
Please try Hairless-Ape's latest fixes & additions and give feedback to him - Hector, 04/30/2023
>>>viewtopic.php?p=5172143#p5172143
Features:
- continuation of Joubarbe's Mayhem 3 Mod
- better Tutorials and difficulty scaling. Easy is easier. Hard is more difficult
- new strategic faction AI capable of multi-fleet operations, turtling, raiding, non-aggression pacts, blacklisting sectors, fixing resource shortages, etc.
- galactic unification when Xenon become too powerful
- new 'Nomad' faction with mobile factories and mercs
- more believable Pirate behavior
- Marine Boarding
- working Fleet formations
- tons of QoL, automation tools, etc, etc.
- infamy system! Choose to play good or evil.
- separate customization t-file with 60+ new settings! Disable or tweak anything that you don't like.
Installation:
- install Mayhem 3
- download Zero Hour (Latest) from GitHub & extract it (separate! Not directly into your game folder)
https://github.com/Hector839/Mayhem-3-Z ... r/releasesSpoilerShow
- open the extracted download until you see these folders:

Drop them into your X3 root directory (C:/games/x3 terran conflict/). NOT into the 'addon' folder, override everything - get Hairless-Ape's ZMap Generator. (external tool which replaces the standard Mayhem 3 Galaxy Generator)
- create a new galaxy in ZMap
- save your galaxy in ZMap
- activate your galaxy in ZMap
- check if your cat/dat files are numbered correctly in an ascending order without gaps.
> x3 terran conflict/addon/
Zero Hour's cat/dat comes named as '12', which fits a stock Mayhem installation. Additional mods or Mayhem 3 graphic options like no engine trails, backgrounds pack, or laser reskins have their own extra cat/dat files. Example:SpoilerShow
- start game using the no steam executable
Major Differences to base Mayhem 3 / Tips:
- difficulty settings matter more. Easy is forgiving , Hard should be a nice challenge.
- much faster Outpost crafting. You need less shipyards
- enemies don't always attack each other on sight. Every unit has certain goals and motivations.
- Pirates are more powerful but less aggressive
- Zone of Control: (player securing Unknown sectors)
- NPC empires cannot claim unknown sectors until the player has claimed his first one.
- NPCs are able to rush empty sectors quickly without forced waiting in between but won't prefer to do it
- your sectors protect adjacent unknown sectors from being claimed. But your ZoC can get violated, except when playing on easy mode. The protection should still be pretty good, even long into the game. But there are no 100% guarantees anymore and you cannot be sure that your adjacent empty sectors remain unclaimed forever.
- on hard difficulty factions will ignore your ZoC completely and always rush to conquer empty sectors immediately. Here the AI will also counter any strategies where the player tries to wall off areas on the galaxy map by blocking access.
- overextending your empire by claiming too many sectors isn't really possible. It will not raise threat levels or make enemies stronger like in Mayhem 2.
- some Perk effects have changed. Read their description before unlocking!
- the Xenon Empire can escalate fast. This is intended. Don't be afraid to spam SETA. You should never need to be 'ready' to 'save the galaxy'. The NPCs will handle that on their own.
- but choose your starting sectors far away from the OCV portal sector! (for your first run best go in the opposite corner)
- trading stations are more useful and got an extended range of goods
- final tier ship parts like Hull Plating can be much more difficult to obtain. Everything else should be available to buy.
- your starter TL has a mobile factory kit. This equipment got a secondary production line which can refine resources on a loop just like a real factory! This works passively in the background, even when you give the ship another command like flying somewhere or building a station.
- in Zero Hour your freighters usually still travel quite safe during war with other major empires.
- there are neutral civilian Traders which are not affiliated to any of the major empires! Those ships can be destroyed without reputation or cash penalties. This includes all ships of the new 'Nomad' faction.
- there is a diplomatic way to get a Truce and repair bad reputation. The AI empires will also do this between each other. The AI needs to have a reason to desire peace with you. Powerful nations generally won't.
- heavy pirate activity in your area of the map is often temporary. Don't loose hope! If it gets really crazy, infamy would immediately take a lot of pressure away.
- don't underestimate Mercenaries in this mod! They allow you to punch above your own weight class
- standard mercenaries are reliable
- Nomad Mercs are cheaper and more powerful
- honorable players will have trouble to keep Nomad Mercs in line. If you don't have infamy you should go straight to battle after hiring them. Because at some point they will end their contract and demand more money.
- diplomatic favor actions should be less of a gimmick. Tip: use the 'Priority' favor to get rid of Xenon sectors in your starting area.
- to get favor points do many missions or choose a main faction as enemy and kill their bigger ships. This will give you loyalty with their enemies. Save up enough loyalty points to buy 1 favor point but don't spend it. Reach high ranks with your allies. All that decreases favor costs.
- get a solar power plant + satellite factory and open it for traders. Set auto-cash transfer to 1 credit
- go bounty hunting! Pirate raid carriers are quite safe but often difficult to catch
- doing combat missions with a police license can be surprisingly profitable.
- bring a TS into an empty Xenon sector. NPC Salvage Crews don't dare to go here, so you can often find valuable loot which can be sold to trading stations. But stay on the lookout because new Xenon patrols or roaming pirate gangs might enter the sector. If you're bold you can also go in while some Xenons are present, but only pick loot close to the jumpgate. Or follow some faction squadron which is passing through the sector to get a bodyguard.
- get a small wing of fighters or fly an M6 and have a TS follow you. Then scan neutral traders and search for any fat cargo loads to steal. This is especially profitable if you manage to intercept a trader which was about to close a deal with a factory. Then you can scoop up the goods and finish this trade with your own TS. Unless you're planning to be a criminal for very long you should not do this too often and generally stay below 5-10 infamy points so that it can still decay back to 0 in any reasonable amount of time.
About Trading: - in Zero Hour you will see lower trade margins because there are fewer trades from 1 factory to another without a trading station or Outpost as a middle man. That's just how it needs to be so that this mod can work. The typical vanilla X3 or Litcube logic of 'UTs earning lots of money' will not be very profitable (it never truly was in Mayhem 3). There are many other ways to get passive income. Like the Tax perk, producing lasers & shields to sell, selling resources, food, selling loot, etc.
A few of those methods work even better than before. Maintenance and other expenses are also generally cheaper, the entire money game should be easier. As a rule of thumb: if you want big money you need to be selling something from your stations. And don't underestimate the more active ways to earn money during the earlygame.
Strategic AI:
In base Mayhem 3 factions would sometimes do stupid things like starting new wars while they were already getting completely owned by the Xenon. Or that they never did anything to try and fix their strategic ship component shortages.
To a very large degree their behavior was simply random. They just didn't know any better.
But in Zero Hour the AI empires will understand a couple of very important things like:
- how large their territory is
- how powerful their military
- how well the other factions are doing
- how many ship components they have
- how dangerous the Xenon/OCV are
- how many freighters they are loosing lately
- if enemy capships are roaming around their sectors for ages and just endlessly killing all their small patrols
This new strategic AI is definitely not perfect, but probably better than the one in X4
AI reactions include:
- blacklisting sectors/factions, telling ships to fly around dangerous sectors
- smart invasion target selection, choosing deep strikes vs. short range, synchronized overkill invasions
- separate peace agreements with other factions, trying to unite the galaxy against the Xenon Empire
- fleet retreat & overmatch factors
- evacuating valuable offensive forces from the area around the OCV Maelstrom sector (Exodus)
- force concentration & fleet grouping, cutting own losses
- alternate squadron roles & behavior. Multipurpose fleets.
- using raider fleets to fight asymetric war

- fixing pirate problems, getting more police, trying harder to locate pirate bases
- fixing strategic component shortages, building the required factories, recycling unnecessary ones.
- hiring mercenaries to supplement fleets
Some Examples:SpoilerShow




Not all factions will play smart!
- there are also sentimental motivations with more reckless or even stupid behavior!
- for example every faction wants to control their own dejure sectors, even if the sector stats are complete crap (its like an ancestral homeworld for them)
- the general rule is this. If a faction struggles in the game it tries to play smarter (minMaxing). But if they do well they can also pursue sentimental goals with no real gameplay advantage
- galactic superpowers which have basically already won the game and nothing really left to do will eventually develop a good or evil personality, which affects their entire behavior. A personality generally makes them less effective and allows weaker factions to topple them.
- good vs. evil depends mostly on the species (Borons tend to become benevolent protectors, Split mostly become tyrants) You can customize the ethos of each race in the t-file. Note that this only determines their chance to become good OR evil. Not HOW good or evil they will be.
General Changes:
- improved tactical combat AI, mostly for fighters and capships, both in-sector and OOS
- cargo scanning without the correct police license has no additional penalties anymore. You loose a tiny bit of reputation if you scan a ship of a major NPC empire but scanning neutrals is always free
- loot drops from freighters (TS/TP) always include all resources they carried, but only partial equipment loot like weapons or shields
- your starting TL has a Mobile Factory Kit and the Crystal Transmuter
- Docking Computer is no longer a default equipment for TPs. But if you choose to start with a TP it will have one.
- Police License reworked. You no longer buy it. It is automatically awarded at rank 6 and retracted if you drop below rank 6 or have any infamy. Also added notifiications.
- all ships which are docked to other ships don't cost upkeep (makes carriers more useful)
- the Drydock perk still keeps a quarter of your capship maintenance cost. It doesn't remove it entirely.
- TM also have the Carrier Repair Module preinstalled
- free saving with lots of salvage insurance
- Explorer and Tug workers never react to any attacks and just continue flying. This is assuming that you use fast ships!
- player Trader tweaks (they should do less hauls with no profit but its impossible to prevent that completely)
- the player is being held accountable for any kills scored by Mercs he has hired (not including the hardcoded reputation gain)
- lots of small tweaks
Terraformers:
- this mod is centered around a cyclic Xenon Armaggedon. The Xenon Empire eventually grows quite powerful and threatens a large part of the galaxy. This leads to a massive war between biological life and machines. All factions including player can influence Terracorp, which has the authority to declare a forced unification of the galaxy.



- the OCV also got a rudimentary strategic AI. It can detect when the Terraformer offensive gets stuck. They can decide to grind out massive fleets and then simply use brute force concentration to overrun whatever obstacle was blocking them. But this is generally only used near the OCV Maelstrom sector. Further away they're much easier to stop.

- On normal and especially easy game difficulty the OCV and Xenon tend to focus a bit more on the other empires. Only on hard difficulty the player gets treated like any other faction.
- the Terraformers just have too many changes to list them here, including some new t-file settings. Check out the manual if you want to learn more.
Pirates
- Pirates are finally the cowards they should've always been. Usually they don't risk their hide and also won't provoke the military.
- groups of pirates have special behavior and get routed when their leader dies.

- pirates use TMs for tactical redeployment, mobile repairs and hot-drops. These are pretty fast and also smart.

- more pirate bases will appear throughout the game. But you can still wipe them out.
- trading stations are now a vital part of the global economy and serve as major resource distributors
- there is an entirely new civilian sector with independent Traders and Mercenaries. The companies don't care if you blow up some Trader, nor does the sector police care. Everybody just looks out for himself and his own faction.
- a new perk allows you to maintain high population in your shipyard Outposts
- too many changes to list here
- favor actions are generally more accessible to the player and you can build a real long term relationship.
- you can now earn loyalty outside of missions by destroying ships which are bigger than a fighter. Enemies of this faction will like that. Its less efficient on Xenon, Pirates, etc. and you will get much more loyalty if you help someone in the main faction war and put your own reputation on the line.
- the 'Priority' favor action now works on Xenon sectors even when the Xenon are weaker than original.
- if your title with a faction drops below rank 0 you will now loose all your loyalty and favor points!
- you still get loyalty when you have infamy. And you can also buy favor points. But you cannot spend them on diplomatic favor actions until you're honorable again.
- factions who believe that they're having some sort of problem will agree to sign peace treaties with each other and the player
- this agreement is followed by a Truce that is much longer than usual. If you violate a Truce with other factions you get infamy.
- the player can do evil things and become known as a criminal. This doesn't need be bad for you. Its just an alternate way to play Mayhem 3.
- with the honorable playstyle you are more respected by the major factions. This gives you the diplomatic option to end small scale border wars in an agreement.
- with the criminal playstyle you are respected by the Pirates and Nomads, which allows you to settle in the more dangerous areas of the map and steal valuable resources from neutral Traders. You loose the safety that Truces would provide, but you can also recruit massive Merc armies much better and simply defend yourself.

- just to be clear. Being a criminal doesn't affect your reputation in any way. No faction other than Xenon, Pirates, etc. can ever decide to attack you. Its just that with infamy you are basically North Korea.

- intergalactic travellers with a mobile shipyard
- lucky survivors from Terraformer attacks will roam the galaxy and eventually join them
- their efficient factory ships refine resources on the fly

- the Nomad shipyard creates special Mercs for hire

Automatic Jump Beacon Protection:
- when a Xenon scout fighter tries to infect one of your jump beacons the game will automatically call nearby ships to take him out!
- you don't have to worry about which commands or response forces you need to set up to protect your beacons. Just park 2-3 fighters up to 20km away from it
- this only works with ships that have no other command or are protecting the jump beacon itself
- you also get notified about how many ships got activated or if you need to react yourself
- the Xenon scout also won't fall back anymore and cannot wander off while still infecting the beacon
- no, i won't make this compatible for docked ships. You have to park them directly in space where they will constantly cost you maintenance and get more expensive over time (game balance)
- shows jump distance
- clicking on a ship activates autopilot to last known position


Map Data Stashes:
- Remnant ships often reveal the location of an empty sector that you don't know yet
- captured Jump Beacons often reveal an empty sector and all sectors adjacent to it
- makes it a bit easier to find a good starting location for your empire and during early game you can send ships to explore a few sectors at once (they automatically avoid goin through Xenon sectors)
- added t-file setting to modify the chance to get map data

Miner Worker Early Unloading:
- now Miners go and drop their cargo already at 3000 filled volume
- many players want their Miners to head home more frequently to get constant access to their color crystals or to reduce the risk of loosing an entire cargo load. Others like me just buy those crystals elsewhere and want their Miners to stay in space as long as possible to maximize overall profit and mining time. Now you can tweak this yourself with a new setting. To disable early unloading set it to 0.
- only checked by Player Miners & only after switching to the next asteroid debris chunk


Whitelist for Explorer Workers:
- allows you to define sectors which should always be monitored with satellites, even when hostile or blacklisted.
- allows to spy on enemy sectors
- best used in combination with automatic Worker replacement on your satellite factory (player console > station settings screen)
- modular trade setting presets. Unlike the base Mayhem presets these are actually useful
- optimized for passive income and balanced storage levels. You should have less cash issues. Also saves lots of time/micro and could be useful to learn about trade settings in Mayhem 3 and how to set everything up.
- basically you just select a general role for your Outpost (like should it build ships or stations? with or without buying missing parts? or should it just craft lasers to sell for profit? Should it buy the required food and sell the others, etc.) After a few mouse clicks QuickTrade has automatically set up dozens of trade thresholds and auto-cash transfer for you. All in a way that immediately works and makes sense. Afterwards you can still dive in to configure everything in detail.

Storage UI:
- the 6 most important ship and station crafting materials simply get highlighted in the Outpost storage overview. At first glance you can see how balanced the total values of your stocks are. Saving up lots of Hull Plating is useless if you don't also have the required Computer Components and Quantum Tubes to back it up. Building ships and stations always consumes all 3 resources at an equal rate (average credit value).

Galaxy News Settings:
- greatly reduced on-screen notification clutter!
- ministry of war got 4 new toggles for each faction (at the bottom of the diplomacy tab). With those you can control which galaxy news get displayed on screen for this faction. 1) their sector claims, 2) their claims expiring 3) them conquering sectors 4) their protectorates expiring.
For example you can disable everything but still get notified whenever an Argon protectorate times out, so you will know that you can attack the sector.
Also added a new t-file setting which controls how these message settings get first set on a new gamestart. Either showing everything (vanilla Mayhem), showing nothing, or hiding just the often useless info like claims, etc. and only notifying about actually conquered sectors (this is the new default). - any messages concerning player sectors, Xenon, or the creation of new abandoned sectors will always be shown to you

Mobile Factory Passive Loop Production:
- TLs with the mobile factory equipment can now be told to produce constantly on a loop!
- production will just begin whenever the required resource is detected in the cargohold
- it only stops once you turn it off in this screen
- this works completely passive in the background. The TL itself can be flying, fighting, docking, even crafting another one time order like a jump beacon !!!
- your TL needs some free cargospace. When using Couriers to supply it with resources better use something like the 'Maintain' Courier command as the 'Unload' command could overfill him
- your TL warns you when he doesn't have enough free cargospace to finish his current batch of passive crafting. It will wait and you won't loose anything
- stopping the loop production will also finish any currently ongoing crafting. You won't loose those resources but you cannot start a new loop production until its done.
- don't be impatient with this passive crafting process. It always needs a minute or two before registering new wares in the cargohold and starting a new project.


Automatic station building - Architect Worker:

- placing stations lategame was a real micro pain. First you had to produce the station kits at an Outpost, then wait until they were finished, then not forget about them, dock your TL, remember which factories you wanted to build, load the kits up (but not all because cargospace is limited!), tell the TL where to go, wait until its there, remember that you had sent him, now finally build the factories one by one. This chore required hundreds of keystrokes and going through countless sub-menus and commands with lots of waiting in between. This is fine for the first couple sectors, but then...jeez
- now you can just queue up factories to build with a single click and everything gets handled by your 'Architect TL'
Each Outpost has a new 'Architect' backlog in the Administration section (where the perks are, not in the internal factory menu) - your empire can only have 1 Architect TL
- he doesn't have any jump range restrictions
- his homebase needs to be an Outpost (which should be specialized on station crafting and also well connected to your jump beacon network)
- the Architect can only build 1 station at a time. Doing it yourself will always be faster and you can select the exact building location, but at some point you just don't care anymore and want it automated
- he puts the stations close to the Outpost which ordered them. Mines get placed on the best yield asteroids
- he avoids to work in sectors with big or huge enemy ships inside and simply does them later when the danger is clear. He also tries to fly on a safe path (its not always perfect so for large distances you should use jump beacons)
- he automatically orders the required station kits from the Outpost internal factory. If he finds a stockpile of station kits he will know that the player has put them there. So he takes one but also orders a replacement.
- there is no real Architect ship command for the TL itself. You just define the TL to be your Architect and from this point on he just is, even when you use him for something else. He will always resume back to his Architect task whenever you tell him to dock at his homebase.
- he only needs a certain portion of his cargospace to do the Architect work. You are completely free to use the rest of the cargospace. So for example you can still manually order him around to place jump beacons for you, transport goods, craft things with the mobile factory, etc. When you don't want him to do Architect work, either unassign him as Architect, unassign his Outpost homebase, park him in space or at a different Outpost which is not his homebase
- if there is any problem, like when you filled up his cargospace too much or want him to build a second research station, or he cannot find a matching asteroid for a mining station that you ordered, etc. he will either fix the build queue himself (and notify you), or request that you empty his cargo a bit more.
- added buttons to Outpost Administration to hide the perk and worker lists for easier access to the Architect order list
- Formations & waiting on each other when in different sectors
- new fleet setting: monitor all sectors of a specific faction. Very useful on yourself because that completely removes the need to update the monitored sectors list on every response fleet each time your territory grows. This works as an addition to the monitored sectors list. So for example you can tell a fleet to monitor the player faction + that Paranid sector XY at your border + another Unknown sector Z with a pirate base

- monitoring can no longer take control of leaders who are currently going for repairs or detailed inspection
- new fleet setting: retreat from a specific enemy ship class! Your fleet will gtfo once it detects a particular enemy ship class or anything bigger entering the sector. Very useful to keep fighter or corvette fleets generally away from things they can't or shouldn't handle.
It works as an addition to the standard strength based retreat threshold. So for example if you set this to 'M6' and combine it with a retreat threshold of '3:1', then your fleet would only respond into monitored sectors which don't have any hostile M6, M7, M1 or M2 and the combined enemy strength can also not be higher than 3 times of your strength. Your fleet will also retreat if any of those conditions suddenly appear in their current sector. - added an even lower retreat threshold '1:1'. With this one your fleet only engages when the enemy is weaker than you. Now you can set up very careful rapid fighter response fleets to monitor your own sectors with almost zero losses. For enemy sectors this new 1:1 setting is often too sensitive because there are usually multiple small patrols roaming around which also stack up some combined power. And your fleet could be too afraid and not go there at all

- fixed the bug that the retreat threshold was actually always 1 higher than displayed
- freighters are now always excluded from any military strength comparisons because they are never such a threat that any fleet should ever retreat from them (or refuse to enter these sectors)
- strength comparisons now always take all enemies into account. Even the ones that you have set to be ignored for sector monitoring (fighters, big ships or huge ships) Just because you don't want to attack these targets doesn't mean that your fleet should ignore them when considering enemy military presence.
- player fleets don't attack hostile freighters or satellites anymore and will never get distracted by them.
- 3 new fleet targeting priorities have been added.
- 'Enemy Freighters'. Use this together with faction monitoring and the Explorer whitelist to get automatic raider fleets which can hit the supply lines of a hostile empire.
- 'Satellites'. (factions need vision to be able to start invasions against sectors)
- 'Only neutral Traders with Cargo'. This is automatic Piracy! Your fleet ONLY picks freighter targets which actually carry some loot and which can be attacked without causing a reputation hit with anyone. But you will gain infamy for each kill. This does not include refugee transports (TP) or Nomad factory ships (TL), even though they might also carry resources. There are just too many innocent civilians on board and destroying those targets is considered to be too much of a war crime to be fully automated.

Hacking Guide
- Hacking system more viable & convenient
- new 'Cyberwar' perk for automation & remote hacking
- Terraformers can now be hacked!
- no more persistent system lockdowns
- major cost & risk rebalance (going for higher Virus efficiency vs. security is much more viable)
- when your cyberattack gets backtraced if you were honorable you get 1 infamy. If you already had infamy there will be retaliation hacks like before.
- less firewalls on NPC ships
- all Outposts can craft Hackerchips instantly
- Hacker Rootkit range increased: 9km > 20km
- Xenon & OCV ships are very susceptible to cyberattacks
- cannot use Advanced Firewalls
- have lots more open ports
- but no systems for 'Accounting' or 'Oxygen' (those ports always closed)
- passive Outpost perk
- automatically prepares opportunities to debuff enemy capships
- slowly generates Hackerchips for free
How it works exactly:- it performs automatic port scans on random ships in range. This rids you of about 80% of the annoying grind with Mayhem's hacking system.
- if a Cyberwar Outpost holds Hackerchips, then it automatically consumes them to install backdoors into vulnerable ports. A backdoor is basically an opportunity to upload a virus. For example to turn off shields on multiple enemy ships before a battle, or make them drop some of their weapons.
- you cannot control which factions, ships or subsystems get targeted by the Cyberwar center. So this perk can be pretty wasteful with your hackerchips. But the port research that you have completed will determine which targets are available to it. Lets say you want to debuff a Teladi fleet of 2 Condor M1 by disabling some of their weapons. You would research the port for the Condor cargo system and put a Cyberwar center nearby. Eventually your Outpost might've installed backdoors into the cargo subsystem on those Condors. Doing it yourself with the Hacker Rootkit will likely be faster, but you would need to fly close to those ships. Which is a lot of manual work and could also be impossible if they are your enemy.
- Cyberwar center only chooses capships for the automatic backdoor installation (anything smaller is usually not worth it, except for stealing money with 'Accounting')
- it can only target ship subsystems which are directly related to combat (for game balance reasons). This excludes systems for Accounting (stealing money) and Oxygen (bailing the ship). Those 2 subsystems can only be compromised by the playership using the Hacker Rootkit. But the Cyberwar center will still scan and uncover those system ports.
- systems which are available to the Cyberwar Center are cooling (hull damage), power (shield shutdown), cargo (ejects some weapons), radar (forced pacifism) and navigation (forced retreat). Basically stuff which messes with the target but without giving the player anything of value, like money or a free ship.
- max range for auto port scans and auto backdoors is 5 jumps on the galaxy map
- the Cyberwar Center does not actively search for ships of a specific type. It rather just selects a random sector to scan all ships instantly and check if there are any vulnerable ports to install backdoors into.
The delay between checking different sectors is very long (about 30 min) But it also depends on your sector research stat.
Specific backdoors can be difficult to get. What's more likely is that you keep this perk running for a very long time to have multiple backdoors ready and then decide which ones might be useful. That's the price you're paying for the automation. The perk slot and a very wasteful usage of your hackerchips. Manual hacking with Rootkit is surgical precision. Auto hacking with Cyberwar center is a shotgun blast. But both methods also work well together. - a high research sector stat increases the frequency for this perk. Your chances also get much better if the Cyberwar center Outpost is located within 2 jumps of the ships that you want to target. Nearby sectors within 2 jumps get checked more frequently. Multiple Cyberwar centers can also overlap each other to increase the frequency even more.
- the Outpost does not launch any virus attacks. It basically only gathers the info that unlocks port research for every ship and then prepares capships for virus uploads according to the research you completed. What you still need to do are basically only 3 things: Port research. Virus creation & final upload.
- Cyberwar does not require the Hacking station perk! You can use a sector with high research for a research station but also set up an effective Cyberwar Outpost there!
- as a secondary effect the Outpost very slowly generates Hackerchips for free. This is more of a bonus and might not be enough for extensive hacking. But it also gets boosted by higher sector research stat
- 'Faster research' perk also improves the Cyberwar perk in every way
- installing backdoors to steal money or to bail a ship cannot be automated. You must always install them manually with the Hacker Rootkit (full automation would be too profitable). But all the port scanning can be automated with a Cyberwar Outpost
TLDR: if your virus gets detected the system locks down, but after a day or so you can research a new vulnerability and hack it once more
- Factions sometimes release new firmware for a specific ship type. This resets any E-War progress that the player might have unlocked for that ship type (port research, active backdoors).
- This is bad for you. But there is also a benefit. Such an update resets any patches that the faction might've applied after they discovered one of your hacks. In the base Mayhem ruleset ship subsystems would just lock down and you could simply never hack them again. Now once the new firmware arrives the ship gets rerolled and you can research new vulnerabilities for it.
There are 2 ways how ships receive these updates- random
Every 4 hours a completely random ship type in the gameworld receives a system update. When this happens you loose all the vulnerabilities (ports) that you have researched for that ship type and all the backdoors that you might have installed on ships of that same type. The new firmware basically unintentionally fixes all the exploits that you had unlocked. There is always some risk that you loose your E-War progress like that, but there are hundreds of different ship types in the game so it should not happen very often. - reaction
Whenever a faction detects one of your virus uploads they will patch the vulnerability and lock that system down for you (this works just like base Mayhem).
What's new is that the faction will now also suspect that you have compromised other subsystems on the same ship type. Therefore they will order a new software update to wipe everything clean.
- random
- developing a reaction update will take them very long (20-30 hours). After the update your entire port research and active backdoors for that ship type are lost. But the subsystem where you got detected will also be available again. So this delay often works more like a cooldown to limit your hacking ability after you went too aggresive and spammed lots of virus uploads.
- after a firmware update you need to do the port research for that ship type again and your old virus designs might also not work anymore because the new port on that subsystem likely requires a different attack vector (added 2 more types of vectors so that its less likely that you can reuse the same virus again)









