[X3LU] Mayhem 3.21b

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Falcrack
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Post by Falcrack » Fri, 13. Oct 17, 15:00

Szynszyl wrote:How increase capacity of resource on sanctuarium? DA buy resources until it reach capacity (1000) and i need more to build stations.
Got to Sanctuary Manager, Stockroom, then capacities page. Make sure the ware you want is not in the "unassigned tab". Select it using the up and down arrow keys, npt the mouse, or it will simply click it back into the unassigned tab for whatever reason. Once it is an assigned ware, press the right or left arrow keys to increase or decrease the capacity. I also like to enter in higher values for increments, so before I adjust the capacities, I will type "100" or "1000" so that it goes up and down by those increments. To remove your increment selection and go back to an increment of 1, press backspace.

VincentTH
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Post by VincentTH » Fri, 13. Oct 17, 16:56

Falcrack wrote: I didn't blame "The Panda". Did you read my post?
This is your post verbatim:
Falcrack wrote:
Another thing I miss is tractor beams. I would love to be able to haul some of the high-yield ore or silicon mines in my sectors a bit closer to the sanctuary, to reduce freighter transit times and make my operation more efficient. Why were they taken out our LU in the first place?
I thought you mean "Why were they taken out __OF__ LU in the first place?"

Szynszyl
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Post by Szynszyl » Fri, 13. Oct 17, 17:05

Next question, how to connect 2 station into complex like in vanilia?
Last edited by Szynszyl on Fri, 13. Oct 17, 17:54, edited 1 time in total.

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Zaitsev
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Post by Zaitsev » Fri, 13. Oct 17, 17:48

Szynszyl wrote:Next question, how to connect 2 station into complex like vanilia?
You can't. From the first post:
Joubarbe wrote:Saturn Complex Hubs and normal ones have been completely deactivated.
I'm sorry, I can't hear you over the sound of how awesome I am :D

DiDs:
Eye of the storm Completed
Eye of the storm - book 2 Inactive
Black Sun - Completed
Endgame - Completed

Szynszyl
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Post by Szynszyl » Fri, 13. Oct 17, 17:55

Ah sorry my mistake

sirius5
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Tractor Beam & Complex Hubs

Post by sirius5 » Fri, 13. Oct 17, 20:42

Tractor Beams can be bought in PTNI HQ and go for 37 mil need quantum tubes and Ecells to work and are of the ST container class.

Regular Complex Hubs can be added through an edit of the map by adding Shipyards which are selling them. Those Shipyards can be destroyed through wars and wont respawn. Stations bought in Shipyards can be placed in Racial sectors freely - in case of a war where the original Race holder loses the Sector there is a pretty big possibility that your stations will be claimed by the victor.
Saturn Complex seem to be used/are overridden/in conflict with Research Stations - no luck there.

Here is a map with a few extra pirate sectors that seems to work well with Mayhem and some of the old LU shipyards restored - they all use the default template so it aint as fun as in LU org(you can edit the map through the galaxy editor yourself but be warned that after a certain size x3 starts to consume to much memory which leads to frequent crashes/ if you place orbital weapon pfs in sectors they will always respawn with the orginal sector owner as the holder which can be massive fun). You will need a new start for this to work and you should save your org. map before you replace it with this one.
https://www.dropbox.com/s/7bulis7eu6jt9 ... h.zip?dl=0

Falcrack
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Post by Falcrack » Sat, 14. Oct 17, 06:19

VincentTH wrote:
Falcrack wrote: I didn't blame "The Panda". Did you read my post?
This is your post verbatim:
Falcrack wrote:
Another thing I miss is tractor beams. I would love to be able to haul some of the high-yield ore or silicon mines in my sectors a bit closer to the sanctuary, to reduce freighter transit times and make my operation more efficient. Why were they taken out our LU in the first place?
I thought you mean "Why were they taken out __OF__ LU in the first place?"
Yeah, I meant to type "of". As in, why did Litcube take them out of LU, though I did not say that explicitly I admit, so I guess I can see where some confusion comes in. It's unfortunate, really, because that was only an afterthought part of my original post.

Fatalisbane
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Post by Fatalisbane » Sun, 15. Oct 17, 06:35

Hey, enjoying the mod greatly but ran into an issue when attempting to put some extra mods on during a game, after putting on the repair speed mod for some reason my repair laser has disappeared entirely which I simply thought oh well, but later my sanctuary wouldn't allow things to dock (They just seem to fly around in circles, same behavior with a player ship).

I've attempted a clean install but for some reason the missing repair laser remains (even though a new game).

Edit: Upon actually reading more the missing repair laser is an intended change, but strangely in my previous start I had one, I must have installed the mod incorrectly on the first one which may have caused the Sanctuary bug. When I looked a bit closer its appearing that my Sanctuary will only allow a single ship to dock at a time, I'd like to salvage this save if possible. Any idea on why this may be? I was certain I had 5+ ships docked at it previously.

Szynszyl
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Post by Szynszyl » Sun, 15. Oct 17, 10:17

Fatalisbane wrote:Hey, enjoying the mod greatly but ran into an issue when attempting to put some extra mods on during a game, after putting on the repair speed mod for some reason my repair laser has disappeared entirely which I simply thought oh well, but later my sanctuary wouldn't allow things to dock (They just seem to fly around in circles, same behavior with a player ship).

I've attempted a clean install but for some reason the missing repair laser remains (even though a new game).

Edit: Upon actually reading more the missing repair laser is an intended change, but strangely in my previous start I had one, I must have installed the mod incorrectly on the first one which may have caused the Sanctuary bug. When I looked a bit closer its appearing that my Sanctuary will only allow a single ship to dock at a time, I'd like to salvage this save if possible. Any idea on why this may be? I was certain I had 5+ ships docked at it previously.
In my experience, i know now that any additional mods especially not supported, broke game.


Can i scan and research stations? In sanctuary build menu there is no couple stations.

How to automaticaly transfer all my income to sanctuary? I have one sector

VincentTH
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Post by VincentTH » Sun, 15. Oct 17, 16:43

Fatalisbane wrote: I'd like to salvage this save if possible. Any idea on why this may be? I was certain I had 5+ ships docked at it previously.
Your only hope is to do an Export/Import.

Basically you have to have 2 separate installs, your existing one, and a new/clean one. Export from the old one, then start a new game with the Export start in the new / clean install. You have to disable all Antivirus apps (plural intended) during the Export process, for the E/I to work, or it would hang.

Hope this helps,

Szynszyl
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Post by Szynszyl » Sun, 15. Oct 17, 16:59

Lasertowers are good to defence sector? They can be produced?

VincentTH
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Post by VincentTH » Sun, 15. Oct 17, 19:03

Szynszyl wrote:Lasertowers are good to defence sector? They can be produced?
The Panda no like Lasertowers, so the few LT NPC factories built at the start of the game and the initial inventory at Mil outposts at game start is all you get.
Also the Mil Outposts lose its inventory over time.

I would try to grab as many LTs as I can afford at the start of the game to help me defend against OCV invasions, as well as to gain reps by deploying them at a gate where pirates/Xenons would travel through.
I also use the LU miscellanous mod (written by memeics) which allows TLs to collect LTs (ignoring the renaming part of the mod). This mod is listed as optional at LU twiki. This is useful, as it allows me to re-use the LTs elsewhere after their deployment.

Szynszyl
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Post by Szynszyl » Sun, 15. Oct 17, 21:51

Hmm i has 10 lasertowers, all was destroyed by OCV in one invasion. Better is small orbital weapon platform :P

There is possible to speed up research on one station? I dont have second sector then i dont have second research station...

VincentTH
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Post by VincentTH » Sun, 15. Oct 17, 22:31

Szynszyl wrote:Hmm i has 10 lasertowers, all was destroyed by OCV in one invasion. Better is small orbital weapon platform :P

There is possible to speed up research on one station? I dont have second sector then i dont have second research station...
Lasertowers work in number. I would think you need around 40+ in order for LTs to be effective against cap ships and hordes of fighters. When I receive the first OCV message, I would sell everything to buy LTs and to equip OWPs with PPC/CFA or failing them (due to $$ or rep deficiency), PALC, ISR, in brief, any guns that OWPs take, but preference to anti-fighters (CFA,) and capship killers (PPC), or hybrids (ISR, PALC).
You need to also equip OWPs with missiles and Chaffs to help them defend against the OWP hordes.

LTs are used to HELP the OWPs defend against cap ships, not in lieu of OWPs.
I put them right next to the OWPs in order to strip the OCV's gun energy and render them ineffective.

Starting your mobile mining early and use Reapers to collect drops would help you secure the credits needed to defend your sector(s) against OCV invasions.

Szynszyl
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Post by Szynszyl » Mon, 16. Oct 17, 01:06

Ok i stop playing to this mod. After a week of playing, i live from OCV invasion to OCV invasion. I think that this mod is too difficult to me :P

VincentTH
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Post by VincentTH » Mon, 16. Oct 17, 02:24

Szynszyl wrote:Ok i stop playing to this mod. After a week of playing, i live from OCV invasion to OCV invasion. I think that this mod is too difficult to me :P
I share your concerns. The frequency of OCV invasions and the 4 hours buildup is really challenging. I wish it would be toned down (the frequency, not the intensity) a little bit.

Fun-X
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Post by Fun-X » Mon, 16. Oct 17, 04:21

Szynszyl wrote:Ok i stop playing to this mod. After a week of playing, i live from OCV invasion to OCV invasion. I think that this mod is too difficult to me :P
Yeah, you really have to get out ahead of it. Once you start losing to the OCV invasion, it is really difficult to catch up

Like I said a few pages back, this is a hard game. But it is a good game.

You have to balance expansion against your current research level.

If you can't stop an OCV M7, then you want to limit your expansion. I am not sure at exactly what "signal intensity" the OCV starts sending M7s. But, you will need to be able to deal with it.

Large OWP. Some CFA and something heavier for M6 and M7.

VincentTH
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Post by VincentTH » Mon, 16. Oct 17, 06:39

Fun-X wrote:
Szynszyl wrote:Ok i stop playing to this mod. After a week of playing, i live from OCV invasion to OCV invasion. I think that this mod is too difficult to me :P
Yeah, you really have to get out ahead of it. Once you start losing to the OCV invasion, it is really difficult to catch up

Like I said a few pages back, this is a hard game. But it is a good game.

You have to balance expansion against your current research level.

If you can't stop an OCV M7, then you want to limit your expansion. I am not sure at exactly what "signal intensity" the OCV starts sending M7s. But, you will need to be able to deal with it.

Large OWP. Some CFA and something heavier for M6 and M7.
At threat level 6 (threat level roughly = number of sectors + how many game days have passed), you start seeing M7. However, it all boils down to the amount of credits you can get, in order to defend against the OCVs. For me, I hold on to 2 sectors for a long time (One to build ship, and one to make construction materials), until I can research mobile mining and the necessary guns (CFA mostly, because for PPC you can buy from the Teladi, no rep required) I need for the OWPs, and make enough money to buy the LTs to defend the OWPs, all of that while battling the loss of rep!!!

It was hard, but I had a lot of fun!!!
May be introduce a degree of difficulty (based on the start choice) that dictates the interval of the OCV invasions? Because if one starts with owning a sector in Unknown Sector Omega, the player is already at threat level 1 from the get go.

Shepp
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Post by Shepp » Mon, 16. Oct 17, 23:16

Szynszyl wrote:Ok i stop playing to this mod. After a week of playing, i live from OCV invasion to OCV invasion. I think that this mod is too difficult to me :P
There are a couple of things that I did to keep things manageable. First, I changed the .xml file to double the research speed. My opinion is that the default research speed is a massive grind. Especially when you consider that you still have to create the infrastructure to actually produce the stuff once its researched. Second, I'm always on the lookout for abandoned ships. In the game I'm playing right now, I have been able to recover enough ships, including M6's, to handle the invasions. I just had my third wave to give you an idea how far along I am.

Falcrack
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Post by Falcrack » Tue, 17. Oct 17, 05:14

My approach in my current game:

Day 1:
I started off to rush straight for unknown sector beta, adjacent to Legend's home. I claimed it early because it also limits the NPC access to Y Alpha, just to the north. I held on to just these two sectors until the 1st OCV invasion, collecting bailed fighters and M6 where I could find them. During this time, I focused on getting a fast M5 (kestrel, had to shoot it a bit to be able to get a scan) to do automated exploration, and laying a large satellite network.

A comprehensive, large satellite network is critical because it allows you to scan more sectors, and thus find more bailed ships and free wares. A good rule of thumb is to avoid using SETA, as if you have spare time, you should be using it to scan for goodies to claim. Get a freighter or two or three whose sole purpose is to go collect goods you spot while scanning sectors. I also kept an eye out for battles where coveted ships I wanted to scan were taking place, so I could jump in and get a good scan before it goes boom. Remember to turn off your turrets, and apologize after the scan right away! In some cases, such as when I got my Mammoth scan, I had to just find it and shoot down the shields. I got a minor rep loss, but as I tried not to scratch the hull paint and did not shoot any more than necessary, all was quickly forgiven.

With two sectors, the first OCV invasion, which was several M4 and a few M6 coming against Unknown Sector Beta, were quite easily fended off by my medium OWP, a collection of bailed fighters and bailed M6 (about 6-7 total, which included 1 or 2 M6 I hade made myself).

Day 2:
Immediately following my successful defense against the 1st OCV wave, I noticed that Xenon Sector 347 two sectors to the east of Unknown Sector Beta was almost clear of Xenon, thanks to Teladi military action. I took my modest fleet and killed the remaining stations there, and immediately claimed it for myself. I also simultaneously claimed Y Alpha to the north of Unknown Sector Beta, and Y Gamma a few sectors south of Ianamus Zura. Finally, I took Unknown Sector Alpha, a sector directly to the left of the Xenon sector north of Getsu Fune, as I noticed the Argon had captured that sector, thus making it safe for me to claim the adjacent sector.

I focused on building up my economy, placing stations as quickly as possible, with an emphasis on making research stations first to boost my rate of research. To supplement this, I spent a lot of time in combat in Menelaus' Paradise, fending off Xenon invasions on behalf of the Boron, in order to get to rep 8 with them, and also to collect those juicy artefacts (artifacts?) to research faster. At rep 8, you no longer lose rep over time with factions, which is a very nice thing for folks like myself who want to play nice with everybody. I finished research on a Mandalay, which I built as soon as I could. Of course all this time, I continued with my sector scan to build up my motley crew of bailed ships.

At this time, I received notification that the OCV would be attacking Unknown Sector Beta again, this time with 2 M7, 8 M6, 14 M3, and 10 M4! That's the price for claiming 6 sectors early. But I wanted them all early to boost my research speed, and to prevent other factions from claiming them before I did. I started work as soon as I received notification on a large OWP. Note to self next time: It will not be done in time, build a medium OWP instead! Regardless of this, by this time I had a rather large fleet of fighters and M6, with myself piloting an M7 Mandalay. Along with this, I purchased about 65 lastertowers and set them up right next to my previous medium OWP (PPCs and CFAs) placed between the invasion point and my stations. I also bought about 50 fighter drones. The fight was tough, but I managed it with few losses.

Day 3:
I continued my research activities and filling up my sectors with stations. I managed to finish researching the M7 Raven, a ship I consider to be near the top of M7 in terms of capabilities. I did not want the AI to be flying in Mandalays because they do not handle large ships with main guns well, though the Mandalay is superb as a player M7. The Raven, with abundant turrets and powerful shielding, would do nicely for an NPC pilot. I also built a fleet of about 10 TM (Magnetars) so I could quickly jump them where needed. I also built a McCallum dock in Xenon 347, which had become my shipbuilding hub.

Funny story, at some point I found a bailed Boa TM. It contained two fully functional chimeras enhanced inside. When I claimed it, the fighters remained inside and were "owned" by the Boa I had claimed. But I could not manually eject them, or control them directly. I looked like I had a Boa with only two free slots for ships. But, when homebased to my new McCallum dock, and used in the MLCC configuration, the Split ships inside launched when I used the "assist" command, they fought my enemies, and when I selected "retreat", dutifully got back on board! I don't know what I will do to repair them if they get damaged, but for now, two free fighters, yay!

With my Mandalay, newly launched Raven, about 14 M6 and about 40 fighter aboard TMs, I noticed the sector Unknown Sector Kappa, just east of the Paranid sector Unseen Domain. It was currently claimed by Pirates, but it was only lightly defended, with a single M2 (Executor) defending. I jumped in, called my fleet via MLCC, and quickly killed it with no losses, then wiped out the remaining stations, which included a Pirate shipyard. They did not call in any reinforcements except for a few stray M3. I claimed it for my own.

Currently I have 1 Mandalay, 2 Ravens with a 3rd Raven 54% done, 17 M6 and 51 M3 fighters on TMs, mostly from bails. My mobile mining operation in Legends home, west of Unknown Sector Beta, is starting to get in full swing, and I have about 20 UTs in Caiman Advanced ships. Having two TLs is useful, 1 for mobile mining, 1 for shuttling large amounts of wares quickly from one sector to the next to expedite production of ships, stations, shields, etc.

I haven't yet received notification of a new OCV invasion, but I expect it at any moment, at which time I will rush build a medium OWP in the targeted sector, and lay down my laser tower defenses. With only 1 extra sector claimed between last attack and this one, I think I should be able to handle it. My threat level will be 10.

After the next OCV invasion, I will take Pirate, Yaki, and Xenon sectors 1 by 1, until they are nearly extinct. There are no more unclaimed sectors free for the taking. I will try and maintain level 8 rep with all but the Paranid. At this point, I will begin my efforts to wipe out the Paranid territory in the mid south, proceeding from Unknown Sector Kappa, until I can claim up to 25% of the galaxy and "win".

Then I might start another game!

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