[X3LU] Mayhem 2.9.13

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djmidex
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Re: [X3LU] Mayhem 2.9.13

Post by djmidex » Sun, 29. Sep 19, 01:05

I have a suggestion: Can we have alert message when enemy forces enter one of player-owned sectors? Like in ADS mod.

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Joubarbe
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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Sun, 29. Sep 19, 17:19

You mean even when it's not an invasion? Because you have a warning when it's an invasion.

djmidex
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Re: [X3LU] Mayhem 2.9.13

Post by djmidex » Mon, 30. Sep 19, 07:30

Joubarbe wrote:
Sun, 29. Sep 19, 17:19
You mean even when it's not an invasion? Because you have a warning when it's an invasion.
yes, i mean not invasion but enemy forces passing through. as far as i remember, ADS informed me every time when enemy ships enter my sector, counting their "strength". Such function would be helpful when you play against all other races (except teladi in my case) and there are a lot of hostile targets. Now I have to manually monitor all of my sectors to be sure there is no enemy capship or a pack of m3 fighters around.

Joelnh
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Re: [X3LU] Mayhem 2.9.13

Post by Joelnh » Mon, 30. Sep 19, 12:49

There is an ADS version for Mayhem, you can find the link in Joubarbe's signature.

djmidex
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Re: [X3LU] Mayhem 2.9.13

Post by djmidex » Tue, 1. Oct 19, 09:01

Joelnh wrote:
Mon, 30. Sep 19, 12:49
There is an ADS version for Mayhem, you can find the link in Joubarbe's signature.
will try. thanks

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Re: [X3LU] Mayhem 2.9.13

Post by RenegadeKraken » Wed, 9. Oct 19, 09:44

Is there any way to get a download of 2.9.12? This version (2.9.13) apparently doesn't work with the Mayhem SW mod variant yet.

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Joubarbe
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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Wed, 9. Oct 19, 11:18

I seriously doubt your problem is coming from that. The only change SW doesn't take into account is some scripts minor modifications and the price of some ships. That's not valid reasons to crash your game, or to not make it work.
Anyway, no, I don't keep a history of all versions, so there's no 2.9.12.

If you have other mods for Mayhem, like ADS, try SW Mayhem without them.

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alexalsp
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Re: [X3LU] Mayhem 2.9.13

Post by alexalsp » Wed, 9. Oct 19, 13:15

RenegadeKraken wrote:
Wed, 9. Oct 19, 09:44
Is there any way to get a download of 2.9.12? This version (2.9.13) apparently doesn't work with the Mayhem SW mod variant yet.
https://drive.google.com/drive/folders/ ... Jwif2NfFV9

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Re: [X3LU] Mayhem 2.9.13

Post by RenegadeKraken » Wed, 9. Oct 19, 22:56

Joubarbe wrote:
Wed, 9. Oct 19, 11:18
I seriously doubt your problem is coming from that. The only change SW doesn't take into account is some scripts minor modifications and the price of some ships. That's not valid reasons to crash your game, or to not make it work.
Anyway, no, I don't keep a history of all versions, so there's no 2.9.12.

If you have other mods for Mayhem, like ADS, try SW Mayhem without them.
Here is how I install it:

Install a fresh X3 without the bonus pack, with the non steam .exe and ensure you drag it out and put it somewhere else

Install LU, base mod, update, soundtrack, GUI, run it to test

Install Mayhem, base mod, graphics mod (should be 10 for the base/11 for the graphics (plus whatever optional files you want), then install the soundtrack

Then install the SW Mayhem mod made by Xenon, there’s 8 files in there numbered 1-4, renumber them to whatever is next in line

For instance 10 - Mayhem base 11 - Mayhem Graphics (Optional graphics you don’t have to add any, or up to 3) 12-15 Mayhem Star Wars

I have NO additional mods for Mayhem.

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Re: [X3LU] Mayhem 2.9.13

Post by djmidex » Thu, 10. Oct 19, 04:17

Hey, Joubarbe, any progress on random generated universe in Mayhem?

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Joubarbe
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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Thu, 10. Oct 19, 08:46

djmidex wrote:
Thu, 10. Oct 19, 04:17
Hey, Joubarbe, any progress on random generated universe in Mayhem?
viewtopic.php?f=94&t=417182

That's as far as I went. Now it would need a serious amount of work to adapt this to Mayhem.
And I'm working on my own game now, so...
Last edited by Joubarbe on Thu, 10. Oct 19, 10:40, edited 1 time in total.

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Joubarbe
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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Thu, 10. Oct 19, 10:36

RenegadeKraken wrote:
Wed, 9. Oct 19, 22:56
For instance 10 - Mayhem base 11 - Mayhem Graphics (Optional graphics you don’t have to add any, or up to 3) 12-15 Mayhem Star Wars
Mayhem base 11? Doesn't seem right. My install:

10: mayhem base
11: graphics (mayhem)
12: dark milky way
13: no particles no fog
14: no trails
15: trans-orbital models
(16-19): Star Wars

EDIT: sorry, didn't read you right... Nope, I don't see what's wrong then. You're not on Linux?

Joelnh
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Re: [X3LU] Mayhem 2.9.13

Post by Joelnh » Thu, 10. Oct 19, 13:13

How is Mayhem Star Wars ?
If it works good without causing issues then I will give it a try.
More ships is always welcome. 8)

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Hector0x
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Re: [X3LU] Mayhem 2.9.13

Post by Hector0x » Thu, 10. Oct 19, 16:36

Joelnh wrote:
Thu, 10. Oct 19, 13:13
How is Mayhem Star Wars ?
If it works good without causing issues then I will give it a try.
More ships is always welcome. 8)
It works well. But be aware that balancing is all over the place. The ATF has a star destroyer with staggering amounts of weapon slots. The Boron MonCal dreadnought has a cosy 10 GJ shield advantage over his mates. There are fighters which only hold one or two of the tiniest of shields, but can't equip any cheap lasers. Stuff like that. But i didn't find anything gamebreaking so far.

Some fighters are way beefier than the heaviest Mayhem designs. Most frigates lack shielding.
Image

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Re: [X3LU] Mayhem 2.9.13

Post by all_other_names_taken » Thu, 10. Oct 19, 23:25

Joubarbe wrote:
Thu, 10. Oct 19, 08:46
And I'm working on my own game now, so...
Oh, please, do tell.
Is it like X3? Is it like your Stardust project?
Do you keep a public devlog we could follow?

I'm sure this idea has been cooking in your mind for some time, I've been wondering when you're going to decide to bite the bullet. I'm glad you finally did.

Looking forward to seeing where you go from here.

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