[X3LU] Mayhem 3.21b
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Posts: 287
- Joined: Sat, 20. Aug 11, 17:27
Re: [X3LU] Mayhem 2.7.5
I just achieved victory, but did not get 10 perks on each sanctuary. Instead, I'm stuck at 7.
Steps to reproduce:
1. Get permanent war with 2 factions (before killing flagship as part of main plot).
2. Kill flagship as part of the plot to get 3rd permanent war (and consequently 3rd extra perk).
3. Achieve victory.
4. It should have given 10 perks on each sanctuary, but instead each sanctuary stays at 7.
Steps to reproduce:
1. Get permanent war with 2 factions (before killing flagship as part of main plot).
2. Kill flagship as part of the plot to get 3rd permanent war (and consequently 3rd extra perk).
3. Achieve victory.
4. It should have given 10 perks on each sanctuary, but instead each sanctuary stays at 7.
Re: [X3LU] Mayhem 2.7.5
So you finished the main plot? So soon after killing the flagship?
Where did you read that achieving victory grants you 10 perks? That's no longer the case, and I can't find any mention of that in the encyclopedia.
Where did you read that achieving victory grants you 10 perks? That's no longer the case, and I can't find any mention of that in the encyclopedia.
-
- Posts: 287
- Joined: Sat, 20. Aug 11, 17:27
Re: [X3LU] Mayhem 2.7.5
I already had 50 sectors before killing it
The message talking about 10 perks is shown in the victory page before getting victory and in the victory message. A t-file also has a list of all of the dialog and mentions this as well.
Re: [X3LU] Mayhem 2.7.5
Ok, what I'm saying is that the main story must be finished to unlock Victory. So you finished it? (unlocking Blue Horizon and so on?)
Re: [X3LU] Mayhem 2.7.5
I'm not sure to understand your question. You're at the stage 5, which requires that you destroy 3 ATF Battle Group M6s.elvin-nsk wrote: ↑Thu, 11. Oct 18, 21:10Joubarbe, can you please look at my save too? It's all about lost corp guy - did he lost somewhwre in universe, or did he lost at all...
https://drive.google.com/open?id=136f7n ... cPdbCQmfmh
-
- Posts: 287
- Joined: Sat, 20. Aug 11, 17:27
Re: [X3LU] Mayhem 2.7.6
Any thoughts about it?
Re: [X3LU] Mayhem 2.7.6
How do I go about updating the game from Version 2.7.5 to Version 2.7.6?
Also really liking this version of Mayhem. The Ascension has made me more aggressive than I usually am, I like it strangely enough, though some of it is hard to do. My third ascension was to acquire 4 M6s. I managed to miraculously get my 4th M6 30 seconds before the timer ran out. I think the M6 acquisition challenge should be changed as achieving it is more RNG than player skill/strategy.
Initially I didn't like the Trading Stations not having a stockpile of resources. I now appreciate it as I am prioritizing on developing my own economy as the NPC economy died when all the traders got swamped in the big NPC wars. (Not enough UTs, so many NPC factories aren't producing anything due to not being supplied).
Still trying to get a grip on the Dockmanger Logistics. My best guess is to set up "Outpost" Sanctuaries which pull from a Central Hub, supply their local factories, and send excess back to the hub. Copy the template and paste, pausing unneeded jobs so the DA will skip em.
I heavily dislike the Complex Factories. Its not so much as getting more bang for your buck (multiple factories only counting as 1 factory support), but more that the "connected" factories are placed in relation to the complex (above and below?). I'd rather build a super factory that had the same stats. Looks better too visually as I like to make a nice little grid.
I love the price increase of E-Cells. Jumping costs more credits, but I can actually make good money turning the lights on at NPC factories.
Also like the blueprint market being tied to allies, rather than enemies.
Also really liking this version of Mayhem. The Ascension has made me more aggressive than I usually am, I like it strangely enough, though some of it is hard to do. My third ascension was to acquire 4 M6s. I managed to miraculously get my 4th M6 30 seconds before the timer ran out. I think the M6 acquisition challenge should be changed as achieving it is more RNG than player skill/strategy.
Initially I didn't like the Trading Stations not having a stockpile of resources. I now appreciate it as I am prioritizing on developing my own economy as the NPC economy died when all the traders got swamped in the big NPC wars. (Not enough UTs, so many NPC factories aren't producing anything due to not being supplied).
Still trying to get a grip on the Dockmanger Logistics. My best guess is to set up "Outpost" Sanctuaries which pull from a Central Hub, supply their local factories, and send excess back to the hub. Copy the template and paste, pausing unneeded jobs so the DA will skip em.
I heavily dislike the Complex Factories. Its not so much as getting more bang for your buck (multiple factories only counting as 1 factory support), but more that the "connected" factories are placed in relation to the complex (above and below?). I'd rather build a super factory that had the same stats. Looks better too visually as I like to make a nice little grid.
I love the price increase of E-Cells. Jumping costs more credits, but I can actually make good money turning the lights on at NPC factories.
Also like the blueprint market being tied to allies, rather than enemies.
Re: [X3LU] Mayhem 2.7.6
To update, just extract and overwrite everything. There are no "patches" in Mayhem, just full versions.
The complex placement is silly, I agree. Problem is I don't see any good solution to fix it. Personally, I deactivate the smart placement (AL Plugin options) when I build a complex. It gives a strange pile of factories, but most of them work fine. It's a personal preference though, I won't define that as default behavior.
Glad you like the mod!
The complex placement is silly, I agree. Problem is I don't see any good solution to fix it. Personally, I deactivate the smart placement (AL Plugin options) when I build a complex. It gives a strange pile of factories, but most of them work fine. It's a personal preference though, I won't define that as default behavior.
Glad you like the mod!
Re: [X3LU] Mayhem 2.7.6
I did a little improment to tug command. The main idea is to assign wich ship classes should be towed, but I find its not easy to determine all docking possibilities of carrier without creating dummy ships. Command is very useful for TL class ships now, as its only handle TS and TP. I will be glad, if Joubarbe include this patch in the mod.
https://github.com/kweezl/x3lu-mayhem-tug
https://github.com/kweezl/x3lu-mayhem-tug
Re: [X3LU] Mayhem 2.7.6
Added sun efficensy to ministry of war sectors menu if some1 needs it. Useful for me to plan invasions
https://github.com/kweezl/x3lu-myahem-menu-mow
https://github.com/kweezl/x3lu-myahem-menu-mow
Re: [X3LU] Mayhem 2.7.6
I sometimes miss click and refine wrong ships, so I decided to allow recycling only homeless ships. I think about disallowing only ships with task, but removing homebase is not a problem.
https://github.com/kweezl/x3lu-myahem-m ... -recycling
https://github.com/kweezl/x3lu-myahem-m ... -recycling
Re: [X3LU] Mayhem 2.7.6
You should make your own thread with all your tweaks. Otherwise, your links will plunge into the oblivion!trenods wrote: ↑Fri, 12. Oct 18, 19:13I sometimes miss click and refine wrong ships, so I decided to allow recycling only homeless ships. I think about disallowing only ships with task, but removing homebase is not a problem.
https://github.com/kweezl/x3lu-myahem-m ... -recycling
Re: [X3LU] Mayhem 2.7.6
These are useful!trenods wrote: ↑Fri, 12. Oct 18, 18:41Added sun efficensy to ministry of war sectors menu if some1 needs it. Useful for me to plan invasions
I sometimes miss click and refine wrong ships, so I decided to allow recycling only homeless ships. I think about disallowing only ships with task, but removing homebase is not a problem.
Re: [X3LU] Mayhem 2.7.6
I read that the perks were all available from the get-go, so you could plan out your sanctuary specializations ahead of time. However, I couldn't determine if there were still invisible perks, since I read either in the changelog or encylopedia about a goner temple perk raising the sector's stats, but I don't see it in the selecting perk menu.
Also how does the Tax perk work? Searching seems to either be a base rate or based on sanctuary level. I think it might be worth doing due to difficulties in converting my finite/scarce resources into credits (I feel dirty relying on UTs for income and I'd rather recycle loot for more resources).
I'll try the smart placement, maybe it will give me more of what I am wanting my sectors to look visually
I havn't even gotten to boarding yet I'm excited! And I'm about to do some crunching numbers for fleet analysis for cost-efficiency. Though, I love the Verdundi so much I probably will just use that model anyways, or the Fenrir, or the Thor..
Also how does the Tax perk work? Searching seems to either be a base rate or based on sanctuary level. I think it might be worth doing due to difficulties in converting my finite/scarce resources into credits (I feel dirty relying on UTs for income and I'd rather recycle loot for more resources).
The only solution I can think of would be to create your own unique factory with the same input/output/cycle time similar to that of the complex. Kinda like the Saturn Complex except not configurable and not self-sustaining.Joubarbe wrote: ↑Fri, 12. Oct 18, 16:00The complex placement is silly, I agree. Problem is I don't see any good solution to fix it. Personally, I deactivate the smart placement (AL Plugin options) when I build a complex. It gives a strange pile of factories, but most of them work fine. It's a personal preference though, I won't define that as default behavior.
Glad you like the mod!
I'll try the smart placement, maybe it will give me more of what I am wanting my sectors to look visually
I havn't even gotten to boarding yet I'm excited! And I'm about to do some crunching numbers for fleet analysis for cost-efficiency. Though, I love the Verdundi so much I probably will just use that model anyways, or the Fenrir, or the Thor..
Re: [X3LU] Mayhem 2.7.6
Sexiness is all that matters.
Re: [X3LU] Mayhem 2.7.6
Thx for this best mod. I need some help how to build a station? Where to get it for the first time?
Re: [X3LU] Mayhem 2.7.6
I've done an E/I (v 1.22) and all 'local' targets in logistics turns to 'Kingdom End'.