[X3LU] Mayhem 3.21b

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erone01234
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Re: [X3LU] Mayhem 3.0

Post by erone01234 » Sun, 26. Jul 20, 15:00

small q:
i just got my teleport device and i cant find the hot key to use it
how do i teleport to other ships?

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Edna
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Re: [X3LU] Mayhem 3.0

Post by Edna » Sun, 26. Jul 20, 15:21

erone01234 wrote:
Sun, 26. Jul 20, 15:00
small q:
i just got my teleport device and i cant find the hot key to use it
how do i teleport to other ships?
You need to set it. It's the same Hotkey for the Experimental Jump Drive.
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Hairless-Ape
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Couple issues

Post by Hairless-Ape » Sun, 26. Jul 20, 16:03

Just started first game.

When given missions, they are not showing up in my Missions List. I have message logs showing I have 3 missions, but the "My Missions" button is disabled? Is this intentional?

Also, I can't seem to find a key mapping for going to Max Acceleration anymore. Was this removed?
Out of my mind. Back in 5 minutes.

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Hector0x
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Re: [X3LU] Mayhem 3.0

Post by Hector0x » Sun, 26. Jul 20, 17:37

Edna wrote:
Sun, 26. Jul 20, 14:54
That's cool! The Paranids really snowballed out of control in your game. But after 9 days this could probably be the norm.

The Terraformers can be really nasty. Did you manage to recover or was it effectively a game over?
Since i saw the OCV wrecking havoc in one of the earliest beta versions, i now avoid placing anything critical inside or even near a high abnormal signal sector. And it's best to decentralize your economy to a degree and have multiple areas which can produce everything and work independent from each other. I'm trying to design everything so that it would still work without jump beacons and also if i lost a whole cluster.

Right now i'm playing a faction warfare based playthrough. The Xenon are defeated and i'm simply not progressing the Yaki-plot. For a nice twist i recommend to set a permanent alliance between two factions and eventually try to stop them. Because they WILL slowly take everything over. I had some nice exchanges with the Boron. At times it got really exciting and i actually lost some sectors. Now the Paranid could rebuild many BG's and i feel the balance is shifting a bit. But the Argons are already waiting behind the Boron sectors in my area. With massive and fresh fleets since they got no targets because of their alliance with the Boron. If the Paranid push through, we might actually both be screwed. Should the Argons get the upper hand i will quickly complete the Yaki-Quest and try to nuke them with the OCV :)

I think many of the problems you described are the result of what i would call extreme powerplay. Like having nothing left to research. :lol: #firstworldproblems

In the end X3 is not a good strategy game. I'm always having the most fun if i set my own rules and restrictions way before the empire gets really huge. Like attacking a faction without being sure if i can handle the situation. I know there are more efficient ways to play, but i adore these moments when a huge fleet appears and you actually have to retreat and give something up. Once i know i'm strong enough to steamroll the enemy and it's just a matter of time i often loose interest in any game (not just X3). But it's often a delicate balancing act since you can easily loose all progress if it goes wrong. So i know that this is probably a very uncommon preference.


Ships ignoring commands during combat is intentional. They engage if they get shot. Mayhem 2 and LU have a huge flaw in their combat scripts. Ships tend to focus on something and ignor being blasted. Mayhem 3 fixed this. You can override the "combat lock" and make them leave any fight with the "flee" command. This can even be assigned to a hotkey with Quick Access to make the targeted ship flee. Or broadcast "flee" to a whole fleet and they quickly scatter like the drug dealers in our park when a police patrol comes by.
Last edited by Hector0x on Sun, 26. Jul 20, 17:41, edited 1 time in total.

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Hector0x
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Re: Couple issues

Post by Hector0x » Sun, 26. Jul 20, 17:40

Hairless-Ape wrote:
Sun, 26. Jul 20, 16:03
When given missions, they are not showing up in my Missions List. I have message logs showing I have 3 missions, but the "My Missions" button is disabled? Is this intentional?
There is a new journal in your player console.
Hairless-Ape wrote:
Sun, 26. Jul 20, 16:03
Also, I can't seem to find a key mapping for going to Max Acceleration anymore. Was this removed?
It's the Boost Extension (Controls>Game>Flight Controls). I believe Joubarbe removed this equipment but the hotkey still works to set max speed.

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Edna
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Re: [X3LU] Mayhem 3.0

Post by Edna » Sun, 26. Jul 20, 19:26

Hector0x wrote:
Sun, 26. Jul 20, 17:37
Ships ignoring commands during combat is intentional. They engage if they get shot. Mayhem 2 and LU have a huge flaw in their combat scripts. Ships tend to focus on something and ignor being blasted. Mayhem 3 fixed this. You can override the "combat lock" and make them leave any fight with the "flee" command. This can even be assigned to a hotkey with Quick Access to make the targeted ship flee. Or broadcast "flee" to a whole fleet and they quickly scatter like the drug dealers in our park when a police patrol comes by.
Damn, I completely forgot about that command. Makes sense, I guess. I just would like to have transports with literally just one turret like the Toucan Prototype not to play Rambo against an M3 or even an M6. :D

Also, complete game over about the OCV. I was being paranoid about the Xenon possibly spawning in again and effing up my Jump Beacons, so I didn't place any in my area - meaning my fleet is not where it was required. I could have tried to get a counterattack going, but I know that the OCV will show up again faster than I could rebuild. Simply underestimated them. That being said, I actually did better against them in OOS-fights, probably because of the hilarious range all of their ships have in IS-fights.
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azxcvbnm321
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Re: [X3LU] Mayhem 3.0

Post by azxcvbnm321 » Sun, 26. Jul 20, 22:16

Hector0x wrote:
Sun, 26. Jul 20, 09:01
azxcvbnm321 wrote:
Sun, 26. Jul 20, 08:14
Also I have a lot of excess fruit but my trader refuses to trade it? I have the export settings to 0%, I've also manually loaded the fruit, but all it does is say searching for fruit opportunity and then loads the fruit back to the outpost. I'm pretty sure there's another outpost within the trading range that needs fruit. Any ideas?
Your trader can sell it to outposts, but they will only buy up to 4.166 units. Check their station information from your player console. The vanilla freight screen is not equal to what they want to trade.
For example this Split outpost has 0 and is importing fruit:
Spoiler
Show
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Thanks, I think it might be the 4166 unit limit because I tried to load more than that amount to my trader.

Also I heard that the Xenon and Pirates scale to your empire. I have one outpost and one sector and am already running into M6 ships that I have no way of dealing with. Reading previous posts, it seems that my 4-5 M3 fighters stand no chance against even a single M6. I am really reluctant to build another outpost and another sector, but eventually I will have to in order to get my shipbuilding building going. Perhaps I can consolidate shipbuilding and resource production into my first sector? Any tips? My sector is 2 sectors away from Xenon sectors (2 of them in opposite directions) and unfortunately 1 sector away from a sector with a pirate base.

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PersonyPerson
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Re: [X3LU] Mayhem 3.0

Post by PersonyPerson » Mon, 27. Jul 20, 01:40

azxcvbnm321 wrote:
Sun, 26. Jul 20, 22:16
Thanks, I think it might be the 4166 unit limit because I tried to load more than that amount to my trader.

Also I heard that the Xenon and Pirates scale to your empire. I have one outpost and one sector and am already running into M6 ships that I have no way of dealing with. Reading previous posts, it seems that my 4-5 M3 fighters stand no chance against even a single M6. I am really reluctant to build another outpost and another sector, but eventually I will have to in order to get my shipbuilding building going. Perhaps I can consolidate shipbuilding and resource production into my first sector? Any tips? My sector is 2 sectors away from Xenon sectors (2 of them in opposite directions) and unfortunately 1 sector away from a sector with a pirate base.
For me, I would usually get weapons, shields and use the No Food consumption perk set up for my first sector. Assuming your traders are making a profit, I would then import the resources from other nations to build stations and ships, basically making your first outpost a jack of all trades. The stations I would make depends on the support limit and Sun intensity, but usually a couple of solar power plants and Crystal fabs for the weapons and shields and then whatever resource the nearby nations sectors are lacking of for the ships and stations, so for example if there is no nearby Teladianium foundry, I would build a chemical lab and that. Then I would build a fleet of M4s, use the M3s that I find around the universe and maybe a build an M6 if I am making enough money, and then take out the pirate base. If there are more pirate bases connected to your region of space and are not blocked off by other nations or the Xenon then they will still be a problem, but if not they will stop spawning and will cease to be a problem once you killed the remaining pirate ships. The Xenon takes significantly more ships to deal with, but their raids are much less common than pirate attacks, so I would then feel secure enough to build a 2nd sector.

Like you and others have said, the number of pirates and Xenon raids scales with number of sectors. If you feel you are not militarily capable of beating the pirates now, then it will be a lot more trouble than it is worth when you build a 2nd sector or more. For the early game, expand with caution and only when it is either absolutely necessary or if you are strong enough to do so.

I have not done that many playthroughs yet, but what I stated above worked well for my latest one. Perhaps my method is not the most efficient, best to see what more experienced players think first.

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Edna
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Re: [X3LU] Mayhem 3.0

Post by Edna » Mon, 27. Jul 20, 16:56

The scaling is not that notable on lower numbers. I'd say you can probably have four Outposts before you will notice any increase of activity. It's more notable for the size of Xenon raid groups and the numbers and frequency of pirate bases spawning M3s and M6s. That being said, placing your first outpost in proximity of a pirate base and xenon sectors is... unlucky. The pirates will effectively disrupt every bit of trader transit in your area. Best bet here is to focus on tugs (the faster the ship, the better it is as tug) and opening your outpost up for traders, so they carry the risk. Traders of NPC empires are often accompanied by escorts, so they will help you a little bit against the pirate issue. You won't need to worry about Pirates at some point anymore, though, as their power scaling is very low and the more pirate bases are out there, the more the power is scattered. If you leave one base left, trust me, that base will spawn so many raiders that you see yourself forced to do something about it, or just let them do their job, especially when they are closer to the enemy empires than to yourself.

What you will need to be worried about are Xenon raids. If you have only a few outposts, they won't be an issue, as the empires will be able to fend them off - hopefully. Just try to avoid them, and if they make the decision to destroy one of your stations, you might need to consider whether wasting resources on building ships is better than to just rebuild the stations. Stations are sometimes cheaper.

To take on a pirate base, you'll need 15-20 M3s. I recommend letting them do their job in OOS combat, as in IS combat, a lot of crazy stuff can happen and the entire aspect of randomly firing turrets will attract more hostiles than necessary. The pirates won't necessarily defend the pirate base.

As for Xenons: The longer you wait, the higher the chances are that the defending ships around the Xenon Stations have already been destroyed. So: If you can't beat them yet, focus on defending yourself and your assets in case of raids. The NPC empires are helpful, especially their buffer sectors. Use them to your advantage.


As for perks on your outpost: That really depends on what you want to do. In the early game, I'd rather go for claiming abandoned ships instead of selling everything I can to get the stuff for ship production AND equipment. Bailed ships usually come with everything, sometimes lacking only shields. If I was in your situation, I'd play the long game. I'd only send out traders when I know my sectors are currently secured, and I'd check all trading stations for the equipment and rare materials I need: Shields, Lasers, colored Crystals. Two types of trading stations buy and sell everything you need for ship construction, so try to find those and try to send a ship there for resource gathering. Recycle everything that you do not need. The maintenance of M6 corvettes, for example, can ruin your early empire. Try to keep M3s, gather your strength and then destroy the pirate bases, then focus on the neighbouring Xenon Stations and try to boost your economy wherever you can. Expand when you can sustain yourself.

If you have trading stations with shields and lasers around, you do not need to waste perk points on an unfortunately placed outpost for laser and shield production. I'd go for taxes or solar panels to get some income. Taxes is good if you can't trade and solar panels are better if you have a lot of energy sellpoints around.
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aurelcourt
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Re: [X3LU] Mayhem 3.0

Post by aurelcourt » Mon, 27. Jul 20, 17:44

+1 with posts above 🙂

My experience from a rather early game perspective:

I've been sticking with 3 sectors and now finishing the last 2 Xenon sectors. It's no worries at all. Money was a bit tight sometimes at the beginning but with nofood perk and occasionally selling shields to a trading outpost, once the 15 traders were set up it was no issue anymore.

- I produce eCells (300% sector) and crystals
- 1 ore mine / 1 teladianium factory because not available in the sectors close to me
- 1 ship component factory of each (+ microchips because not available either close to me)
- I'm importing all the rest to build stations and feed my factories

- I just finished building research station and jumprive core factory so I'll be ready to snowball later.

I struggled at the beginning with the occasional pirate M6 wandering about my cluster (had to manually order agents/traders to avoid it until it moved further), but didn't notice any significant increase in pirate activity between owning 1 or 3 sectors.

A TS with decent shielding and weapons will destroy any attacking M3 pirate, even 2. For the M6, you need to avoid until you can destroy it with a fleet of 8-10 M3s, that you'll gather progressively.

Once I got about 15-20 M3s, I started to go for the pirate bases close to my sectors.

I never encountered Xenon raids as I settled down far from them.

So I'd definitely say to grab a few more sectors, not much risk and it'll help a lot your progression 🙂

sigurhel
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Re: [X3LU] Mayhem 3.0

Post by sigurhel » Tue, 28. Jul 20, 12:15

Hi there,

I seem to have found a bug in the trading functions.
"Best Sell" for some wares is either always or in some cases sometimes bugging out.

Best Sell will propose that best sell is a Trading Station, instead of a much better deal at an empty factory. I have noticed this problem with the automated traders too

Wares
Microchips - Always the case with one of my manual traders, and I have noticed this with my automated outpost traders too
Ore - This just happened, not sure about if it's always like this.

I have the saves, where can I upload them?

EDIT:
Function worked fine until I got an outpost and started playing with agents and traders
I use "price" mode and not "availability".
Last edited by sigurhel on Tue, 28. Jul 20, 16:00, edited 1 time in total.

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Edna
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Re: [X3LU] Mayhem 3.0

Post by Edna » Tue, 28. Jul 20, 13:34

sigurhel wrote:
Tue, 28. Jul 20, 12:15
I have the saves, where can I upload them?
If you have a Google/YouTube account, use your gdrive and set the file to share with whoever has the link. Any other filehoster will work, too, just google for one of your preference. Make sure the archive contains the save and the galaxy.
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sigurhel
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Re: [X3LU] Mayhem 3.0

Post by sigurhel » Tue, 28. Jul 20, 14:30

Edna wrote:
Tue, 28. Jul 20, 13:34
sigurhel wrote:
Tue, 28. Jul 20, 12:15
I have the saves, where can I upload them?
If you have a Google/YouTube account, use your gdrive and set the file to share with whoever has the link. Any other filehoster will work, too, just google for one of your preference. Make sure the archive contains the save and the galaxy.
Link to save and galaxy: https://drive.google.com/file/d/1DhPzZA ... sp=sharing
Bug can be reproduced by doing a "Trade - Trade Product Search - Search for Best Sell" command for ware "Microchips" on ship "TP Nomad".
It proposes a trade station instead of factories with much better prices.
Distance does not matter, it always proposes closest trade station that buys Microchips. I have been in the same sector as a Computer plant that buys microchips for max price. It still proposes the Trade station.

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Edna
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Re: [X3LU] Mayhem 3.0

Post by Edna » Tue, 28. Jul 20, 15:40

I could imagine it's related to the fact that trading stations can buy incredible amounts of a resource.
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sigurhel
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Re: [X3LU] Mayhem 3.0

Post by sigurhel » Tue, 28. Jul 20, 15:58

Edna wrote:
Tue, 28. Jul 20, 15:40
I could imagine it's related to the fact that trading stations can buy incredible amounts of a resource.
Should not be since I use "price" mode and not "availability".
And it worked perfectly fine before I got outposts ... hmm should include that in the original post about this probable bug.

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Hairless-Ape
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Couple questions

Post by Hairless-Ape » Tue, 28. Jul 20, 18:11

For the Trade Run command to work best, do you have to have an advanced satellite in that system, or do you just have to have visited it?


Will the trade run buy command always get the best price within 5 jumps like the encyclopedia says, or will it just pick the closest station to buy it at, even though it may not be the best price? I see some posts that lead me to believe the latter, but hoping the encyclopedia is true.



Thanks
Out of my mind. Back in 5 minutes.

azxcvbnm321
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Re: [X3LU] Mayhem 3.0

Post by azxcvbnm321 » Fri, 31. Jul 20, 22:36

Thanks for the help. I've managed to survive so far and expand into a nearby sector so I have two sectors now. Seems that my galaxy gave me a tough start, there is no ore available in my first two sectors, there is ore available one sector to my east but that is bordered by a Xenon sector and a pirate base. I'm doing OK by just buying ore and quantum tubes and I'm trying to get enough together to build my first M6.

My question is how do you decide which laser to produce? For example I'm building the only M6 I know how to make, the Quasar and I have the option of Matter-Anti Matter Tubes or Gamma Cannon or CIG. They all look pretty similar on the stats page in terms of DPS and energy used/second. What should I be looking for to decide what my layout should be or should I just build a mix of lasers and put them all in to cover all the bases?

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Re: [X3LU] Mayhem 3.0

Post by aurelcourt » Sat, 1. Aug 20, 09:45

azxcvbnm321 wrote:
Fri, 31. Jul 20, 22:36
Thanks for the help. I've managed to survive so far and expand into a nearby sector so I have two sectors now. Seems that my galaxy gave me a tough start, there is no ore available in my first two sectors, there is ore available one sector to my east but that is bordered by a Xenon sector and a pirate base. I'm doing OK by just buying ore and quantum tubes and I'm trying to get enough together to build my first M6.
Indeed ! Now that's a sense of accomplishment once you survive this and can start expanding !

I'd suggest to focus on this pirate base and this Xenon sector ASAP, so you are good for a much easier life after you get rid of them ! With only 2 sectors you own, it won't take much of a fleet to deal with then, I'd say 15 M3s for the pirate base, and maybe 20 for the Xenon sector. It'll take time to destroy the bases but eventually it'll do, and it'll never be much of a threat to your ships.

azxcvbnm321 wrote:
Fri, 31. Jul 20, 22:36
My question is how do you decide which laser to produce? For example I'm building the only M6 I know how to make, the Quasar and I have the option of Matter-Anti Matter Tubes or Gamma Cannon or CIG. They all look pretty similar on the stats page in terms of DPS and energy used/second. What should I be looking for to decide what my layout should be or should I just build a mix of lasers and put them all in to cover all the bases?
I'd recommend avoiding to go for M6 at the beginning until you have maybe 25-30 M3s. You'll need their speed and flexibility (big task force for invasions / several patrols around your borders to deal with remaining pirates ).
Also maintenance for M6 is much more (like 20 times more) and it won't be "worth" 20 fighters imo.

Weaponwise, depends what you want to fight with it. O reckon it's mostly fighters at the beginning so I'd go for a rather high speed projectiles.

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Edna
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Re: [X3LU] Mayhem 3.0

Post by Edna » Sat, 1. Aug 20, 14:01

azxcvbnm321 wrote:
Fri, 31. Jul 20, 22:36
Thanks for the help. I've managed to survive so far and expand into a nearby sector so I have two sectors now. Seems that my galaxy gave me a tough start, there is no ore available in my first two sectors, there is ore available one sector to my east but that is bordered by a Xenon sector and a pirate base. I'm doing OK by just buying ore and quantum tubes and I'm trying to get enough together to build my first M6.

My question is how do you decide which laser to produce? For example I'm building the only M6 I know how to make, the Quasar and I have the option of Matter-Anti Matter Tubes or Gamma Cannon or CIG. They all look pretty similar on the stats page in terms of DPS and energy used/second. What should I be looking for to decide what my layout should be or should I just build a mix of lasers and put them all in to cover all the bases?
As for weapons, I would recommend trying all of them out in a separate game using the cheat commands. In Mayhem 3, weapons are a lot different from LU and Vanilla and while there is a table in the personal console that lists them all under a bunch of qualities, I've come to learn that those matter way less than what experiences you make with each gun type. For example, DPS is nice in OOS fights, so going for the biggest and best DPS guns in OOS fights is okay, but in IS fights, I'd always equip ships with high refire guns. For example, the Split Ocelote M2 Dreadnought works hilariously well with the Phased Array Laser Cannon. It's high damage but deadly accurate and has a rather high fire frequency, and it's only a medium weapon, meaning it also works nicely on a Split Acinonyx M7 Assault Frigate. However, it's a Split gun, so only a few ships can use it. I also made good experiences with the Gamma Ray Cannon which is available to a broad variety of ships. It's not as strong but rather accurate and high frequency, meaning it's good against snubs and capitals alike.

Long story short, for in-sector battles, I strongly recommend guns with high ROF as priority. Range and DPS should be the second and third priority. If you know you are going to send ships out to battles OOS, just give them the highest DPS guns. Range does not matter OOS as all ships need to be at the very same spot on the map for the battle calculus to begin (which is dumb but X3 is simply not perfect).

As for ships, the Split ships are performing weirdly well in most battles. The Mamba is the most toxic ship in IS battles as it is so narrowly thin in its profile, that most shots will never hit it. The Ocelote is also rather small for a Dreadnought, cheaper than all the others and can tank almost as much. It's also faster other than the Cyclops, Tobusaku and Exalibur, it's manouverable while it can use a very useful set of guns, which makes it better than the Boron Megalodon M2 Dreadnought, which is very underperforming. And the Acinonyx is a perfect assault frigate, good for wingmen and player ship choice. You can equip Incendiary Bomb Launchers in OOS battles since laser energy does not matter in OOS fights and for IS fights, take Gamma Ray Cannons or Phased Array Laser Cannons.
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Dr. Carson
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Re: [X3LU] Mayhem 3.0

Post by Dr. Carson » Sun, 2. Aug 20, 02:37

Hey,

I've run into an issue with trading imports. I'm not sure if I've just misconfigured my traders or if it's an actual bug.
I want to import 25MJ shields to my first outpost for my first fighters.

My outpost has credits on its account and is running 5 trader workers. For the 25MJ shields I have set my import thresholds to 24, and my export to 96. Currently I have 5 shields in stock. The traders recognize that they should import the wares and are assigned orders to purchase from nearby trading stations. However when my traders arrive at the stations they don't purchase anything and instead start to look for new trading opportunities.

What this means is that my outpost is now missing a bunch of goods that should be imported and my traders never get a chance to export the goods I produce either. From my basic testing this happens with lasers, missiles and shields.
Last edited by Dr. Carson on Fri, 19. Mar 21, 16:01, edited 1 time in total.

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