[X3LU] Mayhem 3.21b

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LancasterRohan
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Re: [X3LU] Mayhem 3.12c

Post by LancasterRohan » Sat, 20. Mar 21, 19:12

OMG, like you, Joubarbe.
Realistic, cold, severe space.
Could you please tell us if it will be possible to continue save game on version 3.13?

Maz437
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Re: [X3LU] Mayhem 3.12c

Post by Maz437 » Sun, 21. Mar 21, 15:35

Is there a ship compendium for Mayhem 3 available online (outside of game)? I know there was a link for LU and Mayhem 2, not sure if one exists for Mayhem 3.

Sometimes I like browsing general fleet strategies and composition while on the phone.

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Retrox
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Re: [X3LU] Mayhem 3.12c

Post by Retrox » Mon, 22. Mar 21, 10:05

There are few ressources for mayhem 3 outside of the game. Most are included in the mod, e.g. the encyclopedia or additional comaprisons for e.g. weapons and shields.
Intel i7 8700, Gtx 1070, 16gb RAM. I think i'm ready for X4. Bring it on, Egosoft!

aurelcourt
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Re: [X3LU] Mayhem 3.12c

Post by aurelcourt » Tue, 23. Mar 21, 12:29

Idea for a new version/iteration of Mayhem someday :-) :

Sector templates !

Choose a sector you own, "save it" as template (Outpost config/perks/agents/traders.../logistics... + Stations built (with I/E thresholds)

Then once you drop a new Outpost in a new sector, you can choose a Shipyard and a Station building Outpost (and a TL maybe) and then apply a template : The Outpost will take all the setting from the template, the Stations will be ordered, delivered and built by the assigned TL (at the same position as the ones of the template were ... (+specific instructions for Mines) + copy I/E thresholds), and the agents/traders etc... will be ordered and assigned to the Outpost!

Fire and Forget ! :-D

I appreciate that this is a lot of work, but would that be something realistic to think of or not at all? :-D

Aurélien

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Edna
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Re: [X3LU] Mayhem 3.12c

Post by Edna » Wed, 24. Mar 21, 23:46

Easter holidays begin on Saturday. Then it will be time to delve into Mayhem 3 again. Really excited for all the changes since 3.4! Probably going to be a mostly entirely new experience. :D
Image

Maz437
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Re: [X3LU] Mayhem 3.12c

Post by Maz437 » Fri, 26. Mar 21, 12:20

What does the game use to determine Pirate and Xenon patrol strength?

Is it number of sectors owned? Number of Outposts? Combat Rank? Total Fleet Strength?

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Joubarbe
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Re: [X3LU] Mayhem 3.12c

Post by Joubarbe » Fri, 26. Mar 21, 12:52

Number of sectors.


NaNo2018
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Re: [X3LU] Mayhem 3.13

Post by NaNo2018 » Fri, 26. Mar 21, 14:33

Joubarbe wrote:
Fri, 26. Mar 21, 14:20
Mayhem 3.13 released
Thank you very much! :D

LancasterRohan
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Re: [X3LU] Mayhem 3.13

Post by LancasterRohan » Sat, 27. Mar 21, 07:48

Dear all,

Could you please help with patching to next version.
As Im understand right, here sayd:
"Copy the content of the archive into your ...\X3 folder and overwrite all files. Do not copy into your addon folder."
Its means, all in archive except "addon" folder I will copy only?
But after all, in each new version the size of the addon folder is different, is it okay?

Thank you

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Hector0x
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Re: [X3LU] Mayhem 3.13

Post by Hector0x » Sat, 27. Mar 21, 08:28

LancasterRohan wrote:
Sat, 27. Mar 21, 07:48
No you need to copy the addon folder too. You always need everything from a Mayhem patch. It's always the complete package.

Some players opened their existing addon folder and then copied everything in there. That won't work and that is what this installation instruction wants to prevent.

LancasterRohan
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Re: [X3LU] Mayhem 3.13

Post by LancasterRohan » Sat, 27. Mar 21, 09:14

Hector0x wrote:
Sat, 27. Mar 21, 08:28
LancasterRohan wrote:
Sat, 27. Mar 21, 07:48
No you need to copy the addon folder too. You always need everything from a Mayhem patch. It's always the complete package.

Some players opened their existing addon folder and then copied everything in there. That won't work and that is what this installation instruction wants to prevent.
Thank you very much)

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Joubarbe
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Re: [X3LU] Mayhem 3.13b

Post by Joubarbe » Sat, 27. Mar 21, 09:32

3.13b released
  • 3.13b: Kha'ak Interceptors spawning from game start had no limit and could seriously get out of hand. Excessive Kha'aks are removed with this update.
  • 3.13b: Interceptors have less hull points.
  • 3.13b: New t-file factor that tells the AI to build only half of the ships they need per squadron when they are a weak empire. By default, they are considered as such when they own less than 7 sectors.
  • 3.13b: Battle Groups will prioritize conquering Xenon sectors when allowed to.

Forleyor
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Re: [X3LU] Mayhem 3.13b

Post by Forleyor » Sat, 27. Mar 21, 10:14

Joubarbe wrote:
Sat, 27. Mar 21, 09:32
Kha'ak Interceptors spawning from game start had no limit and could seriously get out of hand. Excessive Kha'aks are removed with this update.
Super happy you did this (and super quick update too), Decided to play Mayhem again with the new updates since last time I played Mayhem 2 was the latest, downloaded Mayhem 3.13 last night, generated a galaxy which spawned me in a system with about 40 asteroids, I died before I could get out of the sector because of the Kha'ak Interceptors that were all dumped on my head :D

Many thanks for the continued support of Mayhem Joubarbe, an awesome mod for sure!

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Shuulo
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Re: [X3LU] Mayhem 3.13b

Post by Shuulo » Sat, 27. Mar 21, 16:57

Uf, didnt touch Mayhem for almost a year now, but ill give it a try again, thanks Panda for keeping it alive and going!!!

limurchick
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Re: [X3LU] Mayhem 3.13b

Post by limurchick » Sun, 28. Mar 21, 11:36

Hey Joubarbe.

Something is wrong with agents. They simply ingore delivery some products to sations after 3.13 patch. What extra files(mayhem_data, mayhem_galaxies ?) i have to give you with save_game files for showing problem?

And have one question for community - what is Terracorp DropShip? He arrived to my main sector, docked to outpost and just waiting for something?

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Joubarbe
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Re: [X3LU] Mayhem 3.13b

Post by Joubarbe » Sun, 28. Mar 21, 11:54

Please see the changelog, there's a video and explanations.

limurchick
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Re: [X3LU] Mayhem 3.13b

Post by limurchick » Sun, 28. Mar 21, 12:18

Here is savegame archive.

What is wrong:
Sector Clarity's End - 9 Crystal Fabs that do not get resources(E-cells) from Ouptosts. For example - from sectors Hallow's Infinity, Gunners Crusade, KIngom End, Priest Rings and others(but some Outposts deliverd E-cells time ago). Each sector has Jump Beacon, and can be reached.

Workers distance is 10(or 20).
Energy Cells export has 1 priority.

What tried - stop agents, remove and reasing agents, remove all jobs and set only cells for Reacheble Factories.
What worked - forced setup "Export Energy sells to factories in sector Clarity's End" - but thats ubnormal.



Also there is problem with Kingdom End and getting Ore from mines. Agents mostly ignore that job and do others.

P.S. Nearest sector "Tharka's Ravine" - gets E-cells from listened above outposts.

https://drive.google.com/file/d/1wPFqSa ... sp=sharing

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Joubarbe
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Re: [X3LU] Mayhem 3.13b

Post by Joubarbe » Sun, 28. Mar 21, 16:00

As displayed in the Trader section, and also when you select 'Reachable factories' from Agent menu, the max distance for both Agents and Traders cannot exceed 8 for performance reason. Jump beacons are disregarded in the calculation.

I see no problem with your Agents in Kingdom End: 5 of them are importing Ore from nearby mines.

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Joubarbe
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Re: [X3LU] Mayhem 3.13c

Post by Joubarbe » Mon, 29. Mar 21, 15:42

Mayhem 3.13c released
  • 3.13c: Game start does not create Kha'ak Interceptors in where the player spawns.
  • 3.13c: Rings of Mines perk replaced by Ring of Fire.
  • 3.13c: Your own ships, and all M8s and M7Ms can now shoot their missiles in Out Of Sector combat.

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