the missed opportuity, and what ultimately makes a person say "eh, may as well use coventional ships".Buffing missiles is ot the solution cus if you keep buffing missiles to the point where they always defeat a convetional fleet of the same resource cost, then there would never be a reason to build a convetional fleet.

On the other hand, suppose m8s not only require ressuplying, but also careful and prolonged tactical microcontrol, where you are able to put a lot of effort in an intense battle in order to defeat a more expensive fleet with relatively cheap m8s. While ordiary ships require stronger economy to build and maintain, but require less attention to make use of ad o resupply micromanagement. Distinct roles like this would make it so both are useful in appropriate circumstaces, rather than one is just better and therefore the other is useless.

But yeah, i will give more feedback or specifics about how to implement this after i played/tested this, but i hope just the game design theory part makes sense. (really id say damage should be increased somethig like 5-8 times, but rate of fire decreased by a factor of 4. This way they would have an even larger danage potetial, at the expense of having to stay within 25km of the enemy fleet for a long period ot time, with AI hopefully being smart enough to send fighters/m6s after ya to keep you away from m2/7 ships. Perhaps rocket mass reduced so ships can carry more.)

And god damn, there is even 5.0? All the fixes and updates are awesome, this is definetly a unique game/mod that deserves the attention, thanks for keeping it alive.
z1311
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Re: [Mayhem 3] Renegades 5.10 - 6/2025

Post by z1311 »

I'm somehow unable to manufacture lasers as the laser manufacture perk doesn't seem to exist at any of my stations. Is it gated behind some sort of scenario (like terraforming?)

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