[X3LU] Mayhem 3.21b
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Re: [X3LU] Mayhem 3 BETA 4 (Hotfix 2)
I should check that. Please upload save+galaxy.
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Re: [X3LU] Mayhem 3 BETA 4 (Hotfix 2)
1. I can confirm that pirates are too overpowered now. I`ve got 10-15 pirate fighters attacking my sectors every 5-10 minutes or so, and they already destroyed half of my freighters, i guess this is the endgame for me
I`ve got only 3 sectors so i cant produce ships in masses. Besides, pirates behaviour is illogical to me, they attack freighters and its almost impossible to distract them from doing this. Thats why sector patrols always fail at defending freighters. Would be nice to have pirates strange adjustable.
2. Sometimes i recieve notification that faction X stopped claiming sector of faction Y though both factions are at total war with each other. Is it intended for some reason?

2. Sometimes i recieve notification that faction X stopped claiming sector of faction Y though both factions are at total war with each other. Is it intended for some reason?
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Re: [X3LU] Mayhem 3 BETA 4 (Hotfix 2)
1. I cannot reproduce the behavior you describe. You can adjust pirate spawn in the t-file (addon\t\9972), id 209.
2. Claiming is always temporary, that doesn't mean the war is over, it's just a timeout to avoid the AI to send all their force at the same location for too long.
2. Claiming is always temporary, that doesn't mean the war is over, it's just a timeout to avoid the AI to send all their force at the same location for too long.
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Re: [X3LU] Mayhem 3 BETA 5
9972-L
Code: Select all
<page id="54" title="Best sell upgrade" descr="" voice="no">
<t id="10">Uncommon</t>
<t id="15">Common</t>
</page>
<page id="54" title="Best sell upgrade" descr="" voice="no">
<t id="18">Best Sells</t>
</page>
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Re: [X3LU] Mayhem 3 BETA 5
Minor problem, will fix. (both pages are loaded ok)
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Re: [X3LU] Mayhem 3 BETA 5
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Re: [X3LU] Mayhem 3 BETA 5 (Hotfix 2)
Hi,
Since I updated to beta 5 HF2, I have this error message when I "run" my current galaxy : X3AP.exe not found in root folder
I can still play my game by launching X3, but I never had that message from the galaxy generator launcher before....?
Since I updated to beta 5 HF2, I have this error message when I "run" my current galaxy : X3AP.exe not found in root folder
I can still play my game by launching X3, but I never had that message from the galaxy generator launcher before....?
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Re: [X3LU] Mayhem 3 BETA 5 (Hotfix 2)
Hmm, you've probably did something wrong. The root folder can be changed in the galaxy generator... Can't help you more than that.
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Re: [X3LU] Mayhem 3 BETA 5 (Hotfix 2)
Without knowing anything about the code, my first instinct would be to check that you installed the update to your game directory, not somewhere like \addon. That could mean that not only does the generator misbehave, but you may not be using the update.
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Re: [X3LU] Mayhem 3 BETA 5 (Hotfix 2)
Yes probably... I went from b4 to b5 to b5hf2 before playing again, and I remember the "replacing 1804 files" so the repertory was correct... no idea
If it's only me then no worries
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Re: [X3LU] Mayhem 3 BETA 5 (Hotfix 2)
Could someone post some examples of how to set up your agents?
I`m still having a hard time with those.
I`m still having a hard time with those.
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Re: [X3LU] Mayhem 3 BETA 5 (Hotfix 2)
Courier menu is bugged in that you can't directly select the tasks underneath the 7th one.
Steps to reproduce:
1. Open the courier menu.
2. Add 7 tasks. At this point, you can select any 7 and they can be selected or reordered just fine.
3. Add an 8th task. This 8th task cannot be selected unless you move it around by moving some other tasks beneath the 8th task.
Steps to reproduce:
1. Open the courier menu.
2. Add 7 tasks. At this point, you can select any 7 and they can be selected or reordered just fine.
3. Add an 8th task. This 8th task cannot be selected unless you move it around by moving some other tasks beneath the 8th task.
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Re: [X3LU] Mayhem 3 BETA 5 (Hotfix 2)
First things first, go to the logistics menu in your outpost. Under subsection next to "logistics," make sure it says agents. By default, you'll see "read jobs," showing you all the jobs your outpost currently has. You can add an import or export job. Export = send stuff out, import = take stuff in.Jefferson95 wrote: ↑Fri, 22. May 20, 23:45 Could someone post some examples of how to set up your agents?
I`m still having a hard time with those.
When you import, your agents will take in items until the threshold is reached. When you export, your agents will send out items until the number of items you want to send out is less than the threshold. You can choose how much you want your agents to load, but it's by maximum load by default. You choose the source/destination (e.g. from outposts, local factories, or factories in range). You can also set the priority, with 1 being the highest.
Example 1: Export waste to factories in same sector.
1. For export, I'll set the threshold to 0, so that means if there's waste inside the outpost, my agents will export when it starts this job.
2. Setting will be "factories in sector -> local," so they'll send it only to factories in the same sector as the outpost.
3. I'll set priority to 1 so that this job is executed ASAP.
Example 2: Import e-cells from outpost in another sector.
1. Let's set the threshold to 20k and priority to 1, so that means we'll keep taking in e-cells from the other outpost until we reach 20k.
2. Setting will be "outpost -> (whichever outpost has e-cells)," so my agents will go to that outpost to take e-cells.
Example 3: Export chelt meat to factories in range.
1. For export, I'll set the threshold to 100, so that means if there's more than 100 chelt meat inside the outpost, my agents will export when it starts this job.
2. Setting will be "factories in range," so they'll check the outpost's max sector distance (e.g. 4 sectors away) for any factories within that sector distance that need chelt meat.
Important to note is that the factories' import/export percentages are respected, so if a factory has 30% import, then the agents can feed it until the factory has 30% or more of its resources in. If the factory has 10% export, then agents can start taking its products once it produces 10% of its output capacity.
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Re: [X3LU] Mayhem 3 BETA 5 (Hotfix 2)
in general it is enough to load the "complete" preset. This will make the Agents serve all of your factories within the max jump range of the outpost.
You can tweak things later to get certain resources to certain outposts. But the "complete" preset is all you need to keep your factories running.
You can tweak things later to get certain resources to certain outposts. But the "complete" preset is all you need to keep your factories running.
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Re: [X3LU] Mayhem 3 BETA 5 (Hotfix 2)
I'm now at Day 3 on Scatter Scratch Beta 4 Hotfix 1. Still nine sectors, a bit more economy to cover all resources required, now even Jumpdrive Cores. I also managed to build my first three research stations, researched the Buster Raider, Nova Prototype, the Demeter Prototype and the Toucan Prototype. I'm currently having about 50 stations and about 60 agents, 12 miners and still no military, since I didn't need any yet. Xenon raids come through the Paranid space but usually don't attack my stations and just go for freighters before leaving again. The Split are holding off many raids.
The Paranids have not rebuilt any ships. It's still just their Cyclops with Ariadne and another M7 escort. Split aren't doing anything either, despite having some level of working economy. There haven't been any sector takeovers at all. If anything, the Teladi have abandoned a sector, according to the news.
I myself am focusing on research now. With the economy set up, there is not much else to do. The Acinonyx is halfway researched by now. I have enough crystals and silicon wafers to equip a fleet of those. After the Acinonyx I'll get an Aquilo, too, for crowd control. Then I'll destroy the closest hostile bases and upgrade to Beta 5 Hotfix 2, and then see how I can hold up against the pirates. If I can survive them despite having nine sectors, I'll conquer more and see how it will affect the other races, maybe that will break their stalling a bit. Maybe not. Right now it feels like I'm playing in a universe with braindead NPCs that just rebuild stations but no ships. Maybe a very basic set of ships of a race should get rebuild after like 12 hours, if there are outposts left?
My only concern right now is the maintenance. I'm running an empire of 60 Demeters and they are pretty much always in space. Some have reached 200% maintenance costs. I'm currently paying maintenance of about 40k-50k per hour (which is covered by 2-3 outposts with taxes). And I don't have a military fleet yet, not even a defense wing. I have one M6 that I use when Xenon are around, otherwise I sit in my new Nova Prototype and explore or SETA. Maybe a perk could be added that slowly lowers the maintenance level of ships when docked at the outpost with the perk, or the resupply drone acts like maintenance drone and stops maintenance costs for ships in the sector it is, or something. I know there is the mobile maintenance kit but looking at how few green crystals I got so far, I assume that, even with the crystal transmuter, the MMK is only something for capital ships and nothing for mass production. Correct me if I am wrong here.
Playing motivation is still high. I want to see what happens once I destroy the first Xenon station, and when the Yaki thing starts and what else is to come, like Boarding and what not. I wonder if I can get access to weapon platforms again, or laser towers or combat drones.
The Paranids have not rebuilt any ships. It's still just their Cyclops with Ariadne and another M7 escort. Split aren't doing anything either, despite having some level of working economy. There haven't been any sector takeovers at all. If anything, the Teladi have abandoned a sector, according to the news.
I myself am focusing on research now. With the economy set up, there is not much else to do. The Acinonyx is halfway researched by now. I have enough crystals and silicon wafers to equip a fleet of those. After the Acinonyx I'll get an Aquilo, too, for crowd control. Then I'll destroy the closest hostile bases and upgrade to Beta 5 Hotfix 2, and then see how I can hold up against the pirates. If I can survive them despite having nine sectors, I'll conquer more and see how it will affect the other races, maybe that will break their stalling a bit. Maybe not. Right now it feels like I'm playing in a universe with braindead NPCs that just rebuild stations but no ships. Maybe a very basic set of ships of a race should get rebuild after like 12 hours, if there are outposts left?
My only concern right now is the maintenance. I'm running an empire of 60 Demeters and they are pretty much always in space. Some have reached 200% maintenance costs. I'm currently paying maintenance of about 40k-50k per hour (which is covered by 2-3 outposts with taxes). And I don't have a military fleet yet, not even a defense wing. I have one M6 that I use when Xenon are around, otherwise I sit in my new Nova Prototype and explore or SETA. Maybe a perk could be added that slowly lowers the maintenance level of ships when docked at the outpost with the perk, or the resupply drone acts like maintenance drone and stops maintenance costs for ships in the sector it is, or something. I know there is the mobile maintenance kit but looking at how few green crystals I got so far, I assume that, even with the crystal transmuter, the MMK is only something for capital ships and nothing for mass production. Correct me if I am wrong here.
Playing motivation is still high. I want to see what happens once I destroy the first Xenon station, and when the Yaki thing starts and what else is to come, like Boarding and what not. I wonder if I can get access to weapon platforms again, or laser towers or combat drones.
Last edited by Edna on Sat, 23. May 20, 15:54, edited 1 time in total.

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Re: [X3LU] Mayhem 3 BETA 5 (Hotfix 2)
Ok, i think i finally got a clear picture of what is going on with the crystal economy. It stalls NPC fleet building because they all wait for crystals to build weapons or shields.
1) It's indeed the case that crystal factories almost never get visited by traders at all. Because only Pontifex trading stations actually import them. NPC outposts don't. They can only get them with Agents.
2) Outposts seem to have problems getting crystals with Agents. The reason for this is that they have 30 tasks in their job list. There are 28 Agent jobs to check before the import crystals job finally comes at position 29.
3) If an Agent chooses to import something he almost never chooses to import crystals for his outpost. Other resources like hull parts or quantum tubes pile up because the target stock values for all import jobs are at maximum storage capacity. Importing hull parts and the like are always valid jobs and Agents go on them repeatedly.
4) this means the outpost only ever reaches the point of crystal import if it has enough Agents to send them on all other import jobs (for hull parts, tubes, oil, etc.) before the first Agents return. Because then they immediatly go back to these other jobs if factories are in range.
5) After the first Agents get blown up by pirates, the outposts don't have enough Agents anymore to do 4).
6) Agents can't be rebuilt because they need shields (crystals).
The only faction which is still building many ships in my game are the Split. And their outposts usually have around 5 Agents. This means they still get their crystals. All other factions are down to 1-2 Agents per outpost.
Simply adding crystals to all outpost import lists for trade should already do the trick. Without changing anything else.
If this shouldn't be enough another solution comes to mind. If traders should favor certain wares you could increase the price offered from outposts. Currently outposts buy everything at average price. Increasing the price for crystals could make it very lucrative for NPC traders to supply outposts with crystals.
The AI would have no downsides from this because they have infinite money.
The player would also have no downsides because his outposts can have automatic pricing. It sets the price for crystals at maximum if your storage is empty. This means at default settings the player outposts is always preferred by NPC traders if they can sell crystals there.
If after this the universe still had an overall lack of civilian ships you could increase the number of corporation traders or set all pirates and xenon to ignore them.
TLDR: The people need crystal. It probably fixes everything. Including an overall lack of Battlegroups and invasions.
1) It's indeed the case that crystal factories almost never get visited by traders at all. Because only Pontifex trading stations actually import them. NPC outposts don't. They can only get them with Agents.
2) Outposts seem to have problems getting crystals with Agents. The reason for this is that they have 30 tasks in their job list. There are 28 Agent jobs to check before the import crystals job finally comes at position 29.
3) If an Agent chooses to import something he almost never chooses to import crystals for his outpost. Other resources like hull parts or quantum tubes pile up because the target stock values for all import jobs are at maximum storage capacity. Importing hull parts and the like are always valid jobs and Agents go on them repeatedly.
4) this means the outpost only ever reaches the point of crystal import if it has enough Agents to send them on all other import jobs (for hull parts, tubes, oil, etc.) before the first Agents return. Because then they immediatly go back to these other jobs if factories are in range.
5) After the first Agents get blown up by pirates, the outposts don't have enough Agents anymore to do 4).
6) Agents can't be rebuilt because they need shields (crystals).
The only faction which is still building many ships in my game are the Split. And their outposts usually have around 5 Agents. This means they still get their crystals. All other factions are down to 1-2 Agents per outpost.
Simply adding crystals to all outpost import lists for trade should already do the trick. Without changing anything else.
If this shouldn't be enough another solution comes to mind. If traders should favor certain wares you could increase the price offered from outposts. Currently outposts buy everything at average price. Increasing the price for crystals could make it very lucrative for NPC traders to supply outposts with crystals.
The AI would have no downsides from this because they have infinite money.
The player would also have no downsides because his outposts can have automatic pricing. It sets the price for crystals at maximum if your storage is empty. This means at default settings the player outposts is always preferred by NPC traders if they can sell crystals there.
If after this the universe still had an overall lack of civilian ships you could increase the number of corporation traders or set all pirates and xenon to ignore them.
TLDR: The people need crystal. It probably fixes everything. Including an overall lack of Battlegroups and invasions.