[X3LU] Mayhem 3.21b
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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They're even easier to do now, since as he said all ships will have maximum tuning, which I'm assuming includes bought/captured ships. If that is true then it's even easier to get a sanctuary running on OCV/Alliance runs the only difficult acensions are 3 miners and maybe the TP one. The reason being is because it requires a running sanctuary, all the rest of the ascensions are mindlessly easy. I'm looking forward to those OCV invasions every 6 hours lmaoFureimuu wrote:What about those annoying military patrols? You said you would (try to) remove Task Force and Military ships. Also what about ascension challenges? With the changes to trading stations you will barely have time to complete *some* of them. Rebalance incoming?
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Again, the situation you've reported are not, to me, a bug. I've removed ATF Tasks because they were sometimes in critical sectors, like Unknown Omega. Besides, Military ships are important.Fureimuu wrote:What about those annoying military patrols? You said you would (try to) remove Task Force and Military ships. Also what about ascension challenges? With the changes to trading stations you will barely have time to complete *some* of them. Rebalance incoming?
This version has many new features, so yeah, I have to spend some time to rebalance things a bit. I'm not at this stage yet though, still have to fully implement the main plot.
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I find I only really need maybe 6-7 freighters homebased to the sanctuary and set to dock agent to efficiently take care of a sector with a sanctuary and 12 factories. I never homebase the freighters to each of the factories individually.brendon867 wrote:Just set Home base to each station you have and use station manager, It will buy resources needed to produce what you want, and it will also sell it, You only need to start self sufficing on day 4-5~ and by then you should have 10-20 freighters per sanctuary to do dock logistics.
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I assume you don't have any ore/silicon mines with 100+ yield then? I'm running around 17 Vulture protoypes and they barely keeps up with supplying energy cells to my 10 stations, let alone gathering ores and other produce.Falcrack wrote:I find I only really need maybe 6-7 freighters homebased to the sanctuary and set to dock agent to efficiently take care of a sector with a sanctuary and 12 factories. I never homebase the freighters to each of the factories individually.brendon867 wrote:Just set Home base to each station you have and use station manager, It will buy resources needed to produce what you want, and it will also sell it, You only need to start self sufficing on day 4-5~ and by then you should have 10-20 freighters per sanctuary to do dock logistics.
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You've set your stock too high, those freighters will keep filling the one job until it's maxed out, either lower the maximum to stock, or use a priority system, distribute should be #1 priory and then acquire #2. If you do this they will distribute until the station is full of primary resources and then it will move on to acquiring the produce.tatakau wrote:Thanks for the help with the logistics setup! I am running into a new problem now though.
Here is my job queue: https://imgur.com/osWUTkE.png
I have two Vulture Super Freighter XL's assigned to these 5 jobs. If you do not view the screenshot, the jobs are:
1) Distribute Energy Cells
2) Acquire Argnu Beef
3) Distribute Argnu Beef
4) Acquire Meatsteak Cahoonas
5) Acquire Scruffin Fruit
Unfortunately, the freighters just sit around, assigned to the Acquire Argnu Beef and Meatsteak Cahoona jobs, and never leave port because they are "waiting for export threshold" or something. The factories are sitting around without energy cells and not producing anymore, but they won't pick up the Distribute Energy Cells job.
I tried setting the priority higher, but then that essentially permanantly assigned a freighter to that job, and it would never do anything else.
What am I doing wrong? I can solve this by having 5 freighters for 5 jobs, but what is the point of doing that? Shouldn't a single freighter be able to handle multiple jobs?
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Nope, I'm feature complete for this one. The call for help option is far more difficult to implement than you may think. It was something before, because allied races would help each other, even Goners would help the player, but deeply it was not working and would lead to critical bugs.
My expert opinion: if you need help, you're a pussy.
My expert opinion: if you need help, you're a pussy.
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I have been avoiding this mod due to the seemingly complex nature and radical changes to the base game. Dove in about three weeks ago and don't think I could ever go back. Wow, just wow.
OH and knowing that Version 2.5.0 is "soon" is kinda sapping my will to play my 2.42 game knowing I am going to ditch it when the new version comes out. Of course wait till it is ready to be released but any sort of timeline would be appreciated.
Either way, hats off Joubarbe and Litcube from a long time X player. Cheers!
OH and knowing that Version 2.5.0 is "soon" is kinda sapping my will to play my 2.42 game knowing I am going to ditch it when the new version comes out. Of course wait till it is ready to be released but any sort of timeline would be appreciated.
Either way, hats off Joubarbe and Litcube from a long time X player. Cheers!
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1) Make sure the target ship is boardable (TM, M6, M7, M1, M2, TL ships can be boarded).brunohxcx wrote:Can someone explain how the boarding system works please? When i command to board, it says "command rejected".. any tips?
2) Lower target ships shields to 5% or less, keep them like that.
3) Get close to the target and launch your marines or use boarding pods if your ship can use them (some M6 ships and M7M ships support boarding pods). In both cases they need to reach the target first. The ship you are boarding WILL try to kill them, so boarding pods are HIGHLY recommended to use.
4) Once they reached the target, they will start to cut target's hull. During that process you need to keep the shields below 5%. Mechanical skill of your marines determines whether they can get on board or not. If you use boarding pods, 2 marines with the highest Mechanical skill from each pod will be used during "Cutting Hull" stage. The toughness of hulls is determined by ship's class and whether it has HPD (Hull Polarising Device) installed.
5) If your marines successfully get on board, they will begin fighting (make sure they do that all at once to avoid casualties). The higher their Fighting skill, the lower the chances of losing someone in battle. Each ship class has a couple of decks, depending on it's class (M6 has 3 decks to clear, M1-M2 has 5!). There is an upgrade called Internal Sentry Lasers, it counts as 2 5-star marines on every deck, keep an eye on that!
6) After clearing all decks, 2 of your marines with the highest Hacking skill will begin hacking the core. It's usually easy, but you should always save the game because sometimes it randomly fails and all marines die. After the "Hacking Core" stage the game randomly generates equipment left on your new ship. You can load that save a couple of times to get what you want.
https://steamcommunity.com/sharedfiles/ ... =146463903 here is a more in-depth guide.
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Thanks.. I think that maybe i was trying to board a TS, lol..Fureimuu wrote:1) Make sure the target ship is boardable (TM, M6, M7, M1, M2, TL ships can be boarded).brunohxcx wrote:Can someone explain how the boarding system works please? When i command to board, it says "command rejected".. any tips?
2) Lower target ships shields to 5% or less, keep them like that.
3) Get close to the target and launch your marines or use boarding pods if your ship can use them (some M6 ships and M7M ships support boarding pods). In both cases they need to reach the target first. The ship you are boarding WILL try to kill them, so boarding pods are HIGHLY recommended to use.
4) Once they reached the target, they will start to cut target's hull. During that process you need to keep the shields below 5%. Mechanical skill of your marines determines whether they can get on board or not. If you use boarding pods, 2 marines with the highest Mechanical skill from each pod will be used during "Cutting Hull" stage. The toughness of hulls is determined by ship's class and whether it has HPD (Hull Polarising Device) installed.
5) If your marines successfully get on board, they will begin fighting (make sure they do that all at once to avoid casualties). The higher their Fighting skill, the lower the chances of losing someone in battle. Each ship class has a couple of decks, depending on it's class (M6 has 3 decks to clear, M1-M2 has 5!). There is an upgrade called Internal Sentry Lasers, it counts as 2 5-star marines on every deck, keep an eye on that!
6) After clearing all decks, 2 of your marines with the highest Hacking skill will begin hacking the core. It's usually easy, but you should always save the game because sometimes it randomly fails and all marines die. After the "Hacking Core" stage the game randomly generates equipment left on your new ship. You can load that save a couple of times to get what you want.
https://steamcommunity.com/sharedfiles/ ... =146463903 here is a more in-depth guide.
I read on this thread something about boarding pods beeing removed and a new boarding system on mayhem.. Maybe i missread something.. thank you tho
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@Happyblue: thanks for the kind words, they really do mean something to me. Timeline: this month probably.
@asik99: use your numpad to move the position cursor when the map shows. You can disassemble a station by going into its advanced console menu.
@brunohxcx: the new boarding system is coming with the next version, 2.5.0. It's not yet implemented.
@asik99: use your numpad to move the position cursor when the map shows. You can disassemble a station by going into its advanced console menu.
@brunohxcx: the new boarding system is coming with the next version, 2.5.0. It's not yet implemented.
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will this Ship Browser - In Game Ship Comparison Tool by zanzal mod compatible with lu, also compatible with mayhem ?
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