[Mayhem 3] Renegades 5.10 - 6/2025

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Hairless-Ape
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Re: [Mayhem 3] Renegades 4.0

Post by Hairless-Ape »

The 4.1 Patch is now available.

Capital ships can now Bail !
See the beginning of this thread for details.
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Darkternal
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Re: [Mayhem 3] Renegades 4.1

Post by Darkternal »

Possible bug: I have formed coalition against yaki. Then some time later factions formed alliance against Xenon during crisis, but my ships still attack yaki. Global relations is set to friendly, but they sill red to me.
Also request: can you replace annoying hacking feature with something pretty, like it was in Mayhem2?
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Re: [Mayhem 3] Renegades 4.1

Post by Betelgeuse97 »

Darkternal wrote: Mon, 17. Mar 25, 22:58 Possible bug: I have formed coalition against yaki. Then some time later factions formed alliance against Xenon during crisis, but my ships still attack yaki. Global relations is set to friendly, but they sill red to me.
Also request: can you replace annoying hacking feature with something pretty, like it was in Mayhem2?
Boarding is back in Zero Hour/Renegades. It is very similar to vanilla boarding except when you gain control of the boarded ship.

There used to be custom boarding in earlier versions of Mayhem 3, and this was intended to be the successor to Mayhem 2's boarding system. However, due to bugs, it was dropped in favor of hacking.
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Hairless-Ape
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Re: [Mayhem 3] Renegades 4.1

Post by Hairless-Ape »

Added a number of fixes from Betelgeuse97 to the current patch. Patch notes updated.
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Re: [Mayhem 3] Renegades 4.1

Post by naisha »

Quick question

Will agents from an outpost import resources from other outposts if those outposts dont have said resources set as an export?

I mean, i have an outpost dedicated for ship building and a different outpost dedicated as a station builder. The rest of my outposts dont have a role but each has at least one agent working there. They have the default job list and i noticed that a lot of resources needed for ship and station building have ended up in those ouposts. Will my shipyard/station builder outposts fetch resources from the other outposts or do i need specific import/export jobs set up?
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Hairless-Ape
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Re: [Mayhem 3] Renegades 4.1

Post by Hairless-Ape »

naisha wrote: Thu, 27. Mar 25, 19:08 Quick question

Will agents from an outpost import resources from other outposts if those outposts dont have said resources set as an export?

I mean, i have an outpost dedicated for ship building and a different outpost dedicated as a station builder. The rest of my outposts dont have a role but each has at least one agent working there. They have the default job list and i noticed that a lot of resources needed for ship and station building have ended up in those ouposts. Will my shipyard/station builder outposts fetch resources from the other outposts or do i need specific import/export jobs set up?
"Not Automatically" to your question. Agents transferring goods between OUTPOSTS have to be explicitly setup to do so with a logistics job. The default logistics jobs are all set to "Reachable Factories", and none are transferring from one outpost to another outpost.

The very first thing I do with a new outpost is DELETE all those default Logistics Jobs. If you don't, that station agent will try to import all sorts of goods from your factories everywhere, and then export a bunch of them to other factories in need. You end up with every outpost having a little bit of everything, and a LOT of inefficiency. The only benefit I see from it is that it allows you to not have all your 'eggs' in one basket when it comes to an enemy invasion. It drives me nuts to even see those logistics jobs and I'll probably remove those default jobs when I get the time.

In General, you can setup Agents to move things to/from it's home (an outpost) to/from your own factories or other outposts. You use Traders to Trade with NPC's with credits. Having a Trader active will require you to transfer some credits to that station for working capital if their Traders are buying resources. When I put up my first outpost, often I will setup Traders to purchase Ore, Teladanium, and Rastar Oil from NPC's in order to fuel my early station building effort. Once I get Factories of my own, I setup Agents to pull from Factories and deliver to the proper outpost(s). Like you, I have a dedicated Ship Building outpost. Sometimes I have Agents in that ship building outpost pull from "all reachable factories" for Hull parts etc.. Other times, I have dedicated "parts" systems setup to produce Hull parts, and the Agents in THAT outpost have a job setup to Pull those parts from all factories and then another job to transfer any of those parts to the dedicated Ship Building outpost.
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Re: [Mayhem 3] Renegades 4.1

Post by naisha »

How do you supply ships with missiles?

I've setup an outpost to make missiles but how do i get those missiles to my fleets?
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Darkternal
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Re: [Mayhem 3] Renegades 4.1

Post by Darkternal »

Is there an option to set ships to ignore friendly fire? I often become enemy with friendly faction ships while we both in big battles with Xenons, because bullets miss and hit wrong target.
Also noticed that while not in battle nearby friendly race ship can become enemy with no reason.
I have to spam "fix sector relations" button in every sector - it's a pain.
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Re: [Mayhem 3] Renegades 4.1

Post by Hairless-Ape »

naisha wrote: Tue, 1. Apr 25, 10:36 How do you supply ships with missiles?
I've setup an outpost to make missiles but how do i get those missiles to my fleets?
Great question:

1. Select a ship and then click "Advanced", and then "Weapons".
2. Scroll down. At the bottom you will see a section for "Automatic Missile Resupply". You set that ship's resupply needs there.
3. To setup automatic resupply for your fleet, select the fleet in the Fleet Settings screen.
4. Select a Fleet. Below, near the middle you'll see a line that says "Supplier: none". Click it.
5. Navigate to an unused TS class ship (maybe others work also.. TM's? not sure) that's sitting out in space, and hit Enter.
6. Be sure the TS ship has a home base set, and that home base can produce the missiles needed.
7. Also be sure you've UPGRADED that ship with a Transporter Device. This can be done for 2 Blue Crystals in your outpost hangar. The Transporter allows it to transport the missiles to your ships.
8. That's all the 'theory'. It should travel to it's home base, pick up missiles and then head out and resupply all fleet ships. I've not done a lot with them or looked over that code, so if you see one acting wrong, let me know.
Also be aware, that once you configure a ship, you can save it as a Template and then when you build a ship you can build based on that Template. The template 'should' include the Missile resupply settings so that you won't have to go personally set them for every single ship.
Last edited by Hairless-Ape on Wed, 2. Apr 25, 01:09, edited 1 time in total.
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Re: [Mayhem 3] Renegades 4.1

Post by Hairless-Ape »

Darkternal wrote: Wed, 2. Apr 25, 00:03 Is there an option to set ships to ignore friendly fire? I often become enemy with friendly faction ships while we both in big battles with Xenons, because bullets miss and hit wrong target.
Also noticed that while not in battle nearby friendly race ship can become enemy with no reason.
I have to spam "fix sector relations" button in every sector - it's a pain.
Unfortunately, I'm not aware of any way to ignore friendly fire. Yea, it can be a pain if you get into a 3-team blob fight. Save often. I've only very very rarely had it happen, but I probably subconsciously avoid those scenarios.

I've not noticed any nearby friendly race ships becoming an enemy for no reason. Perhaps someone got scanned and found contraband? Maybe they just declared war on you? If you can duplicate that consistently, send me a save game and I can figure it out.
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naisha
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Re: [Mayhem 3] Renegades 4.1

Post by naisha »

Ok so ... i found myself in a massive war with the Yaki (they declared war on me) and its been going on for a while now. How do i make peace with them (or is that not possible with the Yaki?)

Worst part? The Yaki surround me with their sectors. 99% of their sectors are around me.

Atm im able to hold them off but its difficult since my main force is based around M3s. I have a couple of fleets with 6 m6's in them and 1 fleet with Aegir M7's (4 ships). The rest are fleets with M3's.

M3's i can replace no problem but when it gets to bigger ships (even the m6's i use, in this case Phantoms) im beginning to struggle replacing them, especially the Aegir, that thing takes forever to build and is quite expensive. Im currently researching a cheaper M7 and then ill research an M2 or M1 but that will take time.

In my previous games i never had problems with the Yaki

Also:
Hairless-Ape wrote: Wed, 2. Apr 25, 00:23
naisha wrote: Tue, 1. Apr 25, 10:36 How do you supply ships with missiles?
I've setup an outpost to make missiles but how do i get those missiles to my fleets?
Great question:

1. Select a ship and then click "Advanced", and then "Weapons".
2. Scroll down. At the bottom you will see a section for "Automatic Missile Resupply". You set that ship's resupply needs there.
3. To setup automatic resupply for your fleet, select the fleet in the Fleet Settings screen.
4. Select a Fleet. Below, near the middle you'll see a line that says "Supplier: none". Click it.
5. Navigate to an unused TS class ship (maybe others work also.. TM's? not sure) that's sitting out in space, and hit Enter.
6. Be sure the TS ship has a home base set, and that home base can produce the missiles needed.
7. Also be sure you've UPGRADED that ship with a Transporter Device. This can be done for 2 Blue Crystals in your outpost hangar. The Transporter allows it to transport the missiles to your ships.
8. That's all the 'theory'. It should travel to it's home base, pick up missiles and then head out and resupply all fleet ships. I've not done a lot with them or looked over that code, so if you see one acting wrong, let me know.
Also be aware, that once you configure a ship, you can save it as a Template and then when you build a ship you can build based on that Template. The template 'should' include the Missile resupply settings so that you won't have to go personally set them for every single ship.
When going to "Advanced" - "Weapons" on a ship, i dont have the missile settings. When i do it to a ship i personally fly, the settings are there but for any other ship they are missing

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Hairless-Ape
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Re: [Mayhem 3] Renegades 4.1

Post by Hairless-Ape »

Not sure I can help with the Yaki. It's possible that after they take 1 sector, they will be pacified. Hopefully someone else will have a better sense of what it takes to take them down.

Not all ships can use Missiles. If you look at the Ship Compendium in the personal console, and hit "enter" on each ship you find, it will show details on the ship, including whether it can handle missiles or not.
I'm not aware of any M3's that use missiles.

In my own play, I tend to use M3's very little, as they pop easily when faced with large ships, and once dead, can't be repaired and are a total loss. The fact that repairs are free bothers me to no end, but that's another topic. I use Fighters for raiding forces and anti-pirate stuff because of their speed and because the targets are limited in size, but against the other races capital ships, I just don't find them to be a good value for my money because they die so easily. If you are using M6's or higher, at least you have a 'chance' to pull it away and send it for repair, in which case, you've lost absolutely nothing on the deal because repairs are free. I think honestly, this is an unfortunate outcome due to limitations in the game. Fact is, that the Turrets on an M1 or M2 are so large, that they shouldn't be able to turn fast enough to accurately track something small like an M4 or even most M3's, and thus you should be able to overwhelm a capital ship using swarms. In reality, the game doesn't model turret agility in OOS (player is out of system) battles, and your fighters simply die to a simplified calculation. That's my understanding anyway. It's a popcorn fest. When you are in-system, I think things work differently, but in OOS battles, personally, I avoid using fighters. Now it's true that a bunch of small M3's and M4's can simply "Swamp" a large target, because they have only just so many turrets to fire.. knowing that, you could use them to overwhelm a large ship, but you will still loose a bunch, so it's choice.
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Re: [Mayhem 3] Renegades 4.1

Post by mr_ash »

Good day.

Thank you for your work. Is there a chance that:
- weapons will be more diverse visually and in parameters? In the original, it was possible to equip a big ship with weapons against fighters, for example. If the problem is in performance, then maybe it is worth making only characteristics more diverse? An analogue of Gauss with its accuracy and speed for example, or photon weapons with its range.
- each race will have its own characteristics. Borons - regenerating ships (maintenance factor > 100%? with this feature? why?), Splits - fastest ships (only up to M6 for unknown reason), but In general, all differences are smoothed out.
It would make sense to play, for example, aircraft carriers for someone or missile cruisers, if one or another race had its own advantages (Chose argon research first? All the others have become more expensive. Second teladi research? again...)
- maybe it is worth giving fighters the ability to use the lightest (Fox 1) missiles?
- AI driving big ship? - ramm the enemy small ships and big maybe, why not?
- kamikadze Yaki-ships M4/M5/M3?

Noted errors (maximum difficulty):
- a jump beacon when placed in the "Phonon" sector after about a minute becomes the property of the "Phonon".
- get M6 Phantom, set back speed and you can kill everyone without taking damage. Enemies slow down as soon as they get within firing range. Need to kill Xenon M6/M7/Khaak destroyer? Easy...
- at the base, in the "logistics" section, when you select "Factories in sector", agents fly to other sectors.
- no bailed M3, M4, M5, M6, M8, TP, TM, TS ships in game at all

Thank you.
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Re: [Mayhem 3] Renegades 4.1

Post by Edna »

Major kudos for still working on this!

It is always nice to periodically come back to Litcube's with Joubarbe's X-Missions Reloaded and Mayhem 2 and Mayhem 3/Zero Hour/Renegades!

I was replaying most X games in the past months, starting with introducing a friend into the beautiful mess that is X-Rebirth, then I streamed X-BTF and X2 to him, and played X3 AP Vanilla and then tried out Farnham's Legacy. None of them scratch that one particular itch that the Mayhem mods do. I still love Mayhem 2 for the boarding and the "tower defense" gameplay, and Mayhem 3 for the dynamic empire gameplay with all those little neat features like hacking, outpost perks and scanning for blueprints. There is just always something to do, while you can also just sit back and do nothing for hours and just watch the universe unfold. Mayhem 3, unlike the other mods, gives you a sense of progression where you really make a difference if you want, whereas everything else just adds you to a self-balancing sandbox. It is very cool!

I hope Mayhem 3/ZH/R will keep on giving! All this mini-game stuff is awesome and adds a lot of replayability and I love it!
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Re: [Mayhem 3] Renegades 4.1

Post by Betelgeuse97 »

mr_ash wrote: Fri, 4. Apr 25, 21:30 Good day.

Thank you for your work. Is there a chance that:
- weapons will be more diverse visually and in parameters? In the original, it was possible to equip a big ship with weapons against fighters, for example. If the problem is in performance, then maybe it is worth making only characteristics more diverse? An analogue of Gauss with its accuracy and speed for example, or photon weapons with its range.
- each race will have its own characteristics. Borons - regenerating ships (maintenance factor > 100%? with this feature? why?), Splits - fastest ships (only up to M6 for unknown reason), but In general, all differences are smoothed out.
It would make sense to play, for example, aircraft carriers for someone or missile cruisers, if one or another race had its own advantages (Chose argon research first? All the others have become more expensive. Second teladi research? again...)
- maybe it is worth giving fighters the ability to use the lightest (Fox 1) missiles?
- AI driving big ship? - ramm the enemy small ships and big maybe, why not?
- kamikadze Yaki-ships M4/M5/M3?

Noted errors (maximum difficulty):
- a jump beacon when placed in the "Phonon" sector after about a minute becomes the property of the "Phonon".
- get M6 Phantom, set back speed and you can kill everyone without taking damage. Enemies slow down as soon as they get within firing range. Need to kill Xenon M6/M7/Khaak destroyer? Easy...
- at the base, in the "logistics" section, when you select "Factories in sector", agents fly to other sectors.
- no bailed M3, M4, M5, M6, M8, TP, TM, TS ships in game at all

Thank you.
1. It's intended that you give control of your beacon to Phanon when placed in a Phanon sector, but I think you'd be right that this is an issue. The player should keep access to their own beacon if their beacon is there when Phanon already has its beacon.
2. Phantom has Ion Cannons; it's intended that it has this so that it can safely attack ships from afar.
3. Haven't been able to reproduce since last year. Did you use the latest patch? Your jobs should be set to "local" instead of "reachable factories".
4. In Zero Hour (ZH) and Renegades, only M3, M4, and M5 can bail normally. Renegades recently added a feature where M1, M2, and M7 can rarely bail instead of dying. TPs, TM, TS, M8, and M6 do not bail in ZH and Renegades. Note that if you disabled bailing via in the 9972 t-file, no ships will bail.

In the future, please attach your save and galaxy as it helps with reproducing issues.
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Re: [Mayhem 3] Renegades 4.1

Post by Hairless-Ape »

Edna wrote: Sat, 5. Apr 25, 23:10 Major kudos for still working on this!
It is always nice to periodically come back to Litcube's with Joubarbe's X-Missions Reloaded and Mayhem 2 and Mayhem 3/Zero Hour/Renegades!
...
I hope Mayhem 3/ZH/R will keep on giving! All this mini-game stuff is awesome and adds a lot of replayability and I love it!
It means a LOT to me to know there are people out there who appreciate the effort I put into this. It's a labor of love and fanaticism. I don't get anything out of it. I do it because it makes the game funner and keeps it alive, but it makes a huge difference to me to know that there are others out there that appreciate it as well.

You'll be happy to know I have a rather Major patch coming out VERY soon with a lot of new goodies. Low hanging fruit mostly, but I think its some good stuff. No new plots or other major universe events, just a whole lot of Fixes and Enhancements that I would say mostly are Quality of Life things.
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Re: [Mayhem 3] Renegades 4.1

Post by naisha »

Hairless-Ape wrote: Mon, 7. Apr 25, 06:00
Edna wrote: Sat, 5. Apr 25, 23:10 Major kudos for still working on this!
It is always nice to periodically come back to Litcube's with Joubarbe's X-Missions Reloaded and Mayhem 2 and Mayhem 3/Zero Hour/Renegades!
...
I hope Mayhem 3/ZH/R will keep on giving! All this mini-game stuff is awesome and adds a lot of replayability and I love it!
It means a LOT to me to know there are people out there who appreciate the effort I put into this. It's a labor of love and fanaticism. I don't get anything out of it. I do it because it makes the game funner and keeps it alive, but it makes a huge difference to me to know that there are others out there that appreciate it as well.

You'll be happy to know I have a rather Major patch coming out VERY soon with a lot of new goodies. Low hanging fruit mostly, but I think its some good stuff. No new plots or other major universe events, just a whole lot of Fixes and Enhancements that I would say mostly are Quality of Life things.
Thats awesome, i cant wait to try out the new update!
Thank you for keeping this alive and constantly improving it!!
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Re: [Mayhem 3] Renegades 4.1

Post by Hairless-Ape »

The 4.5 Patch is Out !

Lots of good stuff to try. Most of it requires a new game. See release notes at the start of the Thread.
There were a LOT of changes under the hood for this one, so I bumped it to 4.5. As always, it's hard for one old dude to test everything thoroughly in this complex universe, so please be patient if you find any issues and please send me a private message and I'll get on it.
Backup your old Mayhem 3 installation, as always, just to be extra safe.

Most of it is pretty straight forward so I don't expect to hear much, but you never know.
Thanks to Betelguese97 for a new set of OCV play-through enhancements and fixes, which are also in this patch.

Also, for those who may not know, there is an active Discord server where a lot is discussed. You will find a "Mayhem-3" section on the "SWLU" discord server.
I believe this server invite should work: https://discord.gg/baX7dVZ5
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Re: [Mayhem 3] Renegades 4.1

Post by Hairless-Ape »

I've added a couple things to the patch today. (4/9/25).

1. One was a fix for a maintenance cost bug. (thanks Betelguise97)

2. The other was a rather Impactful change to missiles :

I was sitting there in my M8, loaded with Spectre Missiles and I couldn't get them to fire on any of the fighters around me, or the heavily damaged M6 right next to me. I sat there helpless, with a full
load of perfectly good Anti-fighter Fox 2 missiles that I was counting on!

---Time for a change---

There was some old logic where Ships were being instructed to never fire their missiles if the single hit would do enough damage to destroy the target. This was being done to conserve missiles in the hope that 'someone' would finish off the target using lasers. While seems reasonable, most of the missiles in the game do enough damage to finish off a fighter with 1 shot and so this logic kept them from being fired.
This would often result in ships such as the [M8] sitting there doing nothing but Dying, while they had perfectly good Fox class anti-figher missiles installed. They simply wouldn't fire because one missile does enough damage to kill a fighter. You would also see ships such as the [M8] just sitting there watching the stars twinkle while a heavily damaged enemy large ship is nearly dead, but alive enough to keep killing. Again.. one missile would have killed it and so it chose not to fire to conserve that missile.

This logic been removed. I do not Conserve in battle. We shall see missiles fly and ships die.

Now, it will fire that missile under 2 conditions:
1. The target is within 80% of the max range of the missile being used. Often, a Missile was being fired at 100% range and the target was going the other way and the missile simply ran out of fuel. Now, it will fire only within the 80% envelope of the missile's max range.
2. Artillery missiles will not fire at Fighters. They will only fire on Big or Huge ships, or Stations. These missiles are large and expensive and meant for large and expensive targets.
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Re: [Mayhem 3] Renegades 4.1

Post by TheVillain »

Oh man this is still going!

Genuinely ****** excited to start a new play through. I keep coming back to x3 and it's really awesome to see a community keep supporting and making more content for this game.


I've had an idea for a script and I'm hoping it already exists - a sort of search function for cash. If you want a black crystal for example you can search the buy/sell

But what if your not looking for one to buy... More of a steal it in transit situation.
Pirate network? Hacking station? I'm not sure. But the idea being you want to steal that crytal and for X credits someone can tell you which system one is in right now. For a bit more they'll tell you the make or serial of the ship.

Maybe you want a lead on a shipment of computer components, or any loot outside your satalite network?

Equally - your looking for a ship so you can scan or steal it early game, for a price someone could sell you the location. But you still need to go and get there quickly to catch it and you still need to do whatever it is you wanna do.

Sometimes I do this manually by buying X amount of wares and then destroying it, and then using All Seeing Eye to find something. It's fun having 'the hunt'. Not very useful for mid to late game but early game it's fun. Putting up the cash and then racing to track it down.

Hoping someone had already made something like this and I just can't find it.

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