[X3LU] Mayhem 3.21b

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ion_cannon_1
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Re: [X3LU] Mayhem 2.9.13

Post by ion_cannon_1 » Wed, 13. Nov 19, 07:51

Retrox wrote:
Tue, 12. Nov 19, 18:03
The 'new' 'unknown sectors' are mostly unclaimed faction sectors, by now. I think there were no new sectors added since ~1 year ago. The game unclaimes 20 clusters of 2-3 sectors each at the beginning of the game.
Ohhhhhhh, I get it now, I Just misread the changelog. Got everything installed and I am ready for some MAYHEM!

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Retrox
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Re: [X3LU] Mayhem 2.9.13

Post by Retrox » Wed, 13. Nov 19, 19:42

Hey Joubarbe,
my marines just failed an expedition and i cant select the rift difficulty anymore. Sending more marines to their death is still possible, though. What can I do to fix that?
Intel i7 8700, Gtx 1070, 16gb RAM. I think i'm ready for X4. Bring it on, Egosoft!

dreamer2008
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Re: [X3LU] Mayhem 2.9.13

Post by dreamer2008 » Wed, 20. Nov 19, 16:27

I have discovered a major bug, much disappoint: in the Marines: boarding and expeditions encyclopedia entry in the expeditions feature description you write "They are similar to boarding operations, but generally have more enemies, more locations to explore, more loot, MORE ENEMIES (again) and a greater distance of shooting.

magitsu
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Re: [X3LU] Mayhem 2.9.13

Post by magitsu » Fri, 22. Nov 19, 20:55

dreamer2008 wrote:
Wed, 20. Nov 19, 16:27
I have discovered a major bug, much disappoint: in the Marines: boarding and expeditions encyclopedia entry in the expeditions feature description you write "They are similar to boarding operations, but generally have more enemies, more locations to explore, more loot, MORE ENEMIES (again) and a greater distance of shooting.
Major bug? :)
Typo almost not worth fixing.

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Joubarbe
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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Fri, 22. Nov 19, 21:33

That's what we call a critical bug. Mayhem 3 will be delayed until this bug is fixed.

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XenonArchitect7
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Re: [X3LU] Mayhem 2.9.13

Post by XenonArchitect7 » Tue, 26. Nov 19, 07:11

So why do the OCV O and OX (M4 class) only have 7500 hull hitpoints? I was quite suprised when I died extremely quickly after my shields fell (OCV Hunter start). So I looked into TShips.txt and it turns out all M4s have this extremely low hull durability. So you die in 13 hits from a lowly PAC once your shields fall, according to the stats in the Mayhem TBullets file. Given that most fighters have 6 or 8 guns, that is almost instant death upon shield loss with no hope of just repairing your ship later.

Was this a recent change? I guess I have gotten too comfortable with LU balance, where the O and OX had roughly 8 times the hull strength. I just recall being able to fly the OCV O and do quite a bit of combat in the early game before moving on to bigger personal ships, in older versions of Mayhem.

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Joubarbe
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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Tue, 26. Nov 19, 12:11

In Mayhem, hull depends on the class of the ship. So all M4 share the same hull.
I reckon that is a questionable design choice (I did that a long time ago). I remember that I wanted to have a notion of "armor", so that's why it depends on the ship class.

magitsu
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Re: [X3LU] Mayhem 2.9.13

Post by magitsu » Wed, 27. Nov 19, 03:09

It's most interesting if that shield failure random event hits you in a firefight.

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XenonArchitect7
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Re: [X3LU] Mayhem 2.9.13

Post by XenonArchitect7 » Wed, 27. Nov 19, 21:13

I see. It just seems a little on the low side, but I guess M4s are cheap and best used in massive numbers and it was balanced for that. I've got a ton on balance reworks to do for the star wars port. :doh: But at least they all share the same number, that makes it a little easier.

Calahan
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Re: [X3LU] Mayhem 2.9.13

Post by Calahan » Thu, 28. Nov 19, 17:01

magitsu wrote:
Fri, 22. Nov 19, 20:55
dreamer2008 wrote:
Wed, 20. Nov 19, 16:27
I have discovered a major bug, much disappoint: in the Marines: boarding and expeditions encyclopedia entry in the expeditions feature description you write "They are similar to boarding operations, but generally have more enemies, more locations to explore, more loot, MORE ENEMIES (again) and a greater distance of shooting.
Major bug? :)
Tut, call that a major bug. That's nothing more than a little glitch you can workaround by not opening the encyclopedia.

The following bug however, IS major. No actually I'd describe it as severely critical, at least. Since not only did it cause a BSOD, it also resulted in the terminal failure of all my HD's, including the external ones that were disconnected, and even caused the chair I was sitting on to break. And is unavoidable because it's automatically triggered the moment you first arrive at Bluish Snout. And if that's not a critical bug then I don't know what is.

"Dear citizen, the news are getting worse. The Splits have declared war against all religions, arguing that family values should be above everything else. Of course, this is only a pretext to persecute the minorities and conquer more sectors, and they already have taken over Leap of Faith, as if it were a pirate sector."

So after this I think worrying about Mayhem 3.0 being delayed is the least of all concerns, as you can now probably forget about the entire X-series franchise. Since I see no other alternative than for Egosoft to immediately cease all operations before a team of lawyers representing "is" file a class action lawsuit seeking substantial compensation for damages caused to computer hardware, office equipment, and serious personal bruising to backsides. I've also heard that another group of lawyers representing "has gotten worse" is also considering legal action. Dark days ahead :(
[ external image ]
This signature serves as my permanent and consistent "Thank You" to Litcube for sharing the outstanding mod he created.

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Joubarbe
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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Thu, 28. Nov 19, 18:01

That's a 2 months delay at least.

Calahan
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Re: [X3LU] Mayhem 2.9.13

Post by Calahan » Thu, 28. Nov 19, 18:44

Joubarbe wrote:
Thu, 28. Nov 19, 18:01
That's a 2 months delay at least.
I admire your optimism. Not sure what you're basing your optimism on, but I admire it nonetheless. Must be a panda thing ;)
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This signature serves as my permanent and consistent "Thank You" to Litcube for sharing the outstanding mod he created.

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Joubarbe
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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Tue, 3. Dec 19, 12:59

Image

"Entering sector... Oceanus Prime."
Betty, you're so funny.

AirWind123
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Re: [X3LU] Mayhem 2.9.13

Post by AirWind123 » Wed, 4. Dec 19, 12:01

Joubarbe, please specify which MODs are compatible with Mayhem?

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Joubarbe
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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Wed, 4. Dec 19, 12:06

You've got a compatibility section on ModDB file page. Many untested mods will be incompatible.

The Cuban Nightmare
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Re: [X3LU] Mayhem 2.9.13

Post by The Cuban Nightmare » Wed, 4. Dec 19, 18:44

Just chiming in to say that the mods looking better than ever before. I have played later than usual and used the video tutorial series to get to later game and am expanding well. I was curious how you defend your sectors in the late game from an organizational perspective. I ran into the issue that enemies tend to go right for my freighters and so I’m thinking that I need more fighters as a fast response fleet. How do you typically handle sector defense in your games? Carriers set up as a fleet for each sector? Independent carriers? The late game logistics is definitely a slog and so I want to make sure I’m defending well.
I'm your worst nightmare....

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Tomsoneeta
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Re: [X3LU] Mayhem 2.9.13

Post by Tomsoneeta » Thu, 5. Dec 19, 10:37

The Cuban Nightmare wrote:
Wed, 4. Dec 19, 18:44
...
Try out this great mod for Mayhem if you haven't already - ADS (Joubarbian Edition)
You can setup/assign independent carrier(s) to defense grid and it will automatically jump & clear all your home sectors with enemies in it.

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Joubarbe
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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Thu, 5. Dec 19, 10:43

Assign some fighters to the escort of your traders, or just use the new fleets (and micro-manage a bit more). ADS (link in my signature) is a bit too heavy for just the Defense grid in my opinion. I personally don't use it (I don't use any other mods).

djmidex
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Re: [X3LU] Mayhem 2.9.13

Post by djmidex » Fri, 6. Dec 19, 08:46

Joubarbe wrote:
Tue, 3. Dec 19, 12:59
Image

"Entering sector... Oceanus Prime."
Betty, you're so funny.
i`m crossing fingers for this release

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Hector0x
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Re: [X3LU] Mayhem 2.9.13

Post by Hector0x » Fri, 6. Dec 19, 14:14

Sector stats on your galaxy map?

Image

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