[X3LU] Mayhem 3.21b

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djmidex
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Re: [X3LU] Mayhem 2.7.5

Post by djmidex »

trenods wrote: Wed, 10. Oct 18, 22:54 Also I have noticed that sometimes after one ship bails other ship sit nearby and wait, in the momend after I capture bailed ship the other ship (or ships) start attaking my catured ship and also sometime me, but I'm friendy. Is this normal?
i had the same issue twice
Joubarbe
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Re: [X3LU] Mayhem 2.7.5

Post by Joubarbe »

Betelgeuse97 wrote: Wed, 10. Oct 18, 23:44
Joubarbe wrote: Wed, 10. Oct 18, 19:40 Yes please.
How much time exactly do I wait for the next message from the corporation (not the minister guy) after I kill the flagship? I got a message from the minister guy immediately after killing the flagship saying that I was put into permanent war for killing the flagship.
A minute or two. The only thing I can think of is that the flagship respawned somewhere else. But that's unlikely. So please upload your save as it is, I'll take a look.
Betelgeuse97
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Re: [X3LU] Mayhem 2.7.5

Post by Betelgeuse97 »

Right here. https://drive.google.com/file/d/1Lztej- ... sp=sharing

I have 2 saves. Save #08 (bright profit) is immediately after killing the flagship. Save #09 (oort cloud) is right before I begin attacking the ship. The flagship's name is ATF Flagship Forseti (EM2UD-07).

Note: I think the plot spawned a second flagship. You will notice that there are two forseti flagships in oort cloud.
Joubarbe
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Re: [X3LU] Mayhem 2.7.5

Post by Joubarbe »

Yeah, well... That's pretty simple then. The script works this way: if there is an existing flagship, then the plot remains at its current stage. I'm gonna change that in the next version to "tag" the existing flagship, then I will only check for that flagship existence.

In the meantime... You have to destroy all of them, sorry :)
FYI: the job system respawned the Flagship, not Mayhem. I don't really get why it happened so soon though.
Last edited by Joubarbe on Thu, 11. Oct 18, 10:22, edited 1 time in total.
Betelgeuse97
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Re: [X3LU] Mayhem 2.7.5

Post by Betelgeuse97 »

Joubarbe wrote: Thu, 11. Oct 18, 10:18 Yeah, well... That's pretty simple then. The script works this way: if there is an existing flagship, then the plot remains at its current stage. I'm gonna change that in the next version to "tag" the existing flagship, then I will only check for that flagship existence.

In the meantime... You have to destroy all of them, sorry :)
Thanks for the heads up.
5511phil
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Re: [X3LU] Mayhem 2.7.5

Post by 5511phil »

hello joubarbe, did you have a look at why i can't progress in the main plot yet?
Joubarbe
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Re: [X3LU] Mayhem 2.7.5

Post by Joubarbe »

5511phil wrote: Thu, 11. Oct 18, 20:11 hello joubarbe, did you have a look at why i can't progress in the main plot yet?
2.7.6 changelog wrote: FIX: The main plot would get stuck if the flagship you're supposed to destroy has already been destroyed. Now Mayhem recreates it.
5511phil
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Re: [X3LU] Mayhem 2.7.5

Post by 5511phil »

thats great thankyou, loving the mod by the way i reckon i've played hundreds of hours so far.
Betelgeuse97
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Re: [X3LU] Mayhem 2.7.5

Post by Betelgeuse97 »

Old versions of Mayhem had a feature where you could fund an NPC shipyard. Can you still do this or no?
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elvin-nsk
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Re: [X3LU] Mayhem 2.7.5

Post by elvin-nsk »

Joubarbe, can you please look at my save too? It's all about lost corp guy - did he lost somewhwre in universe, or did he lost at all...
https://drive.google.com/open?id=136f7n ... cPdbCQmfmh
Betelgeuse97
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Re: [X3LU] Mayhem 2.7.5

Post by Betelgeuse97 »

I just achieved victory, but did not get 10 perks on each sanctuary. Instead, I'm stuck at 7.

Steps to reproduce:

1. Get permanent war with 2 factions (before killing flagship as part of main plot).
2. Kill flagship as part of the plot to get 3rd permanent war (and consequently 3rd extra perk).
3. Achieve victory.
4. It should have given 10 perks on each sanctuary, but instead each sanctuary stays at 7.
Joubarbe
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Re: [X3LU] Mayhem 2.7.5

Post by Joubarbe »

So you finished the main plot? So soon after killing the flagship?

Where did you read that achieving victory grants you 10 perks? That's no longer the case, and I can't find any mention of that in the encyclopedia.
Betelgeuse97
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Re: [X3LU] Mayhem 2.7.5

Post by Betelgeuse97 »

Joubarbe wrote: Fri, 12. Oct 18, 08:34 So you finished the main plot? So soon after killing the flagship?

Where did you read that achieving victory grants you 10 perks? That's no longer the case, and I can't find any mention of that in the encyclopedia.
I already had 50 sectors before killing it :P

The message talking about 10 perks is shown in the victory page before getting victory and in the victory message. A t-file also has a list of all of the dialog and mentions this as well.
Joubarbe
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Re: [X3LU] Mayhem 2.7.5

Post by Joubarbe »

Ok, what I'm saying is that the main story must be finished to unlock Victory. So you finished it? (unlocking Blue Horizon and so on?)
Joubarbe
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Re: [X3LU] Mayhem 2.7.5

Post by Joubarbe »

elvin-nsk wrote: Thu, 11. Oct 18, 21:10 Joubarbe, can you please look at my save too? It's all about lost corp guy - did he lost somewhwre in universe, or did he lost at all...
https://drive.google.com/open?id=136f7n ... cPdbCQmfmh
I'm not sure to understand your question. You're at the stage 5, which requires that you destroy 3 ATF Battle Group M6s.
Joubarbe
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Re: [X3LU] Mayhem 2.7.6

Post by Joubarbe »

2.7.6 released

E/I updated

(We need more reviews on ModDB! :))
Betelgeuse97
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Re: [X3LU] Mayhem 2.7.5

Post by Betelgeuse97 »

Joubarbe wrote: Fri, 12. Oct 18, 08:54 Ok, what I'm saying is that the main story must be finished to unlock Victory. So you finished it? (unlocking Blue Horizon and so on?)
Yes, finished.
Joubarbe
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Re: [X3LU] Mayhem 2.7.6

Post by Joubarbe »

Betelgeuse97 wrote: Fri, 12. Oct 18, 13:16
Joubarbe wrote: Fri, 12. Oct 18, 08:54 Ok, what I'm saying is that the main story must be finished to unlock Victory. So you finished it? (unlocking Blue Horizon and so on?)
Yes, finished.
Any thoughts about it? :)
Nefasi
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Re: [X3LU] Mayhem 2.7.6

Post by Nefasi »

How do I go about updating the game from Version 2.7.5 to Version 2.7.6?


Also really liking this version of Mayhem. The Ascension has made me more aggressive than I usually am, I like it strangely enough, though some of it is hard to do. My third ascension was to acquire 4 M6s. I managed to miraculously get my 4th M6 30 seconds before the timer ran out. I think the M6 acquisition challenge should be changed as achieving it is more RNG than player skill/strategy.

Initially I didn't like the Trading Stations not having a stockpile of resources. I now appreciate it as I am prioritizing on developing my own economy as the NPC economy died when all the traders got swamped in the big NPC wars. (Not enough UTs, so many NPC factories aren't producing anything due to not being supplied).

Still trying to get a grip on the Dockmanger Logistics. My best guess is to set up "Outpost" Sanctuaries which pull from a Central Hub, supply their local factories, and send excess back to the hub. Copy the template and paste, pausing unneeded jobs so the DA will skip em.

I heavily dislike the Complex Factories. Its not so much as getting more bang for your buck (multiple factories only counting as 1 factory support), but more that the "connected" factories are placed in relation to the complex (above and below?). I'd rather build a super factory that had the same stats. Looks better too visually as I like to make a nice little grid.

I love the price increase of E-Cells. Jumping costs more credits, but I can actually make good money turning the lights on at NPC factories.

Also like the blueprint market being tied to allies, rather than enemies.
Joubarbe
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Re: [X3LU] Mayhem 2.7.6

Post by Joubarbe »

To update, just extract and overwrite everything. There are no "patches" in Mayhem, just full versions.

The complex placement is silly, I agree. Problem is I don't see any good solution to fix it. Personally, I deactivate the smart placement (AL Plugin options) when I build a complex. It gives a strange pile of factories, but most of them work fine. It's a personal preference though, I won't define that as default behavior.

Glad you like the mod!

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