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[X3LU] Mayhem 2.3.12
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Fureimuu





Joined: 02 Feb 2014
Posts: 92 on topic

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PostPosted: Mon, 12. Feb 18, 22:21    Post subject: Reply with quote Print

Special command software + transporter device + ship that can carry marines = Profit. Worked before, not sure about now.

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Ghost140





Joined: 02 Sep 2015
Posts: 66 on topic

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PostPosted: Mon, 12. Feb 18, 22:37    Post subject: Reply with quote Print

Huh it's been awhile since I played just litcube that I must have gotten that mixed up that u could fire pods from m6 in vanilla and litcube changed to m7m only. That means Iv been running with that idea for awhile now. Oh well the more you know. Very Happy

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Fun-X





Joined: 19 Jun 2005
Posts: 181 on topic

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PostPosted: Mon, 12. Feb 18, 22:40    Post subject: Reply with quote Print

I just started a new game. The screen confirms it's 3.6.

Flew over to CEOs Buckzoid, and checked out the Eq Dock for you. It still has Trade 3.

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Joubarbe





Joined: 31 Oct 2006
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PostPosted: Mon, 12. Feb 18, 22:46    Post subject: Reply with quote Print

Personal TO-DO list for 2.3.7:

"QJE and MK3 (make them available again, don't give a shit)"


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Darkternal





Joined: 08 Jan 2017
Posts: 85 on topic
Location: Russia
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PostPosted: Mon, 12. Feb 18, 23:08    Post subject: Reply with quote Print

Personal Console->Global ship set homebase station list is not sorted - just a big trash can full of unfindable data.

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VincentTH



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Joined: 06 Nov 2002
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PostPosted: Mon, 12. Feb 18, 23:59    Post subject: Reply with quote Print

Darkternal wrote:
Personal Console->Global ship set homebase station list is not sorted - just a big trash can full of unfindable data.


To the Panda's credit, that's in LU too!!!!

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The Cuban Nightmare





Joined: 31 Oct 2005
Posts: 288 on topic

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PostPosted: Tue, 13. Feb 18, 04:12    Post subject: Reply with quote Print

Just coming back to this and all I have to say is wow. Looks incredible and I’m doing a vagrant start to get my legs back. I really like the shipyard allowing repairs and have assembled a ragtag group of ships. I just set up three sanctuaries and realized you need perks to do anything useful. What would you recommend for your first few perks? Priority will be station building factories and then ships in another sector and equipment in the third. From a perks standpoint, those are precious and so I want to get them right.

Also, is there a way to enable ocv in the vagrant start? I wanted some time to get used to new changes, but would be nice to turn them on if things get too quiet.


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VincentTH



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modified
PostPosted: Tue, 13. Feb 18, 06:00    Post subject: Reply with quote Print

The Cuban Nightmare wrote:
Just coming back to this and all I have to say is wow. Looks incredible and I’m doing a vagrant start to get my legs back. I really like the shipyard allowing repairs and have assembled a ragtag group of ships. I just set up three sanctuaries and realized you need perks to do anything useful. What would you recommend for your first few perks? Priority will be station building factories and then ships in another sector and equipment in the third. From a perks standpoint, those are precious and so I want to get them right.

Also, is there a way to enable ocv in the vagrant start? I wanted some time to get used to new changes, but would be nice to turn them on if things get too quiet.


No you have to start a new game. Think of your first play through as a tutorial Smile

[EDIT] Seriously, the way people do it is to delay acquiring a 2nd Sanctuary until 24 hours have passed. The OCV would not attack you when the threat level is below 2, so that scheme put the first OCV attack around 1d 18h+4h. (24+18h for warning message, 24+22h for actual attack).



Last edited by VincentTH on Tue, 13. Feb 18, 19:32; edited 3 times in total
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Darkternal





Joined: 08 Jan 2017
Posts: 85 on topic
Location: Russia
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PostPosted: Tue, 13. Feb 18, 08:19    Post subject: Reply with quote Print

VincentTH wrote:
Darkternal wrote:
Personal Console->Global ship set homebase station list is not sorted - just a big trash can full of unfindable data.

To the Panda's credit, that's in LU too!!!!
In LU it's not so critical, In Mayhem there are much more stations a player have. And I don't want to discredit anybody. just a big trash can full of unfindable data - this phrase saying that I think it is important issue, not "Panda, how dare you..."
The Cuban Nightmare wrote:
Just coming back to this and all I have to say is wow. Looks incredible and I’m doing a vagrant start to get my legs back. I really like the shipyard allowing repairs and have assembled a ragtag group of ships. I just set up three sanctuaries and realized you need perks to do anything useful. What would you recommend for your first few perks? Priority will be station building factories and then ships in another sector and equipment in the third. From a perks standpoint, those are precious and so I want to get them right.

Also, is there a way to enable ocv in the vagrant start? I wanted some time to get used to new changes, but would be nice to turn them on if things get too quiet.

1st Sanctuary: Ship hangar, ship specialization, QJE, max population (some time later) - to build cargo ships.
2nd Sanctuary: Laser, Laser specialization, no food, max population - to provide money flow.

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Fun-X





Joined: 19 Jun 2005
Posts: 181 on topic

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PostPosted: Tue, 13. Feb 18, 13:55    Post subject: Reply with quote Print

@The Cuban Nightmare

You only get 4 perks per station, unless you start a permanent war with 1-2 races, which bumps your total number of perks to 5 or 6.

You can re-roll your perks at a cost of bumping up your empire-wide threat level, which makes the OCV waves harder.

1st: (USO) Ship hangar (to build, repair and upgrade ships), Ship specialization (faster ship building), extra engine tuning (faster ships), max population (for faster building @ level 9)

2nd: (USB in my game): Laser Manufacturing, laser specialization, max population (level 9).

3rd is for shields: Shield manufacturing, Shield Specialization, Max Population (level 9).

Maybe a sector for bait 1, bait 2, (maybe free OWP, free Research station).

If you are a big fan of missiles, a sector for missiles would be good.

That should get you started.

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deztar





Joined: 21 Apr 2017
Posts: 28 on topic

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PostPosted: Tue, 13. Feb 18, 14:54    Post subject: Reply with quote Print

Is there a better way than this?
https://puu.sh/zmPlE/02e70a196a.jpg

Apart from that i have 2 couriers, a TS+ for energy cells and a TS to gather shields and lasers produced by other sanctuaries with a HUGE courier queue (like 40 lines).

Also from 4 to 6 DAs for other Sanctuaries, and 1 DA per MLCC dock to ferry energy cells.

Any suggestions on how to improve it?
I'd like to hear or see what other people have.

P.S. Is there a Discord for Mayhem players? Or they'd rather play Mayhem all the time? (Makes sense)

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Darkternal





Joined: 08 Jan 2017
Posts: 85 on topic
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PostPosted: Tue, 13. Feb 18, 15:01    Post subject: Reply with quote Print

@daztar I have something like this in my central hub, but in my logistic system colonies deliver goods to hub and aquire resourses from hub by themselves, so hub logistic preferenses are more lightweighted. You can download my save 1 or 2 pages above to see how it is looks like.

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Sirrobert





Joined: 21 Aug 2013
Posts: 1112 on topic

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PostPosted: Tue, 13. Feb 18, 15:57    Post subject: Reply with quote Print

deztar wrote:
Is there a better way than this?
https://puu.sh/zmPlE/02e70a196a.jpg

Apart from that i have 2 couriers, a TS+ for energy cells and a TS to gather shields and lasers produced by other sanctuaries with a HUGE courier queue (like 40 lines).

Also from 4 to 6 DAs for other Sanctuaries, and 1 DA per MLCC dock to ferry energy cells.

Any suggestions on how to improve it?
I'd like to hear or see what other people have.

P.S. Is there a Discord for Mayhem players? Or they'd rather play Mayhem all the time? (Makes sense)


I don't usually bother automating my Crystal sales. Especially not the Black one. Just occasionally fill up a TS with all random Crystal/Minerals and Nividium and send it to a Mining Outpost.


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Fureimuu





Joined: 02 Feb 2014
Posts: 92 on topic

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PostPosted: Tue, 13. Feb 18, 23:08    Post subject: Reply with quote Print

Sirokos has very low robustness, yet costs 60K per hour. Isn't it M7's maintenance cost? It doubled my most expensive M6.

https://imgur.com/a/PK1ru

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VincentTH



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PostPosted: Tue, 13. Feb 18, 23:22    Post subject: Reply with quote Print

Fureimuu wrote:
Sirokos has very low robustness, yet costs 60K per hour. Isn't it M7's maintenance cost? It doubled my most expensive M6.

https://imgur.com/a/PK1ru


Robustness is random for each game. The Sirokos would have different value if you start a new game!!!!!!

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