[X3LU] Mayhem 3.21b

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KingSloth
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Re: [X3LU] Mayhem 2.7.8

Post by KingSloth » Thu, 8. Nov 18, 04:32

Ragemaster9999 wrote:
Thu, 8. Nov 18, 04:04
I cant figure out how to get a transporter or salvage insurance. I need a transporter device to arm my orbital weapons platform before the first wave arrives, can anyone give me some advice.
Jonferco Headquarters in the Belt of Aguilar has a transporter device for sale. I've found Insurance around Terran space.

Fureimuu
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Re: [X3LU] Mayhem 2.7.8

Post by Fureimuu » Thu, 8. Nov 18, 10:08

My fps is already shite, it can't get any worse :D

lighters
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Re: [X3LU] Mayhem 2.7.8

Post by lighters » Thu, 8. Nov 18, 15:06

Transporter device is sold by most if not all corporate HQs.

Salvage insurance is sold, for example, at Terracorp HQ in Home of Light.

Ragemaster9999
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Re: [X3LU] Mayhem 2.7.8

Post by Ragemaster9999 » Thu, 8. Nov 18, 18:57

Thank you everyone. I have found the transporter device and equipped my naked orbital weapons platform with a 2G shield. Now trying to figure out how to best outfit this badboy. Any suggestions? So many laser options!

Fureimuu
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Re: [X3LU] Mayhem 2.7.8

Post by Fureimuu » Thu, 8. Nov 18, 19:06

What size is the platform? I don't use small and medium ones, but here is my LOWP loadout:

Front - any capital weapon, I usually go for either Ion Cannons or Gauss Cannons;
Back - AA guns, FAA or CFA will do;
Right 1, Left 1 - light capital weapon, Gauss Cannons are best imo;
Right 2, Left 2 - AA guns, FAA or CFA.

Front, Right 1 and Left 1 are set to Attack Capitals, the rest is either Protect Ship or Attack Enemies.

Medium platforms are good enough for Tri-Beam Cannons or PALCs. Last time I had no time producing those, so I went for 32 CIGs and it did okay. Make sure to give it max shields though and a few guns. It should be enough.
Last edited by Fureimuu on Sat, 10. Nov 18, 15:17, edited 1 time in total.

Kadatherion
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Re: [X3LU] Mayhem 2.7.8

Post by Kadatherion » Sat, 10. Nov 18, 08:42

Ragemaster9999 wrote:
Thu, 8. Nov 18, 18:57
Thank you everyone. I have found the transporter device and equipped my naked orbital weapons platform with a 2G shield. Now trying to figure out how to best outfit this badboy. Any suggestions? So many laser options!
Much depends on if you plan to use them IS or OOS. As I like to take directly part in battles, I strongly prefer an heavier anti-fighter loadout: Thus, compared to the setup suggested by Fureimuu before me, I put anticapitals on front, left1 and right1, while flaks go back, left2 and right2. This way the platform has good defensive coverage all around while still having a decent anticap potential (it's 24/24 anticap/flaks on a large platform), which can make the difference IS, where a couple M6s in a platform's blind spot could wreak havok. OOS ships' agility and size is pretty much not a factor, so an heavier anti-cap loadout would be preferable.
Same goes for the actual weapons: PPCs and similar weapons are a bit better OOS, while IS gauss cannons hit a lot more thanks to their fast bullet speed (although with a very small hitbox, so don't think they can really hit anything smaller than an M6 consistently) and as such at the end of the day they tend to accumulate more dps. Personally I don't use gauss cannons for the simple fact I don't like their effect much, PPCs feel more "imposing" to me, and style trumps efficiency in my empire :P

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Ikaruga
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Re: [X3LU] Mayhem 2.7.8

Post by Ikaruga » Mon, 12. Nov 18, 08:57

Hi, what is the best way to get nividium in this mod ? Mining ships ? Buying from Mining Corps ? Is there a faster way ?
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I'm at the quest where I need to gather 25 000 Nividium and I'd like to finish it before I die of old age.
Also, is there a way to copy the Logistics settings from one Sanctuary to another ?

Finally, what kind of fleet do you have before starting a war with a faction and what is the best way to clear a sector from enemy stations ?
If brute force doesn't solve your problems, then you aren't using enough

Fureimuu
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Re: [X3LU] Mayhem 2.7.8

Post by Fureimuu » Mon, 12. Nov 18, 14:17

About nividium - have a mining fleet. I doubt there is any left a few days into the game for sale. I have seen some nividium asteroids, not sure what you can do with them, maybe its possible to destroy them and order your ships to mine those fragments exclusively.
About fleet size - being "at war" doesn't really mean anything. If you don't have chaotic expansion enabled or have a sector adjacent to your foes space you don't have to worry about invasions. I declared perma war against Argon very early, day 1. I also have my home sector near Yaki space, and their invasions never been a problem for me. My fighting rank is 30 (X-treme), threat is around 15, battle groups average around 2-3 M0s, 2-3 M2s and a couple of M7s. 2-3 M2s and a LOWP should be enough to deal with any invasion, just keep them together and never fight others OOS (OOS is broken, an Ocelot can easily die to some badly outfitted Atlas).
About sector clean up - destroy a single station, it will trigger defending battle group to jump in. Take care of them (IS, it's important; OOS you are doomed to lose everything), and then jump out. Order your ships to attack all enemies, they will prioritize hostile stations. Stations are destroyed much faster OOS than IS, but keep an eye on reinforcements. Every time you destroy a station there will be some fleet jumping in, until they run out of idling fleets (if some fleet is invading some sector they won't come back to protect the sector, you can also buy shipyard info to see what fleets are available for defense).


P.S.: IS - in sector, meaning you are present in the sector; OOS - out of sector, meaning you are in a different sector.

Kadatherion
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Re: [X3LU] Mayhem 2.7.8

Post by Kadatherion » Tue, 20. Nov 18, 20:21

Fureimuu wrote:
Mon, 12. Nov 18, 14:17
About nividium - have a mining fleet. I doubt there is any left a few days into the game for sale. I have seen some nividium asteroids, not sure what you can do with them, maybe its possible to destroy them and order your ships to mine those fragments exclusively.
Yep, that's how you get the 25k nividium quickly: by blowing up a nividium asteroid with an hornet missile and then mining the debris. Only hornets work to break up asteroids in Litcube's/Mayhem.
Alternatively, Khaaks will drop a lot of nividium when destroyed, having more than 4 active miners in any one sector will trigger Khaak "mini-invasions" every few hours, that should net you 1/2k nividium in total each time. Khaak invasion strength (and, proportionally, spoils) will scale with how many miners you have working (up to 12 by default, can be edited in the t-file).

lighters
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Re: [X3LU] Mayhem 2.7.8

Post by lighters » Wed, 28. Nov 18, 07:45

So quiet here now. Everyone holding their breath for X4?

I just want to say big thanks to Joubarbe for the amazing mod. Been playing 2.7.x for the last few months and it looks very polished and refined. Once I try out X4, I'll get back to it for another playthrough. Want to see whether Alliance start with no jumpdrive (for both player and NPC battle groups) is possible to survive.

Shepp
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Re: [X3LU] Mayhem 2.7.8

Post by Shepp » Sat, 1. Dec 18, 14:49

Has anyone in the Mayhem crowd tried X4 yet? It looked pretty good from the streams that I watched but it was getting pretty mixed reviewed on the Steam store page yesterday.

lighters
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Re: [X3LU] Mayhem 2.7.8

Post by lighters » Sat, 1. Dec 18, 21:28

Shepp wrote:
Sat, 1. Dec 18, 14:49
Has anyone in the Mayhem crowd tried X4 yet? It looked pretty good from the streams that I watched but it was getting pretty mixed reviewed on the Steam store page yesterday.
Playing it, only 3 hours in so far. First of all, it's surprisingly not broken on release and the biggest bugs have been fixed today. Steam has it at 73% recommended now, and it reflects my impressions. There are glitches and annoyances, but overall it's enjoyable

The game has a very different look and feel to X3, everything needs to get used to. Tutorials help, even though they're clunky. UI is much better, and map controls are amazing. I feel like they've strayed far enough from X3 to make it innovative and different, but kept the overall game direction similar. It's truly a worthy X game.

The scope of the game is relatively small, only 3 races, not that many ships and sectors, but it's clear they will add a lot in DLCs. So don't rush to delete your Mayhem install, X4 might get stale while we wait for the expansions.

Very sad about Betty, she only announces sectors now, otherwise totally silent. But I read somewhere more voiceovers may be added later.

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Shuulo
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Re: [X3LU] Mayhem 2.7.8

Post by Shuulo » Sat, 1. Dec 18, 22:17

I agree, while X4 is quite good it still requires a lot of polish till Ill be able to play it and have fun. Mayhem though is a lot of fun right now :)
Panda, what do you think about X4, do you want to mod something for it in future?

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Joubarbe
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Re: [X3LU] Mayhem 2.7.8

Post by Joubarbe » Sun, 2. Dec 18, 08:02

I didn't buy it. It seems cool, yeah, but that's not enough for me. Let's wait seven years :)

zerogodlike
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Re: [X3LU] Mayhem 2.7.8

Post by zerogodlike » Mon, 3. Dec 18, 09:26

Yea you dodged a bullet on X4 its a train wreck right now, All ships larger than a fighter are useless and if the ai gets a fighter battle vs its self it will last for ever if your watching because the ai is so bad. Not only that about 10 or so hours in any of the Hostile factions such as Xenon will die out because they cannot replace their loses since everything has to built at shipyard and xenon. On top of that it has RNG features to get much needed tech. Sorry for the rant. Just a bit mad.

albazeus
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Re: [X3LU] Mayhem 2.7.8

Post by albazeus » Mon, 3. Dec 18, 21:37

Hello, I'd like to change where th adv. satellite are placed. I put $y=20000 between the lines 120/121 of the file Cmd.DeploySat.xml but didn't work. Which file should I modify?

Fureimuu
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Re: [X3LU] Mayhem 2.7.8

Post by Fureimuu » Tue, 4. Dec 18, 18:42

X4 is boring af tbh. Looks good tho.
albazeus wrote:
Mon, 3. Dec 18, 21:37
Hello, I'd like to change where th adv. satellite are placed. I put $y=20000 between the lines 120/121 of the file Cmd.DeploySat.xml but didn't work. Which file should I modify?
That file, but there are 2 lines with coordinates. You need to change both. Make sure to restart your game after editing.

kregeth
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Re: [X3LU] Mayhem 2.7.8

Post by kregeth » Wed, 5. Dec 18, 15:37

so, i'm having a bit of trouble with the data scanner, no matter what percentage of shield my target has left, be it 0%, >8% or more, it always says data scanner malfunction, i have yet to leave the "tutorial" area, but i feel like something's wrong. is there a way to fix it?

Fureimuu
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Re: [X3LU] Mayhem 2.7.8

Post by Fureimuu » Thu, 6. Dec 18, 12:05

kregeth wrote:
Wed, 5. Dec 18, 15:37
so, i'm having a bit of trouble with the data scanner, no matter what percentage of shield my target has left, be it 0%, >8% or more, it always says data scanner malfunction, i have yet to leave the "tutorial" area, but i feel like something's wrong. is there a way to fix it?
I'm not sure, but the scanner might be disabled for the tutorial length. Try scanning ships when you leave Omicron Channel (Bluish Snout). I only played normal gamestart once and never tried scanning any ships on my way.
Last edited by Fureimuu on Fri, 7. Dec 18, 22:21, edited 1 time in total.

glaucon
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Re: [X3LU] Mayhem 2.7.8

Post by glaucon » Thu, 6. Dec 18, 15:00

Maybe this is a bug:

On easy start I already have two transport type ships owned, but I do not have their blueprints available. Do I have to scan them manually even if I own them already? I have the M6 blueprint only

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