[X3LU] Mayhem 3.21b

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Shenecha
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Re: [X3LU] Mayhem 2.9.12

Post by Shenecha » Mon, 2. Sep 19, 08:20

Does anyone else experience that in the first stages of empire building the main thing that's holding you back is research times? Ship and station building, making money and producing/trading resources are rarely things I get impatient for in this mod, but researching ship blueprints is. I now fixed this for my own game, but perhaps it's something that should be addressed in general. In contrast to researching, I find ship construction to be very fast and I don't expect I'll need a second shipyard sector in my current game for a very long time. Maybe making research faster and slowing down ship (and perhaps laser/shield/missile) construction would balance the pacing of this mod better?

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Joubarbe
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Re: [X3LU] Mayhem 2.9.12

Post by Joubarbe » Mon, 2. Sep 19, 11:20

@Tomsoneeta: the manpower bonus has been removed.
@Shenecha: then conquer more sectors to build more Research stations. All gameplay values are editable in addon\t\9972-L044.xml. The pace of the mod has been changed a lot during the past, and I feel it's quite balanced as it is now.

mrBreed
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Re: [X3LU] Mayhem 2.9.12

Post by mrBreed » Mon, 2. Sep 19, 12:46

I wanna ask. Its bug if events with ship ( i about - laser charge) happened 2 time, and laser charge gonna be (-50%). Its normal now ? :D

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Re: [X3LU] Mayhem 2.9.12

Post by mrBreed » Mon, 2. Sep 19, 13:48

Still a bug in the barracks says that it is impossible to hire more than 50 Marines. But there are only 41. ( Strange, but after folding and unfolding the game for screenshots. He gave 9 to hire Marines)

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Hairless-Ape
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Re: [X3LU] Mayhem 2.9.12

Post by Hairless-Ape » Mon, 2. Sep 19, 17:49

Shenecha wrote:
Mon, 2. Sep 19, 08:20
Does anyone else experience that in the first stages of empire building the main thing that's holding you back is research times? .... Maybe making research faster and slowing down ship (and perhaps laser/shield/missile) construction would balance the pacing of this mod better?
A couple other ways of getting Blueprints early game (of course this doesn't affect research time, but it's related).

. Check to see if other corporations have ships for sale in the war ministry screen. A lot of those may be junk ships with little hull, but they are also cheap. Once you buy them you get their BP.
. Send your Reaper shuttle out to claim ships. This also gives you the BP.

I also tend to suffer in the very early game from the lack of both a decent Hauler blueprint and an M5 scout. Usually, I can find a pirate hauler somewhere around and data scan him, and usually I can buy an M5 ship from another corporation cheap, but it can be hit or miss. Like Joubarbe said, you still need to claim more sectors and put up additional research stations.. no way around that. I am not entirely sure, but it may be possible to build more than 1 research station in a system. i've never tried it, but it certainly comes up as an option in the station build menu.. Then after you get enough researched, trash the extra stations for their resources.
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Joubarbe
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Re: [X3LU] Mayhem 2.9.12

Post by Joubarbe » Mon, 2. Sep 19, 18:25

When you start to see two research stations per sector, you know you had too much to drink.

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Hector0x
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Re: [X3LU] Mayhem 2.9.12

Post by Hector0x » Mon, 2. Sep 19, 19:19

There is a chance that your marines hack a blueprint on expeditions. This unlocks ship construction right away without research.
Of course it's highly random, but i got the M7 Griffon this way. So it technically even works for capships.

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Hairless-Ape
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Re: [X3LU] Mayhem 2.9.12

Post by Hairless-Ape » Mon, 2. Sep 19, 20:39

Joubarbe wrote:
Mon, 2. Sep 19, 18:25
When you start to see two research stations per sector, you know you had too much to drink.
It was actually a space fuel distillery and not a real research station. I just got confused because everyone in the station said they were doing research. Later I found out they were researching the effects of drinking fermented space fly eggs while watching Boron porn. Seems it didn't take long for them all to go blind. I managed to stumble out in a haze but I still think of it as a research station.

Oh, and I changed things so if you destroy your own sanctuary, the system goes back to being Unclaimed. So much better and smooth like butt'ah.
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Joubarbe
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Re: [X3LU] Mayhem 2.9.12

Post by Joubarbe » Mon, 2. Sep 19, 20:56

I suggest unlocking XenonHub to watch AI porn.

Tomsoneeta
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Re: [X3LU] Mayhem 2.9.12

Post by Tomsoneeta » Wed, 4. Sep 19, 20:41

One of my sanctuaries started to starve and lost some people, so I took the no food consumption perk:

-In the sanctuary menu still said starvation warning but also a (no consumption) text next to it
-sanctuary was still gaining people (not losing them), but they wouldn't build station (it was on hold)
-I gave sanctuary some food (100 meatsteak cahoonas) and it instantly updated, the starvation text was gone and resumed building station
-everything works normal now as intended

This is not an issue for me at all, I just wanted to let you know. (I would give you a savegame, but I accidentally overwrite it because I was still playing a few hours after that issue :oops: )

thuango
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Re: [X3LU] Mayhem 2.9.12

Post by thuango » Sat, 7. Sep 19, 10:48

Does anyone know how to unlock the expedition? I've completed the goner plot so far beside that I didn't received any mission about the main plot.

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alexalsp
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Re: [X3LU] Mayhem 2.9.12

Post by alexalsp » Sun, 8. Sep 19, 14:42

Noticed an Import / Export tool error

A clean game without mods. English version.

New start after 6 minutes.
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Joelnh
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Re: [X3LU] Mayhem 2.9.12

Post by Joelnh » Mon, 9. Sep 19, 13:43

Would it be possible to add Pirates, Xenon and Sohnen to the Race Relations Tab?
I will probably attempt to this weekend, and most likely not succeed.
Solely for the Number of Sectors Controlled by each.

I also started a game with most of the universe unclaimed and increased Xenon / Pirate Invasions, to make it more chaotic.
Most unknown sectors eventually got taken over by Xenon and some by pirates, which was good.
But found that if you set too many as unknown in T file it will crash the game. Do you know what the upper limit is for this is ?

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Joubarbe
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Re: [X3LU] Mayhem 2.9.12

Post by Joubarbe » Mon, 9. Sep 19, 14:49

You delve into the occult science of random numbers here. I'm pretty sure there are a few more reasons to that, but one I remember is that it's not a good idea to not allow all races to have at least the minimum number of shipyards they should have at gamestart (6 by default).

Joelnh
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Re: [X3LU] Mayhem 2.9.12

Post by Joelnh » Wed, 11. Sep 19, 13:13

Makes sense, unless there's an easier way for Xenon / Pirate / Yaki to inhabit most of Universe from start.
So All Main Races start Seperated from each other, and eventually run into each other peacefully or with guns blazing.

Pirates / Xenon / Yaki are all at war with everyone, but haven't seen them take sectors from each other yet.
Probably because of the small size they usually are.

Thank you for adding the minor races to the Ministry of War Tab for next release.

captainyesterday555
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Re: [X3LU] Mayhem 2.9.12

Post by captainyesterday555 » Fri, 13. Sep 19, 20:35

Any idea how soon 2.9.13 will be available? I want to start a brand new Mayhem run, but will hold off until the latest version is ready if it's happening really soon.
Que sais-je?

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Joubarbe
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Re: [X3LU] Mayhem 2.9.12

Post by Joubarbe » Fri, 13. Sep 19, 20:51

2.9.13 released

Montaigne's patch.
(he would be proud)

captainyesterday555
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Re: [X3LU] Mayhem 2.9.13

Post by captainyesterday555 » Sat, 14. Sep 19, 02:19

You are the best. Thank you, and good patch name.
Que sais-je?

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alexalsp
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Re: [X3LU] Mayhem 2.9.13

Post by alexalsp » Sat, 14. Sep 19, 19:38

I noticed that. Is it an error or should it be? :gruebel:

English version, new start. 2.9.13

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Joubarbe
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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Sun, 15. Sep 19, 10:01

Intended. Not super "end-user" friendly, but still. It's better to directly see the name of the internal command.

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