[X3LU] Mayhem 3.21b

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Betelgeuse97
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Re: [X3LU] Mayhem 3.14d

Post by Betelgeuse97 » Mon, 27. Dec 21, 05:51

alexuyk wrote:
Sun, 26. Dec 21, 21:52
I figured out that if you are present in sector and killed Xenon station, other faction's claim on the sector does nothing. It still becomes unoccupied.

I have another question.
Is there any way I can bring back vanilla LU carrier and fighter behavior? I am familiar with modding, a bit with x3 as well, but never gone that deep. Need some directions or a hint.
Or maybe there are some AI mods which work with Mayhem?

Carriers send fighters to die 40 km away from the carrier on an attack command.
No amount of "M3/M4/M5 > return home" will help. While "carrier command - return home" kept fighters perfectly docked.

Fighters on an attack command by themselves instead of swarming go space acrobats and begin to form into an X-shape (attack: flying to position) disregarding whether they are trying to form inside OCV formation or not, and all of that while triggering endless "bounce"s...

I nearly tore some of my hair out just now after losing like 60 fighters before fight with OCV even began, need help...

Also I would kill for a "don't f**ng move" command for capitals...
All the combat scripts were rewritten; you can't get vanilla behavior back. Supposedly there's a t-file option to disable fighters' fancy maneuvers; however, even when I did that, the fighters still tried to wander off on their own. Still better than nothing at least.

If you're using fleet settings (you should initially), you can configure the followers to engage enemies within a certain range. 10km is good as it's not too far and close enough to the target. I myself don't suggest relying on fleet commands entirely -- use them to organize your fleet, but don't use them to initiate combat as your ships will try to attack one target at a time (e.g. if you have fighters set to attack fighters first, your fighters will try to attack 1 fighter at a time). Once you've disabled that t-file option for the fighters, tell your fighters to "attack all enemies" (via broadcast, not via fleet command) repeatedly every time you see them "fly to position" while attacking until you see your fighters show "killing...[target name]."

Once you've launched the fighters, you don't need the carriers to join. Tell the carriers manually to stop whatever they're doing. When you want to recall your ships, tell your ships to join the fleet (this will recall your fighters to the carriers).

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Hector0x
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Re: [X3LU] Mayhem 3.14d

Post by Hector0x » Mon, 27. Dec 21, 12:35

alexuyk wrote:
Sun, 26. Dec 21, 21:52
Carriers send fighters to die 40 km away from the carrier on an attack command.
No amount of "M3/M4/M5 > return home" will help. While "carrier command - return home" kept fighters perfectly docked.
you should try the 10km fleet scanning range. Its automatic and doesn't need additional orders. But use a non-carrier as fleet commander.
alexuyk wrote:
Sun, 26. Dec 21, 21:52
Fighters on an attack command by themselves instead of swarming go space acrobats and begin to form into an X-shape (attack: flying to position) disregarding whether they are trying to form inside OCV formation or not, and all of that while triggering endless "bounce"s...
Thats the flanking behavior that you can disable in the t-file. When the enemy is at least 10km away they go up and to the sides before attacking. In M3 the minimum distance is quite badly balanced because especially slow fighters want to fly minutes away before actually attacking, even when the enemy is literally already right next to them. And the positions they want to fly to are too extreme and actually often overshoot the enemy too much or even point away from him. So its pretty useless. But Joubarbe is not to blame. He had enough trouble with developing everything from scratch. At the time he couldn't know how most of these things would work out in practice.



Lately i could fix a ton of these problems with fleets and combat in general. But right now its only available in SWM3, especially in the 1.4 patch and it needs some adjustments for M3. Eventually i might release a standalone M3 combat patch, but want to refine SWM3 first.

The fighters are mostly reverted back to their LU behavior and they also fire at opportunity targets under their crosshair and not always focus on the same enemy.

Flanking is toned down a lot and is much less useless. It requires more distance to the enemy and slower fighters take less extreme positions than fast fighters so that everyone arrives at roughly the same time.

Fallback actually keeps fighters alive instead of always being too late which kills them even quicker

Capships use proper ranges, they simply stay and fire (although this is an ongoing process as some SW ships are so big that even very high laser ranges in SWM3 are sometimes not enough to prevent collision avoidance)
In M3 they want to get much too close to each other. Mostly because laser range is so low but also because capships want to get all their turrets in theoretical range, even if its just a crappy rear turret with only a third of the max range than the rest of the guns

The Escort:Attack Same script that all NPC squadrons are also using doesn't send ships across the entire sector one at a time when attacking enemy fleets anymore.

Fighters docked to fleet commander carriers now also respect scanning range

Firing from out of range with bullets despawning but the ship is not wanting to get closer does never happen anymore.

Friendly fire when player enters sector where a station is currently under attack happens about 95% less.

And your fleets don't get distracted by TS or satellites anymore. That is honestly so much better and should be in default M3.

alexuyk
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Re: [X3LU] Mayhem 3.14d

Post by alexuyk » Mon, 27. Dec 21, 17:41

Yes, fleet management was the key for my problem. I tucked all the M1s into "blind" M0-led fleets with 0 engagement distance, and moved light M2s into separate fleets.
M0 fleet leaders were sent to "follow" OCV caps instead of "attack". That way, carriers would unleash only when my M0s got into contact with enemy caps.

Also instead of trying to bunch up all my fleets into a tight formation (which would never work in X3) I spread my M0 fleet leaders out, and used a bunch of fast M7s to reinforce a fleet which is targeted by OCV M7/M6es.
Worked like a charm, only one fleet got lost in space/time cause Tokyo fleet leader encountered some debris in his path and had to make a 300km detour.

Found the "additional maneuvers" option inside t-file, thanks! Still, would like to have "keep fighters docked" option somehow... Though I know that such functionality is a borderline PITA to mod into x3 cause it overlaps with base game code. Some mods even had to make fighters disarm themselves once docked to prevent spontaneous undocking, as I can remember...
Even LU's "carrier command - return home" has its flaws, as fighters won't undock for "carrier command - proctect target" afterwards, only for "attack" commands. Still, once you got used to it, it does the job.


Almost done with my current MH3 playthrough, SW MH is next on my list).

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Edna
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Re: [X3LU] Mayhem 3.14d

Post by Edna » Mon, 27. Dec 21, 19:40

I really like that the Teladi occasionally have Terran capital ships in their fleets. It's a nice detail to the fact that they rather buy than develop technology.
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alexuyk
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Re: [X3LU] Mayhem 3.14d

Post by alexuyk » Mon, 27. Dec 21, 21:04

Edna wrote:
Mon, 27. Dec 21, 19:40
I really like that the Teladi occasionally have Terran capital ships in their fleets. It's a nice detail to the fact that they rather buy than develop technology.
Like 2/3rds of Paranid battle groups in my galaxy are made of Terran ships. I guess everyone can get them.

Thinking about it more, they are the biggest faction for me atm because too much battlegroups spawned Terran for them at the same time...

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Black--Snow
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Re: [X3LU] Mayhem 3.14d

Post by Black--Snow » Fri, 4. Mar 22, 10:00

So Joubarbe has finally gotten tired of Mayhem? That's a shame.

Sure seems like the mod has been left in a bit of a state though? Tried playing 3.14d and found that it ran at sub-10FPS on SETA 10x in any system with a few ships while my computer wasn't even being stressed (No cores were above 50%, RAM at 50%, GPU at 10-30%, drives at <10%).

Anyone else have this experience? Can't really play X3 without SETA working - and never had this issue in my last playthroughs.

The balancing doesn't sound in the best state its ever been either judging by the discussions in this thread.

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Hector0x
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Re: [X3LU] Mayhem 3.14d

Post by Hector0x » Sat, 5. Mar 22, 09:17

Black--Snow wrote:
Fri, 4. Mar 22, 10:00
So Joubarbe has finally gotten tired of Mayhem? That's a shame.

Sure seems like the mod has been left in a bit of a state though? Tried playing 3.14d and found that it ran at sub-10FPS on SETA 10x in any system with a few ships while my computer wasn't even being stressed (No cores were above 50%, RAM at 50%, GPU at 10-30%, drives at <10%).

Anyone else have this experience? Can't really play X3 without SETA working - and never had this issue in my last playthroughs.

The balancing doesn't sound in the best state its ever been either judging by the discussions in this thread.
The performance issue seems to be something on your end. At least SETA runs smooth for me and a lot of other players.

Main balancing issue is the main factions who cannot compete with the Xenon.
The Xenon too frequently spawn too many too powerful ships and create doomstacks. Overall the ship crafting speed is too low for everyone else to fight back and there is also a global Ore and Quantum Tube shortage because the volume is too large. Freighters can't empty the mining stations fast enough and more freighters doesn't help the NPCs because only 1 ship is allowed to head to each factory at a time. The player can fix it by building his Outposts closer to the mining stations or by using jump beacons or Couriers.

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Joubarbe
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Re: [X3LU] Mayhem 3.14d

Post by Joubarbe » Mon, 14. Mar 22, 13:40

Hi! I've been working on version 3.15. It's not yet ready to be released. Thank you for still playing this mod :)

BigBadBill_87
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Re: [X3LU] Mayhem 3.14d

Post by BigBadBill_87 » Wed, 16. Mar 22, 08:18

3.15 gonna be amazing! Just a thought but could an event not have the terran faction spawn in like the Yaki? Love that faction to be part of Mayhem (yes, im a fan boi hehehe)

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Joubarbe
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Re: [X3LU] Mayhem 3.14d

Post by Joubarbe » Wed, 16. Mar 22, 08:44

It's not that easy to add a faction into Mayhem. It's a complex mod, and Terrans / ATF have some hardcoded mechanics that I don't want. Plus, it would go against the lore. Sorry, won't happen.

Trokhon
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Re: [X3LU] Mayhem 3.14d

Post by Trokhon » Fri, 18. Mar 22, 13:16

Joubarbe wrote:
Mon, 14. Mar 22, 13:40
Hi! I've been working on version 3.15. It's not yet ready to be released. Thank you for still playing this mod :)
cant await it, great work !!!

Betelgeuse97
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Re: [X3LU] Mayhem 3.14d

Post by Betelgeuse97 » Sat, 19. Mar 22, 23:04

There's also a bug with damaged stations where bringing up their info will cause them to instantly repair 100k hull each time.

Steps:
1. Find a damaged station.
2. Look at its info (which shows products/resources/HP/etc).
3. Refresh that page every time. It will heal 100k HP each time.

FreeMan.86
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Re: [X3LU] Mayhem 3.14d

Post by FreeMan.86 » Sun, 20. Mar 22, 01:29

Hi, first of all, this mod is amazing!! Just come back after a few years and wanted to play again, but saw 3.15 version change list, could be really cool to play. Do you have a release date? Or prox. time? Just ask if I should wait for a little bit or rather go for 3.14 and 3.15 try after a few months... Thanx for the great work.

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Joubarbe
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Re: [X3LU] Mayhem 3.14d

Post by Joubarbe » Sun, 20. Mar 22, 08:02

Betelgeuse97 wrote:
Sat, 19. Mar 22, 23:04
There's also a bug with damaged stations where bringing up their info will cause them to instantly repair 100k hull each time.

Steps:
1. Find a damaged station.
2. Look at its info (which shows products/resources/HP/etc).
3. Refresh that page every time. It will heal 100k HP each time.
Amazing bug, it actually concerns every station that has a script "waiting" for an arbitrary timeout. Looking at the info screen just reset the timeout. Thanks, it's fixed now.

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Joubarbe
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Re: [X3LU] Mayhem 3.15

Post by Joubarbe » Fri, 25. Mar 22, 18:28

Version 3.15 has been released! It's probably one of the biggest patches I've ever released as it's a summary of fixes, suggestions, ideas and various reports I've gathered during the past year. So for this occasion, I would like to thank everyone who played this mod and still playing it today, especially Hector (of course), temetvince and Hairless-Ape for their suggestions and fixes (and entire submods!).

Download page
Changelog
Install instructions

BigBadBill_87
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Re: [X3LU] Mayhem 3.15

Post by BigBadBill_87 » Fri, 25. Mar 22, 18:59

Guess i know what i'm doing this weekend then!

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Joubarbe
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Re: [X3LU] Mayhem 3.15

Post by Joubarbe » Fri, 25. Mar 22, 19:18

Version 3.15 has been released! It's probably one of the biggest patches I've ever released as it's a summary of fixes, suggestions, ideas and various reports I've gathered during the past year. So for this occasion, I would like to thank everyone who played this mod and still playing it today, especially Hector (of course), temetvince and Hairless-Ape for their suggestions and fixes (and entire submods!).

Download page
Changelog
Install instructions

djmidex
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Re: [X3LU] Mayhem 3.15

Post by djmidex » Sat, 26. Mar 22, 15:25

hey! thanks for the update! Started a game, is it intended that there are khaak interceptors almost in every sector?

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Joubarbe
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Re: [X3LU] Mayhem 3.15

Post by Joubarbe » Sat, 26. Mar 22, 15:52

You mean in Unknown sectors? And you mean when you select None as galaxy expansion?
Yes.

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Kingskunk
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Re: [X3LU] Mayhem 3.15

Post by Kingskunk » Sun, 27. Mar 22, 01:24

Does that mean temetvince and Hector's mods are now obsolete and no longer required since they are included in this version? Which would be awesome news. Also, do I just install this over the top of the previous version?

I'm guessing ill need a fresh install since I previously used Hectors and temetvince mods.

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