[X3LU] Mayhem 3.21b
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Re: [X3LU] Mayhem 3 BETA 2
Not intended. I know where it's coming from. Old code from beta 1 that doesn't get along with beta 2 new logic.
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Re: [X3LU] Mayhem 3 BETA 2
Sweet. What will the blacklisted sectors be used for?Joubarbe wrote: ↑Tue, 12. May 20, 09:41 Every Worker will use Fly Safe Path as default move. Safe blacklisted sectors will be ignored, because it's technically not possible to exclude some sectors from the pathfinding hardcoded algorithm. That shouldn't be a problem though, because in 99% cases, if a sector is safe, you don't really need to blacklist it.
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Re: [X3LU] Mayhem 3 BETA 2
They are ignored if the ship has to go through (and if they're safe to go through). If the final destination is blacklisted, the ship won't go at all (just like the current version).
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Re: [X3LU] Mayhem 3 BETA 2
Hi, thank you for making this mod.
I have 2 questions;
My first is about the economy and the NPC's, how does it works exactly ? how realistic is it ? It is one of the feature that really really interest me..how many times I have seen games claiming that "every ships is real, each one of them is going somewhere, doing something; and have a purpose and if you the player intercept one of these ships, it will have an impact".
And the 2nd is about the sandbox nature of the mod, I know that "I am the leader of a rising empire. I must conquer sectors..." but what if I want to be just a trader and mind my own business for example, can I do that ?
Thank you.
I have 2 questions;
My first is about the economy and the NPC's, how does it works exactly ? how realistic is it ? It is one of the feature that really really interest me..how many times I have seen games claiming that "every ships is real, each one of them is going somewhere, doing something; and have a purpose and if you the player intercept one of these ships, it will have an impact".
And the 2nd is about the sandbox nature of the mod, I know that "I am the leader of a rising empire. I must conquer sectors..." but what if I want to be just a trader and mind my own business for example, can I do that ?
Thank you.
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Re: [X3LU] Mayhem 3 BETA 2
The economy is based on crafting ships and stations, which all require resources you build from factories. There are ships that are affected to several tasks, making sure the supply chain is complete at all time. If you destroy a ship transporting resources from A to B; well... B won't have that resource, and the AI will have to rebuild this ship. For simplicity and to avoid a stall in the AI economy on the long term, they share all their resources among their Outposts (you can actually do the same, but it's very expensive).
If you want to be a trader and mind your own business, nothing extraordinary will happen to you. In all cases, you risk being attacked by Xenons or Pirates.
Now, a thing I should say and repeat. People want realism, good. But when it comes to creating a galaxy in war, with several factions conquering sectors over time, and when you want to put the player in the middle of all this, with just a small ship to start, things will naturally be challenging. You can't have simplicity and realism at the same time. Good trade deals are going to be hard to spot and close, your first sectors will be isolated, and sometimes surrounded by not-so-nice neighbours, and you will struggle to develop your empire. So, to face that, some gameplay aspects of the game have been scaled or adjusted to the player, and the universe will not advance if you don't want it to (because there are multiple threats over time). But it's not an easy mod, and will never be, even though I'm trying to make it fair, at least.
If the game was realistic, you would pilot a trading ship for decades before being able to buy another ship; then you would very likely end up being killed, or die of boredom. Elite is quite good at this.
Beta 2 have still some important problems, I would recommend waiting for Beta 3 coming in a few days.
If you want to be a trader and mind your own business, nothing extraordinary will happen to you. In all cases, you risk being attacked by Xenons or Pirates.
Now, a thing I should say and repeat. People want realism, good. But when it comes to creating a galaxy in war, with several factions conquering sectors over time, and when you want to put the player in the middle of all this, with just a small ship to start, things will naturally be challenging. You can't have simplicity and realism at the same time. Good trade deals are going to be hard to spot and close, your first sectors will be isolated, and sometimes surrounded by not-so-nice neighbours, and you will struggle to develop your empire. So, to face that, some gameplay aspects of the game have been scaled or adjusted to the player, and the universe will not advance if you don't want it to (because there are multiple threats over time). But it's not an easy mod, and will never be, even though I'm trying to make it fair, at least.
If the game was realistic, you would pilot a trading ship for decades before being able to buy another ship; then you would very likely end up being killed, or die of boredom. Elite is quite good at this.
Beta 2 have still some important problems, I would recommend waiting for Beta 3 coming in a few days.
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Re: [X3LU] Mayhem 3 BETA 2
Understandable!
"The starting TL now appears closer to your spawning sector."
This one might be a game changer for me personally, we'll see about that. Big thanks!
"The starting TL now appears closer to your spawning sector."
This one might be a game changer for me personally, we'll see about that. Big thanks!
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Re: [X3LU] Mayhem 3 BETA 2
Hi,Fureimuu wrote: ↑Mon, 11. May 20, 16:53 Its no big deal but I feel like old production was more complex, but still easier to understand. Last time I got in a tricky situation: purchased 60K worth of crystals without knowing none of the factories use them as a resource. And it took me over 1 hour to finally run into pontifex' trading station that would buy those. Old habits I guess![]()
Actually, while I love this new "realistic" world with no jumpdrives and no free magically spawned ships, I'm not fond of the current Outpost food production/consumption...
I think an Outpost should be the space projection of the planet it's orbiting. This planet has population. This population needs food. So far so good. That should indeed be the very first thing we should care about when deciding to conquer a sector or not : food supply
But then what makes no sense to me is that this outpost produces 1 type of food but consumes another......

I think we could have a global system more based on population, where food would play a major role... here are a few ideas :
- Each sector has a maximum population (planet size/habitability)
- Population is the "resource" that allows you to build and run factories. You need 10 pop for 1 factory to run (no more "sector support"). You can build more but as long as you don't have enough people, factories won't run.
- Planets (Outposts) can manage food on their own up to 20 population. Above that, they'll need more food supply to grow population.
- Food is produced directly on planets (via Outpost). Food factories need to be built on the planet (and will require energy cells and population to run as well)
- Each sector has a fertility level : from 0 to 10. At 0 nothing can grow : sector needs to be supplied from elsewhere. At 10 it gives such a yield that you can export food to many other sectors.
- I'd leave it with only one type of food...But for more immersion and complexity we could indeed consider several types, and then : a sector has a preferred type of food. If present, it grants bonuses. But if not it can still grow and be useful.
Of course this would require a lot of thought regarding AI factions management and decisions... but I'm sure that our beloved Panda has such an experience and talent that it would be nothing impossible

Mayhem 4??

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EDIT : actually after a bit of a self-brainstorm, I think that could be implemented rather easily in the current Mayhem 3 with simplification:
- Outposts can consume any type of food.
- Outposts produce food : based on number of population (maybe it's already the case?) OR weapons/shields/ships/research. Not both at the same time.
- You can specify wich % of population work on food and on the rest : workforce management.
- Sector fertility
- Sector favourite food type : grants production bonus to sector outpost and factories (+20% to workforce for example) if present.
- AI logic unchanged.
Last edited by aurelcourt on Wed, 13. May 20, 12:34, edited 2 times in total.
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Re: [X3LU] Mayhem 3 BETA 3
Beta 3 released
For those who read the changelog before, please note this:
For those who read the changelog before, please note this:
You don't have to rebuild your mines anymore. The maintenance script will take care of everything for you! (that also concerns Research Stations)Mines had wrong yield. All mines (yours and AI) will be rebuilt with a yield of 100.
Last edited by Joubarbe on Wed, 13. May 20, 12:40, edited 1 time in total.
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Re: [X3LU] Mayhem 3 BETA 3
woops you were quicker to post.
I edited my post above with other ideas
I edited my post above with other ideas

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Re: [X3LU] Mayhem 3 BETA 3
Other question :
As we don't have a general import/export setup for all wares, is it still possible to have a Factory Agent export wares to an outpost? (Without having the Outpost Agents get the resource)
As we don't have a general import/export setup for all wares, is it still possible to have a Factory Agent export wares to an outpost? (Without having the Outpost Agents get the resource)
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Re: [X3LU] Mayhem 3 BETA 3
Agents assigned to a factory will export products to the local Outpost if there are no other clients.aurelcourt wrote: ↑Wed, 13. May 20, 13:45 Other question :
As we don't have a general import/export setup for all wares, is it still possible to have a Factory Agent export wares to an outpost? (Without having the Outpost Agents get the resource)
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Re: [X3LU] Mayhem 3 BETA 3
I don't know what have changed with Xenon generation, but they have been quite... boosted to say the least (sector satellite tells 2402 enemy ships in sector, quite a faire amont
)
https://ibb.co/KNf0WhM
That is the most impressive but i got multiples invasion ranging from 200 to 800, quite impressive i must say.
For the reccord, before the patch, they never was more that a dozen ships launched, even if they were bigger (I, J and K)

https://ibb.co/KNf0WhM
That is the most impressive but i got multiples invasion ranging from 200 to 800, quite impressive i must say.
For the reccord, before the patch, they never was more that a dozen ships launched, even if they were bigger (I, J and K)
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Re: [X3LU] Mayhem 3 BETA 3
2 more questions : 
- About fleet management : I love all the new features and menus, looking really good. I'm not advanced enough to really test it thoroughly but one thing bothers me : how do you recall all your fleet together ? (The former Call to Arms). Because the Rally command ignores ships not in fleet...?
- Repair rates in the outpost are..... super slow... it's been almost 1 hour and my TS went from 50% hull to 74%... intended ? Or are there maybe more features I haven't discovered yet that drastically increase repair rates?
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Re: [X3LU] Mayhem 3 BETA 3
@Cyrilto1: then I need it, because in my save, it's all fine.
@aurelcourt: having fleet orders considering ships that are not in fleet was just stupid so every order now leaves them alone. You can show ships in fleet, in the fleet settings menu, and click on every ship to make them join the leader. It's a lot faster than giving them manual order. Click again to put them "currently not with fleet".
No, the repair rate is ridiculously low. Will switch from 500 to 10000, which will fully repair a good TS in 30 minutes.
@aurelcourt: having fleet orders considering ships that are not in fleet was just stupid so every order now leaves them alone. You can show ships in fleet, in the fleet settings menu, and click on every ship to make them join the leader. It's a lot faster than giving them manual order. Click again to put them "currently not with fleet".
No, the repair rate is ridiculously low. Will switch from 500 to 10000, which will fully repair a good TS in 30 minutes.
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Re: [X3LU] Mayhem 3 BETA 3
There it is : https://www.mediafire.com/file/rkncskxy ... 1.sav/file
I've manually detroyed them through cheat menu, but, from what i have observed ,it looks like they were all on their way to my sectors, for some king of big party i guess
I've manually detroyed them through cheat menu, but, from what i have observed ,it looks like they were all on their way to my sectors, for some king of big party i guess
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Re: [X3LU] Mayhem 3 BETA 3
Thanks, sounds all perfectly good to me !Joubarbe wrote: ↑Wed, 13. May 20, 16:08
@aurelcourt: having fleet orders considering ships that are not in fleet was just stupid so every order now leaves them alone. You can show ships in fleet, in the fleet settings menu, and click on every ship to make them join the leader. It's a lot faster than giving them manual order. Click again to put them "currently not with fleet".
No, the repair rate is ridiculously low. Will switch from 500 to 10000, which will fully repair a good TS in 30 minutes.


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Re: [X3LU] Mayhem 3 BETA 3
Hi,
My Outpost now sends Traders to buy Microchips, while it's not added in the wares to be imported.
My Outpost now sends Traders to buy Microchips, while it's not added in the wares to be imported.

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Re: [X3LU] Mayhem 3 BETA 3
What does it mean by 2 ships bail out at max? As in a hard cap of 2 per sector and no more even if those are claimed or a soft cap in that more can bail out in the same sector as long as there's fewer than 2 abandoned ships?