[Mayhem 3] Renegades Add-Ons v1.12.3 - 4 April 2026

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Betelgeuse97
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Re: [Mayhem 3] Renegades Add-Ons v1.6 - 30 January 2026

Post by Betelgeuse97 »

VoidSoul wrote: Fri, 6. Feb 26, 17:48 Fleets with carriers and fighters that are "not homebased" at carriers in fleet do not dock fighters when moving to another system. This was broken, when renegade changes were made to how fighters behave with carriers.
When fighters are homebased at a carrier and do not follow fleet settings, they dock normaly, but when they are not homebesed at carrier and do follow fleet settings, fail to dock. Setting for old behaviour was added, but behaviour itself was broken :( .
Just making sure:

1. Are you saying that excess fighters in a fleet don't dock to fleet carriers? That is, fighters not homebased to carriers don't dock?
2. As intended, fighters that have a carrier as a homebase act as a support ship. A carrier searches for fighters in the fleet when it needs to fill up its hangar; that's when those fighters will dock.

I'm not 100% sure if I fully understand your report. I may need to ask for your save and galaxy later, but for now, would you upload a video showing this problem and share the link please?
VoidSoul
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Re: [Mayhem 3] Renegades Add-Ons v1.6 - 30 January 2026

Post by VoidSoul »

NOT excess fighters. even a single fighter. This issue has been since renegade patch that brought back old fighter behaviour in fleets. Not this particular save.
Turn off "new fighters as support role" and fill fleet with carrier and a fighter. Order fleet leader go another system, fighter does not dock the carrier. Damage fighter, it does not dock the carrier for repair, but goes to outpost.

There is an option in cheat menu "new fighters as support role".

When ON, new "renegade" system is active. Fighters in fleet, if carrier is present, take support role of a carrier and obey orders of a carrier, not fleet settings. And dock the carrier for transportation and repair. There is a problem with it, that the carrier is a big ship, and if fleet is set for big ships to attack big ships, carrier will sand fighters to attack big ships, not other fighters. We bagged for an option to revert this change and it was done, BUT

When OFF, old mayhem system is active. Fighters in fleet, if carrier is present, use carrier as field repair and dock out of combat, but obey only fleet settings. Carrier as big ship obey fleet setting to attack big ships, but fighters in fleet, that use the carrier, obey fleet settings to attack small ships if set for fighters to attack small ships. It should have worked like this, like pre-renegate, but fighters do not dock the carrier for repairs (go outpost instead) and do not dock the carriers, when fleet goes to another system out of combat.

The NEW default system work as intended. The old one, that is activated via cheat menu does not.
Or maybe my install is special every single time or i am missing something =)
Betelgeuse97
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Re: [Mayhem 3] Renegades Add-Ons v1.6 - 30 January 2026

Post by Betelgeuse97 »

VoidSoul wrote: Sat, 7. Feb 26, 07:18 NOT excess fighters. even a single fighter. This issue has been since renegade patch that brought back old fighter behaviour in fleets. Not this particular save.
Turn off "new fighters as support role" and fill fleet with carrier and a fighter. Order fleet leader go another system, fighter does not dock the carrier. Damage fighter, it does not dock the carrier for repair, but goes to outpost.

There is an option in cheat menu "new fighters as support role".

When ON, new "renegade" system is active. Fighters in fleet, if carrier is present, take support role of a carrier and obey orders of a carrier, not fleet settings. And dock the carrier for transportation and repair. There is a problem with it, that the carrier is a big ship, and if fleet is set for big ships to attack big ships, carrier will sand fighters to attack big ships, not other fighters. We bagged for an option to revert this change and it was done, BUT

When OFF, old mayhem system is active. Fighters in fleet, if carrier is present, use carrier as field repair and dock out of combat, but obey only fleet settings. Carrier as big ship obey fleet setting to attack big ships, but fighters in fleet, that use the carrier, obey fleet settings to attack small ships if set for fighters to attack small ships. It should have worked like this, like pre-renegate, but fighters do not dock the carrier for repairs (go outpost instead) and do not dock the carriers, when fleet goes to another system out of combat.

The NEW default system work as intended. The old one, that is activated via cheat menu does not.
Or maybe my install is special every single time or i am missing something =)
Thanks, that gives me some more room to work with. I'm trying to debug, but I still need a video so I know exactly what steps were taken. Would you make a video showing exactly the steps you took please?

Edit: The toggle off works as intended. If I remember correctly, even in pre-Renegades, fighters in the fleet still went to the Outpost. Only when they had a carrier homebase did they go to the carrier for repairs, and they didn't go to just any carrier for repairs. See Mordan's reply for the reason behind reworking carrier support logic: viewtopic.php?p=5299054#p5299054

Also, there is another problem if we put the old behavior back. The game compute's a carrier's fleet power by summing the fleet power of all its support ships and the carrier itself. Having the support ships in the same fleet will result in those ships being double-counted.
Betelgeuse97
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Re: [Mayhem 3] Renegades Add-Ons v1.7 - 7 February 2026

Post by Betelgeuse97 »

Add-Ons has been updated to 1.7!
Betelgeuse97
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Re: [Mayhem 3] Renegades Add-Ons v1.7.3 - 9 February 2026

Post by Betelgeuse97 »

1.7.3 released to fix a possible FPS drop caused by debris colliding with ore/silicon mines placed on newly created asteroids.
Betelgeuse97
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Re: [Mayhem 3] Renegades Add-Ons v1.7.4 - 12 February 2026

Post by Betelgeuse97 »

Updated to 1.7.4. A new game is recommended. See the release notes for more details.

EDIT February 13: Updated to 1.7.5 to fix debug statements left from 1.7.4.
Vercetti
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Re: [Mayhem 3] Renegades Add-Ons v1.7.5 - 13 February 2026

Post by Vercetti »

Hi there!

It seems I have a bug relating to missions that involve delivering artifacts, a damaged ship, or goods to a station.

If I collect the goods/rescue the ship and either send the ship with the goods to the station, or pilot it myself to finish the mission, the mission remains active. It seems that the transfer of goods to the station does not happen automatically, and I cannot do it manually, so the mission is never completed.

All other missions that do not involve delivering stuff to stations work (asteroid scanning, exploration, and so on).

So, it is this automatic transfer of goods to a station to finish the mission that seems to be broken in my game. I do not know if you ran into this issue before and you have a solution already :)

Thank you very much for the hard work you put into all these QOL updates!
Se l'urlo agghiacciante, che ti sveglia all'improvviso nella notte, è quello di un pedone, vuol dire che ti eri addormentato al volante.
Betelgeuse97
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Re: [Mayhem 3] Renegades Add-Ons v1.8 - 14 February 2026

Post by Betelgeuse97 »

1.8 released to rework OWPs, change Ore/Silicon mine models (ARG models are smaller than TER models), and fix architect.
Vercetti wrote: Sat, 14. Feb 26, 19:25 Hi there!

It seems I have a bug relating to missions that involve delivering artifacts, a damaged ship, or goods to a station.

If I collect the goods/rescue the ship and either send the ship with the goods to the station, or pilot it myself to finish the mission, the mission remains active. It seems that the transfer of goods to the station does not happen automatically, and I cannot do it manually, so the mission is never completed.

All other missions that do not involve delivering stuff to stations work (asteroid scanning, exploration, and so on).

So, it is this automatic transfer of goods to a station to finish the mission that seems to be broken in my game. I do not know if you ran into this issue before and you have a solution already :)

Thank you very much for the hard work you put into all these QOL updates!
Hi,

I've never seen this issue before. Just the other day, I was doing these missions - both from my personal ship and from a different ship that I gave orders. I didn't see this issue at all but will verify just in case.

When you dock manually at a station where you took a mission from, you will be given a prompt to do one of these:
  • Deliver the items (this will take the wares from your ship and update the mission)
  • Cancel the mission (this will abort the mission)
  • I'm just passing by (this will let you keep the mission and interact with the station)
It's intended that you get this prompt on your personal ship and that you must choose the "deliver the items" option in order to advance the mission.

Just making sure:
  • Delivery missions - collection (retrieve artifacts), rescue (retrieve damaged ship), provision (deliver goods), parcel (using the provided ship, deliver parcel to the specified stations), and supplier (your ship receives a shipment that must be delivered to a specified station) - require you to dock at the correct station. The correct station is stated in the mission journal. Did you dock at the correct station?
  • Did you see this prompt when you docked at the station?
Vercetti
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Re: [Mayhem 3] Renegades Add-Ons v1.8 - 13 February 2026

Post by Vercetti »

Hi!

Yes the station is the correct one as stated in the mission :) I have played mayhem 3 for long time and yes, what you describe (the pop up asking you to transfer cargo) always appeared in mayhem 3. With Renegades + add-ons (fresh install) this does not happen and I cannot transfer the goods, and when I send a ship to complete the mission with the cargo / or the ship itself from rescue mission, nothing happens, goods / injured people are not transferred :/

Again, this happens so far only with missions that require dropping cargo / people at a station. Does not happen with any other mission

I hope this helps :)
Se l'urlo agghiacciante, che ti sveglia all'improvviso nella notte, è quello di un pedone, vuol dire che ti eri addormentato al volante.
Betelgeuse97
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Re: [Mayhem 3] Renegades Add-Ons v1.8 - 13 February 2026

Post by Betelgeuse97 »

Vercetti wrote: Sun, 15. Feb 26, 00:04 Hi!

Yes the station is the correct one as stated in the mission :) I have played mayhem 3 for long time and yes, what you describe (the pop up asking you to transfer cargo) always appeared in mayhem 3. With Renegades + add-ons (fresh install) this does not happen and I cannot transfer the goods, and when I send a ship to complete the mission with the cargo / or the ship itself from rescue mission, nothing happens, goods / injured people are not transferred :/

Again, this happens so far only with missions that require dropping cargo / people at a station. Does not happen with any other mission

I hope this helps :)
I couldn't reproduce the bug.

I had two different scenarios: one without flying the ship and one while flying the ship with all the wares. Here's the video: https://youtu.be/ZfDvi6KQhqQ

In the first part, I had already made a partial delivery using my Corvette. I then asked it to fetch 312 Protein Paste (the remainder) and docked it at the station. Mission completed without issue.

In the second part, I had the Demeter Miner with all the wares needed to complete the mission. I hopped into it, thus making that my personal ship. I then docked at the required station, got the prompt, and clicked "deliver the wares." Mission completed without issue.

I suspect that you might have a faulty installation. I have some questions:
  • Did you install Renegades first (install from the Renegades thread) and then Add-Ons?
  • Did you install any other mods?
  • Would you upload a video showing this issue on your end please?
Edit: I tested it myself from a fresh installation, and the issue was not present after installing in the correct order. Did you install in the following order:
  • New X3AP vanilla installation
  • Copy renegades 5.4 (not Add-Ons) into your X3AP root folder
  • Copy add-ons into your X3AP root folder
Vercetti
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Re: [Mayhem 3] Renegades Add-Ons v1.8 - 13 February 2026

Post by Vercetti »

Hi again :)

Thank you for trying to reproduce and for the speedy reply!

You are probably right, the installation is likely faulty. I followed the instructions to the letter, not installing in programs but I'm the main HDD folder, copying pasting the X3 folder from the steam folder, then extracting 5.4 and the 1.7.5 add-ons there and replacing all that was needed. Ran the cleanup.bat (although here it always says that he does not find the files to remove, but likely this happens after it removed them I guess), opened the original Galaxy generator, generated galaxy but did not run it, then made the galaxy with zMap :). I will try again today to reinstall, using the new add-ons version and let you know :)

If there is anything wrong in my description here please let me know :)
Se l'urlo agghiacciante, che ti sveglia all'improvviso nella notte, è quello di un pedone, vuol dire che ti eri addormentato al volante.
Betelgeuse97
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Re: [Mayhem 3] Renegades Add-Ons v1.8 - 13 February 2026

Post by Betelgeuse97 »

Vercetti wrote: Sun, 15. Feb 26, 07:54 Hi again :)

Thank you for trying to reproduce and for the speedy reply!

You are probably right, the installation is likely faulty. I followed the instructions to the letter, not installing in programs but I'm the main HDD folder, copying pasting the X3 folder from the steam folder, then extracting 5.4 and the 1.7.5 add-ons there and replacing all that was needed. Ran the cleanup.bat (although here it always says that he does not find the files to remove, but likely this happens after it removed them I guess), opened the original Galaxy generator, generated galaxy but did not run it, then made the galaxy with zMap :). I will try again today to reinstall, using the new add-ons version and let you know :)

If there is anything wrong in my description here please let me know :)
That should be correct. Did you make sure that the bonus package was not installed in the steam copy?

Add-Ons was updated to 1.8 as of yesterday. I plan to release 1.8.1 around later this week as it contains bug fixes and a new gamestart.
Betelgeuse97
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Re: [Mayhem 3] Renegades Add-Ons v1.6 - 30 January 2026

Post by Betelgeuse97 »

VoidSoul wrote: Sun, 1. Feb 26, 01:35 It would be nice to make "one system change" part of insane difficulty optional, similar to starting funds and ascension choices. We already can engineer this in galaxy generator if we want it. I would love to suffer all other parts of "insane" but this one.
Miss an option to turn off faction in galaxy generator.
I took elements from your suggestion and have them planned into next update. Next update smooths the difficulty curve between hard and insane:
  • I've tested the new Xenon Defect gamestart, which will start with reputation rank -2 with all races and puts the player in a Xenon sector. The starting rep is the same as if the player had started insane mode on current gamestarts. If chosen on lower difficulties from the starting options, the bonus ship will give a Phanon ship since that fits Phanon being a rogue terraformer faction. However, to keep Phanon blueprint availability exclusive to plot completion, that ship's blueprint will not be unlocked.
  • I'm still working on the other changes. The other changes that will be added to hard will be reduced income (still more than in insane mode), scaled nation requirements (meaning the player will enter war sooner), and automatically conquering neighboring unknown sectors upon sector takeover (unknown sectors bordering only the player or other unknown sectors are left unclaimed).
Edit: Hard mode changes added. Finishing up the Xenon Defect start.
VoidSoul
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Re: [Mayhem 3] Renegades Add-Ons v1.8 - 13 February 2026

Post by VoidSoul »

QoL suggestion:
Add an option in fleet menu to quickly open fleet leader command console, If it is not implemented already somewhere I missed. It would allow to control fleets directly from fleet menu (orders to move somewhere, guard something, invade or just reconfigure ships in the fleet without the need to go and find it on the map or property menu).

Observation:
Instead of ship build cost make ship upkeep higher. It would allow strategies to accumulate resources and money and tank upkeep wile building ships when low on systems. New build cost cuts off any one system\enclave gameplay.

Idea:
Tie fleet cap not to population, but logistic stations that provide fleet cap. Very late game you have too much racecourses (or systems producing them) and your main problem is how redistribute it to shipyards. With logistic stations you will have option to massively simplify hauling, expand your fleet at expanse of economy or run your early ship production on pure taxes and trade.
Betelgeuse97
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Re: [Mayhem 3] Renegades Add-Ons v1.8 - 13 February 2026

Post by Betelgeuse97 »

VoidSoul wrote: Wed, 18. Feb 26, 16:58 QoL suggestion:
Add an option in fleet menu to quickly open fleet leader command console, If it is not implemented already somewhere I missed. It would allow to control fleets directly from fleet menu (orders to move somewhere, guard something, invade or just reconfigure ships in the fleet without the need to go and find it on the map or property menu).

Observation:
Instead of ship build cost make ship upkeep higher. It would allow strategies to accumulate resources and money and tank upkeep wile building ships when low on systems. New build cost cuts off any one system\enclave gameplay.

Idea:
Tie fleet cap not to population, but logistic stations that provide fleet cap. Very late game you have too much racecourses (or systems producing them) and your main problem is how redistribute it to shipyards. With logistic stations you will have option to massively simplify hauling, expand your fleet at expanse of economy or run your early ship production on pure taxes and trade.
1. Not sure if there's one, but I've asked in the #x3_modding channel in the Egosoft Discord if a command exists in MSCI that opens up a ship's command console. I'll have to wait until Cycrow gets on for his response. If possible, I will implement it.

EDIT: I didn't see any command like such in X-Studio. However, I've added 3 new quick commands to the fleet settings UI. The commands are commander rally (move fleet leader and its formation to a position), commander invade (select any sector for invasion; note that invade sector can target enemy stations unlike defend sector), and commander protect (select any target; protect it). This will be put into next patch.

EDIT 2: Cycrow replied. AP doesn't allow a ship's command console to be opened from a menu. It's a limitation in AP but was addressed in FL.

2. The supply mechanic is designed to put parity between the player and the AI. I considered upkeep-only, but it created burst exploits and broke AI parity. I then realized how OP it would be for the player to accumulate large numbers of resources and then build a large fleet that normally the AI can't support. This system encourages the player to plan their first sector(s) very carefully, sometimes with tradeoffs. It also teaches the player how to work with fewer assets and fight when outgunned, both of which are skills that are rigorously tested on higher difficulties. Next patch scales nation milestones.

3. When I designed the fleet cap mechanic, I initially thought of using logistics stations, but I rejected the idea. The fleet cap was inspired by the original suggestion from Hector's initial concept, Stellaris, and the Anno series: in all three cases, the fleet cap is tied to population.

I'm aware that infrastructure is another way to handle fleet cap; this is similar to army cap in other RTS games like StarCraft. However, many of the other existing mechanics lean toward how important population is, hence the existing design of tying fleet cap to pops.

The idea is that how many ships you can field is based on how many people you have that can support them. While I nerfed supply from 10 supply/pop to 5 supply/pop in 1.8 due to fixing capships being counted twice toward supply, if this amount is too low, I'm considering buffing it.

EDIT: Upon doing the math, there's a general rule of thumb I ran into: about 20-30% of supply is used for workers (assuming ~20-25 TS at 4 supply each for a total of 100 supply out of approx. 475-500 supply from an outpost), while the rest is used for fleet. After doing the math, 5 supply/pop on insane is just enough while lower difficulties already have a generous amount of supply to work with.
Betelgeuse97
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Re: [Mayhem 3] Renegades Add-Ons v1.9 - 21 February 2026

Post by Betelgeuse97 »

1.9 is out! A NEW GAME is required due to Yaki fleet composition changes, new Xenon gamestart (new galaxy required), and M8 rebalancing.

EDIT: Updated to 1.9.1 to fix a bug with insane mode's jump point calculation.
EDIT 2: Updated to 1.9.2 to fix a bug with OWP supply calculation, M8 parity (mismatched cargo size with Hades/Claymore and their variants), and buffed Springblossom.
Vercetti
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Re: [Mayhem 3] Renegades Add-Ons v1.9.2 - 22 February 2026

Post by Vercetti »

Hi again!

I managed to install again and all is well now! I went quite on and built my first two sectors. The Renegades plot involves at some point an "old split dragon debris" to scan in a specific sector. I cannot find it anyway in the target sector, as it is probably not classified as a ship.... (I have all the 3 pieces of code, so I really would like to move on with the quest!)

Is there a way to reveal this wreck / debris or is it only a matter of looking around with enhanced goggles until you spot it?

Thanks!
Se l'urlo agghiacciante, che ti sveglia all'improvviso nella notte, è quello di un pedone, vuol dire che ti eri addormentato al volante.
Betelgeuse97
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Re: [Mayhem 3] Renegades Add-Ons v1.9.2 - 22 February 2026

Post by Betelgeuse97 »

Vercetti wrote: Tue, 24. Feb 26, 23:46 Hi again!

I managed to install again and all is well now! I went quite on and built my first two sectors. The Renegades plot involves at some point an "old split dragon debris" to scan in a specific sector. I cannot find it anyway in the target sector, as it is probably not classified as a ship.... (I have all the 3 pieces of code, so I really would like to move on with the quest!)

Is there a way to reveal this wreck / debris or is it only a matter of looking around with enhanced goggles until you spot it?

Thanks!
A Triplex Scanner will extend your gravitar range (the radar on the bottom-right corner of your screen). The gravitar shows objects within detection range.

Otherwise it's a matter of looking around the sector.
Last edited by Betelgeuse97 on Thu, 26. Feb 26, 10:37, edited 1 time in total.
temetvince
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Re: [Mayhem 3] Renegades Add-Ons v1.9.2 - 22 February 2026

Post by temetvince »

My farthest progress so far was a Split Normal QuickStart in an abandoned sector bordered by Paranid and Boron (the latter of which later became Yaki). Trading was easy, and I took my time expanding slowly in that single sector with strong station support. By the time I claimed a second sector, I had plenty of credits to cover shortages via trade and used jump beacons to link my sectors. Sadly, I like to keep up to date with the codebase and needed to retire this empire for a new save.

This run, I'm planning a QuickStart straight to the nearest cluster of neutral sectors, claim 2-3 ASAP, and prioritize ship construction chains. Station production first appeals to me, but I've learned self-sufficiency isn't feasible until you've spammed a bunch of stations anyway—you'll need to import build materials regardless.
For defense, my ace (with scant knowledge of Mayhem mechanics like boarding or viruses) is a "happy path" empire plan banking on missiles to handle big battle fleets: M8s to start, rushing M7M production.

Hoping to hit the point of waging actual war this time. Any tips?
Betelgeuse97
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Re: [Mayhem 3] Renegades Add-Ons v1.9.2 - 22 February 2026

Post by Betelgeuse97 »

temetvince wrote: Thu, 26. Feb 26, 01:51 My farthest progress so far was a Split Normal QuickStart in an abandoned sector bordered by Paranid and Boron (the latter of which later became Yaki). Trading was easy, and I took my time expanding slowly in that single sector with strong station support. By the time I claimed a second sector, I had plenty of credits to cover shortages via trade and used jump beacons to link my sectors. Sadly, I like to keep up to date with the codebase and needed to retire this empire for a new save.

This run, I'm planning a QuickStart straight to the nearest cluster of neutral sectors, claim 2-3 ASAP, and prioritize ship construction chains. Station production first appeals to me, but I've learned self-sufficiency isn't feasible until you've spammed a bunch of stations anyway—you'll need to import build materials regardless.
For defense, my ace (with scant knowledge of Mayhem mechanics like boarding or viruses) is a "happy path" empire plan banking on missiles to handle big battle fleets: M8s to start, rushing M7M production.

Hoping to hit the point of waging actual war this time. Any tips?
You should be preparing for the possibility of war as soon as you're notified that you become a nation. Add-Ons makes AI more aggressive and you're more likely to enter your first war sooner.

There are many ways to prepare for your first war:
  • Expand fast enough that you get your ship production up and running.
  • If you're rushed by a main faction, you can make some OCV ships if you have a sector with 1% abnormal signals or better.
  • Be aggressive with ship capturing. Capital ships bail infrequently, but the first few are enough to help you with your first war. Even a captured ship that you ultimately scrap or lose to destruction (in some cases) is better than letting an NPC faction get it.
  • Don't be afraid to use consumables. They give you a temporary edge that can potentially turn tides. These include but are not limited to: mercs, boarding, hacking (in a pinch, you can quickhack a ship simply by having a rootkit + hackerchip), missiles, your own OCV ships, and EMP. It's better to use a consumable than it is to hoard it and lose.
  • As you play more and either win or lose fights, you'll gain experience for future runs. Your experience will help you figure out exactly how many resources you need to take out an enemy's fleet. This info is useful on higher difficulties where supply cap is tighter and you therefore have less to work with.
  • It's okay if you lose your first war or lose early on. Learn from your mistakes every time you lose. For example, did you overextend, did you get too greedy, did you not have enough income, were you not aggressive enough earlier on when you had the chance?

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