[Mayhem 3] Renegades v5.4 - 7/2025

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VoidSoul
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Re: [Mayhem 3] Renegades v5.4 - 7/2025

Post by VoidSoul »

Playing 5.4.

New satellite removal future is poorly implemented. Satellites get deleted in starting faction systems from the start, at least on hard difficulty. You start with too low rep for this.
More stupid is that sats get deleted in empty sectors, there is no way to gain rep there. One thing if enemy ships (pirates\xenon\khaak) were killing them, but they just vanish.

I understand the notion of spending resources to keep sat network after initial period, but empty sectors should be excluded from this and starting race should not delete them from the start no matter the difficulty. Satellites should not vanish while you are in the sector where you just placed it. I was sitting in new sector 50k up from it's centre alone analysing where to go next to pick it up after and leave the sector, the sat just vanished in a minute after being placed. At the start of the run it's a sensitive blow, you are counting each cr.

Satellites get deleted not by clean up crew, like it's said in update, they just vanish. :mrgreen:
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Hairless-Ape
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Re: [Mayhem 3] Renegades v5.4 - 7/2025

Post by Hairless-Ape »

VoidSoul wrote: Wed, 13. Aug 25, 18:52 Playing 5.4.

New satellite removal future is poorly implemented. Satellites get deleted in starting faction systems from the start, at least on hard difficulty. You start with too low rep for this.
More stupid is that sats get deleted in empty sectors, there is no way to gain rep there. One thing if enemy ships (pirates\xenon\khaak) were killing them, but they just vanish.

I understand the notion of spending resources to keep sat network after initial period, but empty sectors should be excluded from this and starting race should not delete them from the start no matter the difficulty. Satellites should not vanish while you are in the sector where you just placed it. I was sitting in new sector 50k up from it's centre alone analysing where to go next to pick it up after and leave the sector, the sat just vanished in a minute after being placed. At the start of the run it's a sensitive blow, you are counting each cr.

Satellites get deleted not by clean up crew, like it's said in update, they just vanish. :mrgreen:
  • Satellites should not be removed from empty/un-owned sectors. You should double check, because I don't think that is happening. Let me know what you find.
  • As for Starting Race not deleting them, I disagree. You are literally putting your own spy satellites in space owned by another race. Regardless of the fact that their skin is the same color as yours, they won't like it being there.
  • Regarding how the Satellites are removed, I don't feel it is a good use of my time to create a new type of ship role and task just to clean up foreign satellites. 99.9% of the time you won't be staring at that satellite when it disappears, and if you do happen to see it, just scream "Diablo!" and then turn your head and say a prayer. It will be fine.
  • Clearly this "sensitive blow" ticked you off, or you would not publicly insult my implementation skills. If you would like a more positive and productive response on issues like this, I would ask that you send a private message to me rather than a public one, and keep in mind that I do this for free, and along with that 1 feature you didn't like, I added 99 other new features you didn't even comment about. In the mean time, if you're not happy with how this works, just turn it off in the 9973 t-file.
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VoidSoul
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Re: [Mayhem 3] Renegades v5.4 - 7/2025

Post by VoidSoul »

There was no disrespect to your skills nor effort. The wording was wrong on my part. More complements than anything come to mind.

The sats, that spawn in empty sectors at the beginning of the game by choosing your start options did vanish without any notice of destruction. That is where it come from. Now that i placed sats again, they seem to stay.

Starting rep threshold is what i suggest to change, you start with some high rep with your race, and intuitively they should allow you to place sats right away. It is 1-2 quest of rep away anyway

Keep the good work, there are a lot of people who play this mod and never visit this forum to tell how they like it =)
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Hairless-Ape
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Re: [Mayhem 3] Renegades v5.4 - 7/2025

Post by Hairless-Ape »

VoidSoul wrote: Wed, 13. Aug 25, 20:32 There was no disrespect to your skills nor effort. The wording was wrong on my part. More complements than anything come to mind.

The sats, that spawn in empty sectors at the beginning of the game by choosing your start options did vanish without any notice of destruction. That is where it come from. Now that i placed sats again, they seem to stay.

Starting rep threshold is what i suggest to change, you start with some high rep with your race, and intuitively they should allow you to place sats right away. It is 1-2 quest of rep away anyway

Keep the good work, there are a lot of people who play this mod and never visit this forum to tell how they like it =)
I'm glad you are enjoying the game. I don't know what might be removing Satellites that were distributed at Game-start. I've not looked at, or changed anything that might affect those specifically. Usually the player doesn't start with a lot of deployed sats at game start. I've not noticed satellites disappearing from Un-Claimed systems in my own game play so if you see this again, maybe you could capture your save so I could repeat it.

The reputation "threshold" to have satellites be free from removal is a fixed value across all races. Are you suggesting that the player and the race they play as start the game with a higher reputation, allowing satellites immediately, or are you suggesting that I make a per-race threshold for satellite removal and set that one race threshold very low? The prior would probably be the easiest to do, but I'd like to hear your thoughts.
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VoidSoul
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Re: [Mayhem 3] Renegades v5.4 - 7/2025

Post by VoidSoul »

Hairless-Ape wrote: Wed, 13. Aug 25, 21:57 The reputation "threshold" to have satellites be free from removal is a fixed value across all races. Are you suggesting that the player and the race they play as start the game with a higher reputation, allowing satellites immediately, or are you suggesting that I make a per-race threshold for satellite removal and set that one race threshold very low? The prior would probably be the easiest to do, but I'd like to hear your thoughts.
When you start a new game, you are given level 5 rep with your race faction. Sat protection needs leel 6. I just started the game, made 2 quests and gained level 6. So making your bonus standing level 6 (enough to trigger sat protection) from the start seem do the work.
Not having it makes you blind and wastes all sats, that you start with and just nullifying advantage from start with a TS ship.

A barrier on placing sats in other races territory is a welcome thing. It gives your choice of race more impactful then just stats of your first TL and research rate. That said... Again, looking at things, and how easy it is to gain level 6 (level 5 is 1000 rep, that you start with "literally 1 hard quest" and level 6 is just two hard quest away) you could raise the threshold a little bit. Level 7 may be, so you actually had to invest yourself to earn alien trust (any combat with pirates and xenon in their territory skyrocket it anyway). Again I have not made it past Ascension yet, and don't know how hard explorers waste sats to be sure on this thought.
VoidSoul
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Re: [Mayhem 3] Renegades v5.4 - 7/2025

Post by VoidSoul »

5.0 patch note "Pirate Bases and Company stations no longer count against the System Support limit."
Trading stations and pirate bases still do occupy station slots in 5.4. Was it changed back?
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Hairless-Ape
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Re: [Mayhem 3] Renegades v5.4 - 7/2025

Post by Hairless-Ape »

I will increase the starting reputation with the player race to 6 in future patch.
Also, the station support level issue you bring up is only a Display issue for the outpost manager. Functionally, it works correctly, but shows an incorrect value at the top of that screen. I'll fix it in a future patch.
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gumemura
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Re: [Mayhem 3] Renegades v5.4 - 7/2025

Post by gumemura »

new player here

just downloaded the mod and i can already see how amazing it is

is there a way to have a custom start? i would like to start a new game as a completely nobody: no reputation, just a small and insignificant quantity of money, very basic ship and no previous know sector

i want to build my own carrer in game. i'm pretty sure its going to be tought and take a long time, but i really want to enjoy the full sandbox experience X3 has to offer
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Hairless-Ape
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Re: [Mayhem 3] Renegades v5.4 - 7/2025

Post by Hairless-Ape »

gumemura wrote: Mon, 18. Aug 25, 21:11 new player here

just downloaded the mod and i can already see how amazing it is

is there a way to have a custom start? i would like to start a new game as a completely nobody: no reputation, just a small and insignificant quantity of money, very basic ship and no previous know sector

i want to build my own carrer in game. i'm pretty sure its going to be tought and take a long time, but i really want to enjoy the full sandbox experience X3 has to offer
Many elements of a NEW game are customizable by modifying the settings in both of these files:
/addon/t/9972-L044.xml
/addon/t/9973-L044.xml

While some of the settings are difficult to understand, ultimately you can adjust a lot of things to make the experience far easier or harder. Everything else is controlled by the options you are presented when you start a new game. One thing I would absolutely recommend though, if you're starting fresh, is to figure out what Race you are playing while you develop your Map, and using ZMap, set a STARTING LOCATION for the player that is far away from Xenon squares, and located close enough to some unclaimed space that you have some expansion room. You have to choose a starting location that is in the space of the Race you are playing as, so I often choose a spot that borders some unclaimed space. Bottom line, is if you want time to learn and expand, don't put yourself right next to xenon sectors, or in the middle of a bunch of other races where all hell is going to break loose. To choose a starting location, you double-click that sector and a dialog appears with that option in it. Just don't pick a starting location in Terran space, and then play the Paranids, because then it's ignored.
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VoidSoul
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Re: [Mayhem 3] Renegades v5.4 - 7/2025

Post by VoidSoul »

gumemura wrote: Mon, 18. Aug 25, 21:11 new player here

just downloaded the mod and i can already see how amazing it is

is there a way to have a custom start? i would like to start a new game as a completely nobody: no reputation, just a small and insignificant quantity of money, very basic ship and no previous know sector

i want to build my own carrer in game. i'm pretty sure its going to be tought and take a long time, but i really want to enjoy the full sandbox experience X3 has to offer
When you start the game, you choose your starting options, just choose the worst ones. About being "nobody", the mod itself is about starting with a ship and escalating into a map wide nation. The game is severely limiting you until you claim at least one sector. But technically it is possible to beat the game with just one sector using some shenanigans with certain faction and a lot of trade. An interesting idea for a run actually.
hoppetnu
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Re: [Mayhem 3] Renegades v5.4 - 7/2025

Post by hoppetnu »

Any chance anyone get this working on linux? Installed as normal and generated maps in the map tool using wine and that seemed to go ok, then I get a crash on the loading screen after attempting to start a new game.

Been a while since I played Mayhem and don't remember which OS I was playing it on back then, but gonna progressively try plain Mayhem then throw on Zero Hour to see if one of those is the culprit, but figured if anyone sees this and has a suggestion I'm all ears.

Edit: Got it! Found out how to do it via a conversation in the Zero Hour mod. Follow the posts by TwistedVision. There's a specific file that conflicts. You can follow how to fix it there. They also mention a freeze, but that just ended up being another mod conflict. I was able to get things going simply by removing the offending file from the .cat archive.
FJW
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Re: [Mayhem 3] Renegades v5.4 - 7/2025

Post by FJW »

Hi, love the mod and enjoying it so far and I really appreciate you keeping this going. I downloaded the mod a couple of weeks back and I have a 3 in-game days save.

The weirdest thing is that when the game will completely lock up and hang forever when the game time reaches 3-07:22 (3 days, 7 hours and 22 minutes),. I thought maybe it was handling some intensive script but after letting it hang for an hour, the game was still unresponsive.

I think I'm on a fresh install with no other modifications other than a config change to increase the number of jump stations. So I'm perplexed to why this happens. I uploaded the save games below in case you want to take a look, but obviously don't feel obligated if you have better things to do, it's not a big deal.
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FJW
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Re: [Mayhem 3] Renegades v5.4 - 7/2025

Post by FJW »

FJW wrote: Mon, 6. Oct 25, 04:27 Hi, love the mod and enjoying it so far and I really appreciate you keeping this going. I downloaded the mod a couple of weeks back and I have a 3 in-game days save.

The weirdest thing is that when the game will completely lock up and hang forever when the game time reaches 3-07:22 (3 days, 7 hours and 22 minutes),. I thought maybe it was handling some intensive script but after letting it hang for an hour, the game was still unresponsive.

I think I'm on a fresh install with no other modifications other than a config change to increase the number of jump stations. So I'm perplexed to why this happens. I uploaded the save games below in case you want to take a look, but obviously don't feel obligated if you have better things to do, it's not a big deal.
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An update here: I reverted to an even older save (about 2 hours before the forever hang) and SETA'ed to the hanging time, and it did not hang. The only major thing I did not do was to progress the Phanon plot and start terraforming, so I think the bug might have something to do with terraforming, but this is just speculation. Oh well, I'll sit out the Phanon plot and see if the game remains to be stable.
Betelgeuse97
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Re: [Mayhem 3] Renegades v5.4 - 7/2025

Post by Betelgeuse97 »

Hi guys,

3 weeks ago, Mordan/Hairless-Ape contacted me and offered me to take full control of the direction of the project. As of yesterday, I've resumed development and have the first version of Renegades Add-Ons available.

I've finished integration as of yesterday. V1.0 adds features that were proposed for 5.4 and fixes both old bugs and new ones introduced in 5.4.
Celophea
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Re: [Mayhem 3] Renegades v5.4 - 7/2025

Post by Celophea »

Hello, link in description to download the 5.4 mod no available :(
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Dex_Bot
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Re: [Mayhem 3] Renegades v5.4 - 7/2025

Post by Dex_Bot »

Celophea wrote: Tue, 4. Nov 25, 01:16 Hello, link in description to download the 5.4 mod no available :(
Hey, sadly I never downloaded the full 5.4 FULL install, however I do have the Renegades 5.0v with the 5.4v patch.

Unless Hairless-Ape made a few last minute adjustments in the full release vs the patch, they should be the same latest update.

However, you will need to start the install process starting from Mayhem 3.

Also, don't forget Betelgeuse97's patch on top of that. :)
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Dex_Bot
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Re: [Mayhem 3] Renegades v5.4 - 7/2025

Post by Dex_Bot »

FJW wrote: Tue, 7. Oct 25, 00:48
FJW wrote: Mon, 6. Oct 25, 04:27 Hi, love the mod and enjoying it so far and I really appreciate you keeping this going. I downloaded the mod a couple of weeks back and I have a 3 in-game days save.

The weirdest thing is that when the game will completely lock up and hang forever when the game time reaches 3-07:22 (3 days, 7 hours and 22 minutes),. I thought maybe it was handling some intensive script but after letting it hang for an hour, the game was still unresponsive.

I think I'm on a fresh install with no other modifications other than a config change to increase the number of jump stations. So I'm perplexed to why this happens. I uploaded the save games below in case you want to take a look, but obviously don't feel obligated if you have better things to do, it's not a big deal.
Spoiler
Show
An update here: I reverted to an even older save (about 2 hours before the forever hang) and SETA'ed to the hanging time, and it did not hang. The only major thing I did not do was to progress the Phanon plot and start terraforming, so I think the bug might have something to do with terraforming, but this is just speculation. Oh well, I'll sit out the Phanon plot and see if the game remains to be stable.
Late, but games freezes like that are usually due to the Nomads not Phanon (unless you're playing a save Pre-release V5.3 and updated mid-game)

Could you add your currently active mayhem_galaxies to the google drive so I can find the problem?
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Tiek
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Re: [Mayhem 3] Renegades v5.4 - 7/2025

Post by Tiek »

Hi, thanks for your hard work with this awesome mod!

I need help for a problem I have encountered...

I'm working at a mod to use drones for mining; when the drone mining task start and drone is launched, after 15/20 seconds the "Mayhem.task.support" script change the actual command to the "Support Command" and also the name of the drone, then dock it at homebase. Is it possible to avoid this behavior? I tried to insert a check for fighter drone object class in Mayhem.task.support script to skip the Support cmd launch, but nothing...there is another script to modify? Anyway, there is a way to exclude entirely the fighter drones object class to be included in the he Support task? Thanks in advance.
Betelgeuse97
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Re: [Mayhem 3] Renegades v5.4 - 7/2025

Post by Betelgeuse97 »

Tiek wrote: Sun, 9. Nov 25, 21:10 Hi, thanks for your hard work with this awesome mod!

I need help for a problem I have encountered...

I'm working at a mod to use drones for mining; when the drone mining task start and drone is launched, after 15/20 seconds the "Mayhem.task.support" script change the actual command to the "Support Command" and also the name of the drone, then dock it at homebase. Is it possible to avoid this behavior? I tried to insert a check for fighter drone object class in Mayhem.task.support script to skip the Support cmd launch, but nothing...there is another script to modify? Anyway, there is a way to exclude entirely the fighter drones object class to be included in the he Support task? Thanks in advance.
In Mayhem, any ships with a homebase to another ship become support ships. Support ships are essentially an extension of the mothership. For example, if the mothership is attacking something, the support ships will attack the same target.

I haven't checked in detail but would have to check any other scripts.
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Tiek
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Re: [Mayhem 3] Renegades v5.4 - 7/2025

Post by Tiek »

Hi, I solved my Support Command issue related to drones by inserting a check in the !ship.cmd.support.std script. However, I noticed that some older mining scripts that worked with the original map don't work with the one generated using ZMap. Perhaps this is related to the changes to asteroids and mining debris introduced in Litcube Universe (which are retained here?) Is it possible to configure ZMap to generate a map with the vanilla asteroid and debris system? Thanks in advance.

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