[X3LU] Mayhem 3.21b

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alexalsp
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Re: [X3LU] Mayhem 3.14

Post by alexalsp » Wed, 7. Apr 21, 06:42

Falcrack wrote:
Wed, 7. Apr 21, 03:36
I am downloading all things required for Mayhem, and was confused as to which Graphics package to install. There is one called "Mayhem Graphics v2" that was added Feb 19th 2021, which say it is for Mayhem 3.9 and later. Then there is another one called "Mayhem 3 Graphics" which was added on Feb 25th 2021, which says it is for Mayhem 3.8 and earlier. I am unsure as to which to install, since it appears to me that the very latest Mayhem is 3.14, which seem to me like it would be an earlier version than 3.9, but perhaps 3.9 is an earlier version than 3.14?
https://www.moddb.com/mods/mayhem/downl ... -graphics2

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Joubarbe
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Re: [X3LU] Mayhem 3.14

Post by Joubarbe » Wed, 7. Apr 21, 09:17

I've removed the previous Graphic pack and cleared things up.

Ysengrin
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Re: [X3LU] Mayhem 3.14

Post by Ysengrin » Thu, 8. Apr 21, 09:36

Hi, Joubarbe your baby is beautiful and he grows incredibly well.
Thank you so much for giving this old X3 the perfect mod.
And thank you Darth Fiscus too for your youtube documentation.

A question though, I paused the game for a few weeks after unlocking the teleporter device and now that i'm returning to X3 Mayhem, I don't know how to use it...
There is a "Change ship" command in the advance tab for other ships but it's greyed out...
Is there anything I missed ? Energy cells ? Another quest step ?
Oh, another question : an adjacent sector of my firdt outpost contains a pirate base : am I screwed ? What kind of ship can destroy it and should I make it a priority ?
Thanks.

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Joubarbe
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Re: [X3LU] Mayhem 3.14

Post by Joubarbe » Thu, 8. Apr 21, 10:17

Thank you.

You have a teleporter hotkey in the controls menu.
"Change ship" command doesn't ring a bell.

Pirates will certainly make your journey a bit harder, but it's manageable. Any ship can destroy another station, but that takes some time.

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Edna
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Re: [X3LU] Mayhem 3.14

Post by Edna » Thu, 8. Apr 21, 10:17

Ysengrin wrote:
Thu, 8. Apr 21, 09:36
A question though, I paused the game for a few weeks after unlocking the teleporter device and now that i'm returning to X3 Mayhem, I don't know how to use it...
There is a "Change ship" command in the advance tab for other ships but it's greyed out...
Is there anything I missed ? Energy cells ? Another quest step ?
You will need to give this one a hotkey first. There are no resource requirements for the teleporter.
Ysengrin wrote:
Thu, 8. Apr 21, 09:36
Oh, another question : an adjacent sector of my firdt outpost contains a pirate base : am I screwed ? What kind of ship can destroy it and should I make it a priority ?
If you do not want to deal with pirates, you can use the Piracy Contract perk to make sure the pirates will not attack your assets in the respective sector of the contract perk being used. This does not work for any sectors that are not using this perk, meaning any sector not under your control and any of your sectors that has not this perk active.

You can destroy a pirate base with swarms of fighters or with one M7 and a bunch of smaller ships. An Acinonyx with 32x medium guns will be enough, it will take some time, though. When using fighters, keep in mind the pirates will attack them very likely, while one M7 can take care of itself even against a bunch of M6s.

Edit: Joubarbe ninja'd me
Image

Ysengrin
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Re: [X3LU] Mayhem 3.14

Post by Ysengrin » Thu, 8. Apr 21, 10:31

Great, thank you !

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Joubarbe
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Re: [X3LU] Mayhem 3.14b

Post by Joubarbe » Fri, 9. Apr 21, 09:46

3.14b released, very small update to make Prologue gamestart more consistent.

bradturner43
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Re: [X3LU] Mayhem 3.14b

Post by bradturner43 » Sat, 10. Apr 21, 04:22

Maybe it's just me, but when one of my ships is destroyed (usually an Advanced Satellite for this particular example), I feel like the message that pops up at the bottom of the screen showing what was destroyed and where disappears incredibly quickly. Can this be adjusted somehow?

Ninja Edit: Here's an example of one of my trader workers getting destroyed. Including the text fade out, the alert is on the screen for less than one second which isn't long enough to see what got blown up.

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Edna
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Re: [X3LU] Mayhem 3.14b

Post by Edna » Sat, 10. Apr 21, 09:13

bradturner43 wrote:
Sat, 10. Apr 21, 04:22
Maybe it's just me, but when one of my ships is destroyed (usually an Advanced Satellite for this particular example), I feel like the message that pops up at the bottom of the screen showing what was destroyed and where disappears incredibly quickly. Can this be adjusted somehow?

Ninja Edit: Here's an example of one of my trader workers getting destroyed. Including the text fade out, the alert is on the screen for less than one second which isn't long enough to see what got blown up.
SETA 1000% means that the message disappears ten times faster than normal.
Image

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Joubarbe
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Re: [X3LU] Mayhem 3.14c

Post by Joubarbe » Sat, 10. Apr 21, 10:01

Mayhem 3.14c released
  • 3.14c: Traders were not able to buy from Trading stations.
  • 3.14c: New t-file option to customize the duration of the message you get when one of your assets is destroyed. The default has been increased to 8 seconds instead of 2.

Betelgeuse97
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Re: [X3LU] Mayhem 3.14c

Post by Betelgeuse97 » Sun, 11. Apr 21, 09:31

With X3FL around the corner, do you plan on porting the mod to FL?


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Joubarbe
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Re: [X3LU] Mayhem 3.14d

Post by Joubarbe » Tue, 13. Apr 21, 09:25

Mayhem 3.14d released
  • 3.14d: Terraforming menu typos.
  • 3.14d: Added Crystals & Minerals preset to the Trader menu. Also added these wares to the Full preset (new game only).
  • 3.14d: Fleet commanders were chasing Freighters when running an Invade sector command. Command needs to be restarted.
  • 3.14d: The export thresholds from loading a Trader preset were at 0 by default. Now they are at max. capacity of the Outpost, like when you add a ware.
  • 3.14d: If Quickstart was chosen, it was still possible to have Kha'aks in the sector where the first TL spawns.

Kaiww
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Re: [X3LU] Mayhem 3.14d

Post by Kaiww » Tue, 13. Apr 21, 14:39

Hey There,

thx for a great mod, quick question because i can not find it anywere.

Is there a way to autorepair ships before you build your first outpost ?
( Was trying a mercenary start and always getting out of my ship and use the repair laser, after every fight on different ships, is kind of tedious ?

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Joubarbe
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Re: [X3LU] Mayhem 3.14d

Post by Joubarbe » Tue, 13. Apr 21, 15:39

No. The un-tediousness is a reward that must be earned at every level.

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Hairless-Ape
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Re: [X3LU] Mayhem 3.14d

Post by Hairless-Ape » Sat, 17. Apr 21, 14:38

I sent a fleet of about 15 fighters after a pirate outpost. After about 2 hours they still had not made a dent. Outpost shields would go a tiny bit down and then recharge.
I then came into the system and within about 5 minutes, they started to take it down at a very decent rate.

I know the in-system mechanics are different than out of system, but is this supposed to be so distinctly different to cause what I observed?

Thanks.
Out of my mind. Back in 5 minutes.

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Joubarbe
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Re: [X3LU] Mayhem 3.14d

Post by Joubarbe » Sun, 18. Apr 21, 17:23

Things go faster when you're in sector. Why not having the same exact pace? Because it's impossible to achieve. In LU and vanilla, it's better to be out of sector, Mayhem does the opposite. Because in-sector combat are hard to predict, I prefer to have lasers that deal more damage compared to OOS.

Cirind
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Re: [X3LU] Mayhem 3.14d

Post by Cirind » Tue, 20. Apr 21, 00:00

I think I may have found a bug during fighting Xenons in the range of laser towers... well. After the fight one of laser towers decided to fly away at constantly increasing speed. I do not have any idea how it may have happened.

Betelgeuse97
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Re: [X3LU] Mayhem 3.14d

Post by Betelgeuse97 » Wed, 21. Apr 21, 02:55

I last played in 3.9. Is it worth starting a new game at this point?

Also got questions about hacking as I tried that briefly back then, but is it possible to take control of ships using hacking?

4square425
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Re: [X3LU] Mayhem 3.14d

Post by 4square425 » Wed, 21. Apr 21, 04:59

You can't directly take control of ships with hacking, but you can force them to abandon ship so you can claim it.

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