[X3LU] Mayhem 3.21b
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Re: [X3LU] Mayhem 2.7.4
Hull value only, yeah.
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Re: [X3LU] Mayhem 2.7.4
I got to the part in the plot where
Can boarding avoid this and still count toward the plot?
Spoiler
Show
I'm now asked to destroy the flagship.
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Re: [X3LU] Mayhem 2.7.4
How much of an increase in boarding numbers does the Reinforcements research give you?
I can send eight onto an M6 normally; could I send twelve with the research? Sixteen?
I wish I could board TS. I've got a flintlock disintegrator, a peg leg, and a cargo full of Space Fuel. I wanna be a pirate.
I can send eight onto an M6 normally; could I send twelve with the research? Sixteen?
I wish I could board TS. I've got a flintlock disintegrator, a peg leg, and a cargo full of Space Fuel. I wanna be a pirate.
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Re: [X3LU] Mayhem 2.7.4
Reinforcements only works for bigger ships than an m6. It also increases the minimum number of marines to send, so you can't board with less. For example boarding an m2 with reinforcement research requires 25 marines (more than most m7 can carry).
Boarding an m6 however should be fairly easy. I think I started boarding by boarding 2 TM (the mini carriers) and then started chain boarding m6 ships. I found the shield expertise research to be really important, without it they just jump away before you can board them.
Boarding an m6 however should be fairly easy. I think I started boarding by boarding 2 TM (the mini carriers) and then started chain boarding m6 ships. I found the shield expertise research to be really important, without it they just jump away before you can board them.
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Re: [X3LU] Mayhem 2.7.4
Also got a question about reinforcements upgrade. If you board an M2 with 25 marines but the M2 can carry only 20 normally, where do the last 5 marines go?Turmfalke2 wrote: ↑Sun, 30. Sep 18, 19:56 Reinforcements only works for bigger ships than an m6. It also increases the minimum number of marines to send, so you can't board with less. For example boarding an m2 with reinforcement research requires 25 marines (more than most m7 can carry).
Example:
Player has 25 marines using the reinforcements upgrade. He wants to board an exterminator, which carries only 22 marines in its cargo hold. Where would the last 3 marines after the boarding go?
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Re: [X3LU] Mayhem 2.7.4
To the marines' home Sanctuary.
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Re: [X3LU] Mayhem 2.7.4
Okay, so going from 20 to 25 suggests 25% increase. It takes 15 to board an M7 with the research, then?Turmfalke2 wrote: ↑Sun, 30. Sep 18, 19:56 Reinforcements only works for bigger ships than an m6. It also increases the minimum number of marines to send, so you can't board with less. For example boarding an m2 with reinforcement research requires 25 marines (more than most m7 can carry).
Boarding an m6 however should be fairly easy. I think I started boarding by boarding 2 TM (the mini carriers) and then started chain boarding m6 ships. I found the shield expertise research to be really important, without it they just jump away before you can board them.
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Re: [X3LU] Mayhem 2.7.4
Ok, Panda, we now know some things about X4 and it seems to be good (at least not as bad as XR), do you plan to make Mayhem-like mod for X4 in future?
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Re: [X3LU] Mayhem 2.7.4
If I had to do another mod, it would certainly not be "Mayhem-like".
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Re: [X3LU] Mayhem 2.7.4
If you make a mod for X4, I sincerely hope it'll be something like your marines and boarding implementation ! It is *so* much better than Vanilla
!
Maybe X4 Vanilla boarding will be better than what we had in X3 or XR, but I don't wanna set my hopes too high ...

Maybe X4 Vanilla boarding will be better than what we had in X3 or XR, but I don't wanna set my hopes too high ...
If brute force doesn't solve your problems, then you aren't using enough
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Re: [X3LU] Mayhem 2.7.4
We already have a Mayhem-like. It's called Mayhem.
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris
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Re: [X3LU] Mayhem 2.7.4
Hello,
I have beginner question: How sanctuary levelling manifest itself and how to level sanctuary up??
The encyclopedia says I need food and threat level 2 to level the sanctuary to level 2. I have plenty of food (couple k's of 5 kinds of food) and threat level of 3, but I haven't noticed any differences.
I have beginner question: How sanctuary levelling manifest itself and how to level sanctuary up??
The encyclopedia says I need food and threat level 2 to level the sanctuary to level 2. I have plenty of food (couple k's of 5 kinds of food) and threat level of 3, but I haven't noticed any differences.
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Re: [X3LU] Mayhem 2.7.4
In older versions of Mayhem (pre-2.7.0), leveling enabled you to get higher leveled perks. If you had the tax perk on that sanctuary, it also increased the amount of money you get per person.Hyde911 wrote: ↑Tue, 2. Oct 18, 19:40 Hello,
I have beginner question: How sanctuary levelling manifest itself and how to level sanctuary up??
The encyclopedia says I need food and threat level 2 to level the sanctuary to level 2. I have plenty of food (couple k's of 5 kinds of food) and threat level of 3, but I haven't noticed any differences.
Follow the requirements to level up a sanctuary. You have to put the food inside the sanctuary for it to level up to level 2. Each sanctuary's level is independent of another.
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Re: [X3LU] Mayhem 2.7.4
I definitely have food and required threat level:Betelgeuse97 wrote: ↑Tue, 2. Oct 18, 21:20 Follow the requirements to level up a sanctuary. You have to put the food inside the sanctuary for it to level up to level 2. Each sanctuary's level is independent of another.


Does levelling up happens instantly or is it take time, and what changes with levels going up??
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Re: [X3LU] Mayhem 2.7.4
The encyclopedia is lying. Sanctuaries do not level up anymore.
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Re: [X3LU] Mayhem 2.7.4
I have a few related suggestions that I think would really improve logistics, especially with a large or growing empire, while also addressing some problems with dock agents and transferring job presets. I've arranged it as a Problem / Suggestion format.
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Problem: copying preset jobs is awkward because all of your Dock Agents are pointed at the wrong sector's factories for sector-specific acquisition/distribution jobs.
Suggestion: add Local Sector as an option for acquisition/distribution jobs, targeting factories in the current sector only. Local Sector jobs would make presets fully transferable to new sectors.
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Problem: every Dock Agent must be equipped to perform every job because you can't control who does what.
Suggestion: add Local Dock Agent and Non-Local Dock Agent scripts. Local Dock Agents would only perform Local Sector jobs, Non-Local Dock Agents would never perform Local Sector jobs. Normal Dock Agents would keep doing both, as they currently do. This would allow players to have basic traders putting around their local sectors without wasting cargo space on energy cells they'll never use, while they can have TS+ set up to only handle the long range jobs where speed, defenses, and cargo capacity matter.
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Problem: single target import/export jobs are clunky to set up, don't scale well with centralized storehouses due to docking/undocking queues, and cause problems when copied as part of a preset job setup.
Suggestion: create a job type that allows a Sanctuary which has exceeded its export threshold to export its goods to any Sanctuary within its specified jump range that is below its import maximum. Likewise, create a job type that does the same for imports, allowing a Sanctuary to source goods from any Sanctuary within specified jump range that has exceeded its export threshold.
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And finally, while this doesn't directly address an existing problem, it would still be super useful in conjunction with the other stuff: create Empire Agents. Pick a sector and an operational radius like you used to do when setting up an ST, and they would attempt to carry out any Non-Local jobs for any Sanctuary within their operational radius.
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Problem: copying preset jobs is awkward because all of your Dock Agents are pointed at the wrong sector's factories for sector-specific acquisition/distribution jobs.
Suggestion: add Local Sector as an option for acquisition/distribution jobs, targeting factories in the current sector only. Local Sector jobs would make presets fully transferable to new sectors.
---
Problem: every Dock Agent must be equipped to perform every job because you can't control who does what.
Suggestion: add Local Dock Agent and Non-Local Dock Agent scripts. Local Dock Agents would only perform Local Sector jobs, Non-Local Dock Agents would never perform Local Sector jobs. Normal Dock Agents would keep doing both, as they currently do. This would allow players to have basic traders putting around their local sectors without wasting cargo space on energy cells they'll never use, while they can have TS+ set up to only handle the long range jobs where speed, defenses, and cargo capacity matter.
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Problem: single target import/export jobs are clunky to set up, don't scale well with centralized storehouses due to docking/undocking queues, and cause problems when copied as part of a preset job setup.
Suggestion: create a job type that allows a Sanctuary which has exceeded its export threshold to export its goods to any Sanctuary within its specified jump range that is below its import maximum. Likewise, create a job type that does the same for imports, allowing a Sanctuary to source goods from any Sanctuary within specified jump range that has exceeded its export threshold.
---
And finally, while this doesn't directly address an existing problem, it would still be super useful in conjunction with the other stuff: create Empire Agents. Pick a sector and an operational radius like you used to do when setting up an ST, and they would attempt to carry out any Non-Local jobs for any Sanctuary within their operational radius.
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Re: [X3LU] Mayhem 2.7.5
Huzzah!
What does it mean when a marine reloads? Does this mean they won't immediately shoot again after killing a target, potentially killing multiple enemies per round?
Also, is there a way to stop the game from automatically renaming all my ships whenever I give them a job or have them stationed in an MLCC dock? Even if rename a bunch of them with the Global Ship Naming script, every few seconds one of them gets renamed back until they're all back to Security Y Alpha 001, Security Y Alpha 002, etc. I do have some names that stuck, I'm just not sure how I managed that.