[X3LU] Mayhem 3.21b
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Re: [X3LU] Mayhem 3.11
alexalsp wrote: ↑Thu, 11. Mar 21, 14:43If I remember correctly, Cheat Menu was added in Mayhem 2 and 3. With the Cheat Menu it is possible to open all sectors on the map.ollobrains wrote: ↑Thu, 11. Mar 21, 13:12 yeah i have mayhem 3 in a seperate install got the version number wrong on Mayhem 2, but all good enjoying both
One last request and not sure if it is possible but for mayhem 2 does anyone have a map where all sectors even the hidden ones bar the unfocused jump one are activated im looking for a game where im able to push the number of sectors to the absolute maximum, fiddled with galaxy editor but cant get it to apply to a vagrant start (im looking for the 90+ unihabited sectors that are turned off in the base game right down to i think its 20,21. The second set of terran systems they can be just sector xx,yy if need be , khakk sectors (empty of course) and all else in between. Just not 22,20 which messes up a new start
Hotkeys must be assigned in the game interface settings.
it reveals all the sectors in the x3 universe map, but if u open galaxy editor there is an option to add another 80 odd sectors this is what im asking for not the ones just in the x3 map
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Re: [X3LU] Mayhem 3.11
dock at the stationLaflamme_78 wrote: ↑Thu, 11. Mar 21, 20:07 How do you get the personal jumprdrive/ transporter, I get the message that if I head to a certain sector with 100,000 credits I can buy it, but when I head to the sector nothing happens. Am I missing something?
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Re:
Ah damn. Can no longer use the fleet retreat feature on traders/looters because they won't restart their worker command after a successful retreat anymore.Joubarbe wrote: ↑Tue, 28. Jul 15, 12:27
Auto-assignment no longer look for ships owned by the Outpost, but for ships that are docked at it.
That was really useful to avoid pirates M6 while followers could already keep pirate fighters in check.
Possible to let worker ship fleet leaders retreat to their homebase instead of a random position in space?
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Re: [X3LU] Mayhem 3.12
IIRC retreat is only supposed to interrupt the current command. If it's not, then it's a bug. But I won't change anything because of Traders set as fleet leaders. This is not how it's supposed to be used.
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Re: Re:
puta combat fleet to escort a trader, at least if it gets in trouble u can gets some free kills and repHector0x wrote: ↑Fri, 12. Mar 21, 11:39Ah damn. Can no longer use the fleet retreat feature on traders/looters because they won't restart their worker command after a successful retreat anymore.Joubarbe wrote: ↑Tue, 28. Jul 15, 12:27
Auto-assignment no longer look for ships owned by the Outpost, but for ships that are docked at it.
That was really useful to avoid pirates M6 while followers could already keep pirate fighters in check.
Possible to let worker ship fleet leaders retreat to their homebase instead of a random position in space?
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Re: [X3LU] Mayhem 3.12
yeah but that won't help him if he runs into 4 pirate M6 at once. I won't give each trader such a strong escort to deal with that. In that case it's better to make him fleetcommander so that he auto-retreats. Well, i can always cease any trading/looting in those areas and just focus on defending my own sectors (agents/miners) and leave trade to NPC ships.
I know you're not really supposed to have dozens of additional fleets with traders as commanders. But it can be really useful for a few select outposts. If your sector is suddenly surrounded by new yaki pirate spawns you can still keep your traders and looters active in this area, but only if you make them fleetcommanders with a retreat threshold. Yes, sometimes their looting or trading will get interrupted, but that will keep them alive.
ok, then it may even work still. I just assumed they needed "auto-assign" to be able to continue trading/looting after they've retreated.
I know you're not really supposed to have dozens of additional fleets with traders as commanders. But it can be really useful for a few select outposts. If your sector is suddenly surrounded by new yaki pirate spawns you can still keep your traders and looters active in this area, but only if you make them fleetcommanders with a retreat threshold. Yes, sometimes their looting or trading will get interrupted, but that will keep them alive.
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Re:
Hi,
One observation from the battlefield : my damaged fighters that manage to escape are then assigned a "Get Repair" order that sends them... to ne nearest Outpost, while I have a carrier with repair module in the sector, specifically for this purpose... That's a pity
It looks like the carrier "chooses" 10 (or whatever its capacity is) fighters as "support" and then it isn't possible for other fighters to dock at it for repairs... would that be something that could be changed to a more "optimized" use of carrier repair capacity?
I started ordering TMs to compensate but then realized each of them needs that "carrier repair module" upgrade... makes it a bit of a chore :-p
Thanks for the latest update btw !

One observation from the battlefield : my damaged fighters that manage to escape are then assigned a "Get Repair" order that sends them... to ne nearest Outpost, while I have a carrier with repair module in the sector, specifically for this purpose... That's a pity

It looks like the carrier "chooses" 10 (or whatever its capacity is) fighters as "support" and then it isn't possible for other fighters to dock at it for repairs... would that be something that could be changed to a more "optimized" use of carrier repair capacity?

I started ordering TMs to compensate but then realized each of them needs that "carrier repair module" upgrade... makes it a bit of a chore :-p
Thanks for the latest update btw !


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Re: [X3LU] Mayhem 3.12
@Hector: I understand that, but what I meant is that I cannot add new features just for very specific cases. I also think that once your Trader has retreated, he should resume normally, without needed to be reassigned. If that doesn't work like that, it's more in this area that I should try to fix something, instead of adding an extra layer.
@aurelcourt: Sorry, it would technically be complicated to implement, because your fighter would then take the place of a support, then this support would go back to the fleet, then the fighter would go back to fleet, leaving one support space available; but maybe there are two fighters who want to repair at the same time, or not, etc... Let's keep it simple, support inside carriers, fleet ships inside fleets
@aurelcourt: Sorry, it would technically be complicated to implement, because your fighter would then take the place of a support, then this support would go back to the fleet, then the fighter would go back to fleet, leaving one support space available; but maybe there are two fighters who want to repair at the same time, or not, etc... Let's keep it simple, support inside carriers, fleet ships inside fleets

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Re: [X3LU] Mayhem 3.12
@Joubarbe: yeah better keep it simple and clean
@aurelcourt: i believe your "situation" would even sort itself out just fine if you'd disable auto-repair. Because what happens is that your damaged fighters are slower, so they will tend to be closer to the carrier when the battle is over. Because the 100% hull fighters have been speeding ahead towards the enemy. So you should get frequent repairs just from using your fleet normally, because the damaged ships will be able to dock before the others get a chance.
Not every automation option is appropriate in every situation. I rarely ever use auto-repair for my main fleets. Too dangerous to send damaged ships through enemy territory all on their own. If you come back from a war-campaign they can get repaired when docked at their outposts. Damaged ships are slower and tend to stay more in the back. That alone will usually keep them alive until you're back at your outpost.
@aurelcourt: i believe your "situation" would even sort itself out just fine if you'd disable auto-repair. Because what happens is that your damaged fighters are slower, so they will tend to be closer to the carrier when the battle is over. Because the 100% hull fighters have been speeding ahead towards the enemy. So you should get frequent repairs just from using your fleet normally, because the damaged ships will be able to dock before the others get a chance.
Not every automation option is appropriate in every situation. I rarely ever use auto-repair for my main fleets. Too dangerous to send damaged ships through enemy territory all on their own. If you come back from a war-campaign they can get repaired when docked at their outposts. Damaged ships are slower and tend to stay more in the back. That alone will usually keep them alive until you're back at your outpost.
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Re: [X3LU] Mayhem 3.12
Yep I'm definitely for simplicity too 
@Hector do you mean after each battle the "support" ships get re-assigned ? I can definitely try that yeah!
Or now that Griffon is back to 24 ships, I'll work my way up to a 2nd one to support 48 ships
Thanks anyways, loving all these recent updates!
I've just gone past the point where everything starts to be automated :
- 1 Attack fleet which reinforces, rearms and repairs on its own
- small patrols on each sector to intercept the Jump Beacons hunters
- 1 rearguard patrol with 2 M6 and 4 M3 monitoring all my sectors in case these annoying pirate M6s show up!
- station jobs templates for each "type" of sector : solar, mining, station materials, ship components... whenever I need to claim a sector I just build all the stations in advance, drop the outpost and the rest, and then order 5 traders and agents that'll automatically get to work!!!
That's awesome

Now stepping up research and increasing components production ! On my way to 2nd shipyard!!
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2 feature requests that come to my mind:
- a repair ship to repair the damaged capital ships/M6? (They are so slow when damaged... at last something that'd put them back to 80% hull so we can fly them back home)
- can we change the default 10% import/40% export on new stations ? I don't like these numbers
Cheers and safe flights !
Aurelien
@Hector do you mean after each battle the "support" ships get re-assigned ? I can definitely try that yeah!
Or now that Griffon is back to 24 ships, I'll work my way up to a 2nd one to support 48 ships
Thanks anyways, loving all these recent updates!
I've just gone past the point where everything starts to be automated :
- 1 Attack fleet which reinforces, rearms and repairs on its own
- small patrols on each sector to intercept the Jump Beacons hunters
- 1 rearguard patrol with 2 M6 and 4 M3 monitoring all my sectors in case these annoying pirate M6s show up!
- station jobs templates for each "type" of sector : solar, mining, station materials, ship components... whenever I need to claim a sector I just build all the stations in advance, drop the outpost and the rest, and then order 5 traders and agents that'll automatically get to work!!!
That's awesome
Now stepping up research and increasing components production ! On my way to 2nd shipyard!!
-------------
2 feature requests that come to my mind:
- a repair ship to repair the damaged capital ships/M6? (They are so slow when damaged... at last something that'd put them back to 80% hull so we can fly them back home)
- can we change the default 10% import/40% export on new stations ? I don't like these numbers
Cheers and safe flights !
Aurelien
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Re: [X3LU] Mayhem 3.12
You can edit Mayhem.InitializeFactoryaurelcourt wrote: ↑Fri, 12. Mar 21, 15:43 - can we change the default 10% import/40% export on new stations ? I don't like these numbers![]()

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Re: [X3LU] Mayhem 3.12
I guess it's somewhere around here ....
But I'm missing lots of commands...? (i'm gonna be very very limited in knowledge very soon !!
)

But I'm missing lots of commands...? (i'm gonna be very very limited in knowledge very soon !!


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Re: [X3LU] Mayhem 3.12
Thanks for the update! Some QOL changes that come to mind:
1. Ability to build stations through outpost menu if TL is present in the sector
2. A command for Miners to go to their homebase, drop the wares and continue mining previously selected resource.
1. Ability to build stations through outpost menu if TL is present in the sector
2. A command for Miners to go to their homebase, drop the wares and continue mining previously selected resource.
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Re: [X3LU] Mayhem 3.12
Hello,
Got a possible bug.
I'm not sure if this is actually a bug or my incompetence (as we talked in discord), but I'm having difficulties with optimizing my agent work and station supplying.
Example with details:
My first outpost is in Lehan's Legacy. I got 3 agents assigned there (same as in my other 3 outposts which are in Magrathea (2 jumps away from the first one) and Montalaar (one jump away from the first one). I've noticed that some jobs are not being taken up by my agents. Or if they are, then it happens very rarely. Because, for instance - my Teladianum foundry in Lehan's legacy sector has 5000/5000 stock of teladianum. For a good while now. And I see that two of my agents are actually sitting about with no job there. (I do see that importing teladianum is pretty low on the priority list, tho.)
Same goes for my chemical lab in Lethan's legacy. Same problem. As was a similar problem with the Ore Mine - I have plenty of C-rations up in Magrathea )two food processing facilities), but agents rarely unload from them, be in the ones based in Magrathea, or Legan's legacy. Not to mention that those food processing plants (In margrathea) rarely get supplied with protein paste, of which I have plenty in Lehan's legacy, both the outpost and a paste blending facility.
That's just a few examples of poor management and redistribution of resource on my hands
Here are the files, the universe and saves, both:
https://drive.google.com/file/d/195ikGC ... sp=sharing
Got a possible bug.
I'm not sure if this is actually a bug or my incompetence (as we talked in discord), but I'm having difficulties with optimizing my agent work and station supplying.
Example with details:
My first outpost is in Lehan's Legacy. I got 3 agents assigned there (same as in my other 3 outposts which are in Magrathea (2 jumps away from the first one) and Montalaar (one jump away from the first one). I've noticed that some jobs are not being taken up by my agents. Or if they are, then it happens very rarely. Because, for instance - my Teladianum foundry in Lehan's legacy sector has 5000/5000 stock of teladianum. For a good while now. And I see that two of my agents are actually sitting about with no job there. (I do see that importing teladianum is pretty low on the priority list, tho.)
Same goes for my chemical lab in Lethan's legacy. Same problem. As was a similar problem with the Ore Mine - I have plenty of C-rations up in Magrathea )two food processing facilities), but agents rarely unload from them, be in the ones based in Magrathea, or Legan's legacy. Not to mention that those food processing plants (In margrathea) rarely get supplied with protein paste, of which I have plenty in Lehan's legacy, both the outpost and a paste blending facility.
That's just a few examples of poor management and redistribution of resource on my hands
Here are the files, the universe and saves, both:
https://drive.google.com/file/d/195ikGC ... sp=sharing
Last edited by algirdasu on Sat, 13. Mar 21, 14:04, edited 1 time in total.
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Re: [X3LU] Mayhem 3.12
Maybe the export threshold of your factories is too high to start everything off ?
Default is 40%, but if you don't have enough supplies to even get to these 40%, everything is stalled until the bottom factories start exporting.
I usually initially change to 30% import/10% export. And later when everything is running smoothly I increase the export to something more relevant to my TS capacity (or the buffer delay I can wait without a delivery).
Default is 40%, but if you don't have enough supplies to even get to these 40%, everything is stalled until the bottom factories start exporting.
I usually initially change to 30% import/10% export. And later when everything is running smoothly I increase the export to something more relevant to my TS capacity (or the buffer delay I can wait without a delivery).
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Re: [X3LU] Mayhem 3.12
There is a conflict when the Outpost Auto Assign feature and the other ships docking at this Outpost (in my case, a TM).
I had put the Auto-Assign to yes, built and sent 5 TS which were correctly assigned as Agents. But later on my fleet came back from battle and docked at this outpost, and there my TM's started to get assigned as Agents too (while the 5 slots were already taken...) (no traders on this outpost).
I don't know if it's possible to disregard the Auto-Assign feature for fleet ships or if the 5 slots are already taken... ?
I guess a workaround for me is to simply remove the Auto-Assign once the Outpost is set up and the 5 Agents/Trading slots are filled
(or never dock my TM's there haha)
I had put the Auto-Assign to yes, built and sent 5 TS which were correctly assigned as Agents. But later on my fleet came back from battle and docked at this outpost, and there my TM's started to get assigned as Agents too (while the 5 slots were already taken...) (no traders on this outpost).
I don't know if it's possible to disregard the Auto-Assign feature for fleet ships or if the 5 slots are already taken... ?
I guess a workaround for me is to simply remove the Auto-Assign once the Outpost is set up and the 5 Agents/Trading slots are filled

(or never dock my TM's there haha)
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Re: [X3LU] Mayhem 3.12b
Mayhem 3.12b released
- 3.12b: Fixed a crash related to track UI stuff (final this time, promise!).
- 3.12b: Agents were not updating the job list when it changed, resulting in them browsing old jobs that no longer exists.
- 3.12b: The Ship Purchase feature, from the Personal console, is now off by default. Use the Acquisition mission instead.
- 3.12b: Reworked the 'Complete' Agent jobs preset and applied to all AI Outposts. Not your Outposts however, so you'll have to reload this preset if you were using it.
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Re: [X3LU] Mayhem 3.12b
Could you expand on this one please?
Can we still buy the specific ship we want or is it a random set of ships offered to you and you have to find another mission until you get the one you want ?
That was a cool way to get these first M7s
EDIT : got my answer... we can't choose anymore :'-( I guess that was too "easy" ?
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Re: [X3LU] Mayhem 3.12b
It's not about being too easy, it's about two things:
1. You can wait forever with no obvious reasons, because under the hood, the AI puts you in very low priority and makes sure to have a lot of surplus before starting your order. If I don't do that, there would be some exploits possible.
2. This doesn't make much sense, because no reasonable empire would spend one single resource for an empire that can be an enemy 5 minutes later. It's better than the AI keeps their stuff for themselves. Plus, the AI doesn't need your money, they don't do anything with it.
1. You can wait forever with no obvious reasons, because under the hood, the AI puts you in very low priority and makes sure to have a lot of surplus before starting your order. If I don't do that, there would be some exploits possible.
2. This doesn't make much sense, because no reasonable empire would spend one single resource for an empire that can be an enemy 5 minutes later. It's better than the AI keeps their stuff for themselves. Plus, the AI doesn't need your money, they don't do anything with it.