[Mayhem 3] Renegades v5.4 - 7/2025

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Hairless-Ape
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Re: [Mayhem 3] Renegades 4.1

Post by Hairless-Ape »

Those are some good ideas for a new feature.
bwahahahahahahhahhah!!!!!!!!!!!
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TheVillain
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Re: [Mayhem 3] Renegades 4.1

Post by TheVillain »

Dammit - I was hoping you'd would say 'that already exists you doofus'

I shall continue my jank implementation using Rogeys All Seeing Eye and deleting funds.

Much love for keeping Mayhem going. Looking forward to a new play through this weekend. You have a kofi/patreon? I'd buy you lunch at this point.
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Edna
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Re: [Mayhem 3] Renegades 4.5 - 2025

Post by Edna »

I finally got to try out the latest version today. Love all the new additions.

Is anyone else noticing strange behavior among ships, though? The Kha'ak, Xenon and Pirates are not engaging anything. They are just standing still, their escorts are floating around near them. I also noticed my architect ship would not drop off any station and instead only move to the target location and fly in circles. A Pirate Susanova Hauler entered my sector, moved to a target point and once there, merely kept rotating in place.
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Hairless-Ape
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Re: [Mayhem 3] Renegades 4.5 - 2025

Post by Hairless-Ape »

Edna wrote: Thu, 17. Apr 25, 14:15 I finally got to try out the latest version today. Love all the new additions.

Is anyone else noticing strange behavior among ships, though? The Kha'ak, Xenon and Pirates are not engaging anything. They are just standing still, their escorts are floating around near them. I also noticed my architect ship would not drop off any station and instead only move to the target location and fly in circles. A Pirate Susanova Hauler entered my sector, moved to a target point and once there, merely kept rotating in place.
My pirates and Kha'ak are engaging fine. I don't use architect so couldn't comment on that. Any Kha'ak that is just sitting there doing nothing seriously sounds like a bad install to me. Are you sure you didn't add any other mods? Nothing is compatible, so if you added something, it will break things.
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Edna
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Re: [Mayhem 3] Renegades 4.5 - 2025

Post by Edna »

No mods, no. Turns out I accidentally copied the wrong exe file into the folder. My bad!

Seems to be working fine now, the Kha'ak are now hunting me! I couldn't be happier!
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Darkternal
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Re: [Mayhem 3] Renegades 4.5 - 2025

Post by Darkternal »

Small bug: Clicking ship factory on the "Outposts" screen shows missile production screen.
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Hairless-Ape
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Re: [Mayhem 3] Renegades 4.5 - 2025

Post by Hairless-Ape »

Yea, I see that. Minor, but I'll take a look. Should probably default to view the ship building section and not missile building section.
Thanks.
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Wydesh
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Re: [Mayhem 3] Renegades 4.5 - 2025

Post by Wydesh »

Hairless-Ape wrote: Sun, 20. Apr 25, 00:45 Yea, I see that. Minor, but I'll take a look. Should probably default to view the ship building section and not missile building section.
Thanks.
Hello, thx for this Mayhem 4.5, but i have question:

Where we can find a Russifier for Renegades 4.5?
Last edited by Wydesh on Sun, 27. Apr 25, 23:15, edited 1 time in total.
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Hairless-Ape
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Re: [Mayhem 3] Renegades 4.5 - 2025

Post by Hairless-Ape »

contact alexalsp .
He probably knows about russificiation.
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alexalsp
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Re: [Mayhem 3] Renegades 4.5 - 2025

Post by alexalsp »

Wydesh wrote: Sun, 27. Apr 25, 23:14
Hairless-Ape wrote: Sun, 20. Apr 25, 00:45 Yea, I see that. Minor, but I'll take a look. Should probably default to view the ship building section and not missile building section.
Thanks.
Hello, thx for this Mayhem 4.5, but i have question:

Where we can find a Russifier for Renegades 4.5?
At my website or at elite-games.ru
VoidSoul
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Re: [Mayhem 3] Renegades 4.5 - 2025

Post by VoidSoul »

Time to play X3 again! Thank you for your hard work, i love it.

I love the new quest system, so much better and enjoyable then constantly visiting systems for quest updates. Laser production now can finish particular provision quests! There was one more with supplying shields, we need shield production. :mrgreen:

Found a bug. New Khaak ships are being used where they should not. I can consistently buy khaak corvettes from acquisition quests and sometimes they generate as free ships at start.

Have an idea how to fix fighters uselessness late game.
Current lasers are badly balanced in that small lasers bullets are to slow while capital lasers rate of fire is to fast and bullets are too fast and long range. They were made this way (if i remember right) to fix loss of laser energy, but now there is none. The idea is to remake their stats in a curve, that "IRE" bullet speed is around 7k and range 3k and "PSP" is fired a couple of shots a minute and it's bullet range is around 12k and speed is around 1k. Small ships are extremely precise shoot fast and hit more often while huge ships have trouble to hit anything but themselves and stations.
This, in theory, will make fighters survive encounters with capitals in system battles (even better if there maneuvering from vanilla is returned in fights with everything except stations). The capitals will not obliterate everything with it's huge range and accuracy (their current range can cover whole system at times). It will also balance out m6 phantom (make it not bane to everything, but anti-capital sniper) This will encourage to use smaller ships to protect capitals against other smaller ships. This will also make a dynamic where m5 is useful as their swarm could consistently tier apart m3 ships with extreme accuracy.
pass
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Re: [Mayhem 3] Renegades 4.5 - 2025

Post by pass »

Great update, thanks for keeping this mod going!

I personally find the random outpost events an annoying feature and always choose the Insurance Policy Perk, is there a setting I can edit to put it back to 100% effectiveness? (other than choosing Easy/Normal difficulty mode)

Code: Select all

Events and the Insurance Policy Perk
	The Insurance Policy will no longer eliminate events entirely if playing on Hard difficulty.  
	Having the Insurance Policy Perk will now provide only a 75% reduction in events on this difficulty level.
	For the 'Deadly Disease' event, the number of people lost to disease has been doubled.
		
	*. Mayhem.Task.Station.Outpost.xml
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Hairless-Ape
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Re: [Mayhem 3] Renegades 4.5 - 2025

Post by Hairless-Ape »

The Insurer used to be with Terracorp and they did a great job and covered 100%. However, on hard difficulty, things suck a bit more in space, so to maximize insurer shareholder profits, we had to move over to "Profit Share" corporation insurance, which is run by the Teladi, and they are cheap and cold blooded. 75% was all we could negotiate out of them.

I may be able to re-negotiate a better deal if enough people complain. There are other companies out there.
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VoidSoul
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Re: [Mayhem 3] Renegades 4.5 - 2025

Post by VoidSoul »

Another quite inconvenient bug: "Fly Safe" command both by hand and Tug does not respect blacklisted sectors. Maybe does not respect blacklist at all. Found out when some of my TS did "fly safe" through blacklisted sectors while by "dock at" and "fly to" they were making big detours to avoid blacklisted sectors. And all captured ships by Tugs did fly through blacklisted sector, while reordering them to dock, to fly to, or just shoving in fleets and ordering to join the fleet made them avoid it. (did lose some juicy bails to khaaki capships in that unfortunate sector right at entrance to my territory, to young to kill them yet.)
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Hairless-Ape
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Re: [Mayhem 3] Renegades 4.5 - 2025

Post by Hairless-Ape »

VoidSoul wrote: Sun, 4. May 25, 00:30 Another quite inconvenient bug: "Fly Safe" command both by hand and Tug does not respect blacklisted sectors. Maybe does not respect blacklist at all. Found out when some of my TS did "fly safe" through blacklisted sectors while by "dock at" and "fly to" they were making big detours to avoid blacklisted sectors. And all captured ships by Tugs did fly through blacklisted sector, while reordering them to dock, to fly to, or just shoving in fleets and ordering to join the fleet made them avoid it. (did lose some juicy bails to khaaki capships in that unfortunate sector right at entrance to my territory, to young to kill them yet.)
Yea, this has been the case from the start of Mayhem. I looked at it a few times, and decided it was too much too tackle, but I may attempt it again. Each automation script is completely different and there's no easy single spot to go in and adjust it. These are extremely complex scripts, easy to break, and I'm hesitant to muck with them even though I've had my share of ship deaths because of it. So far, it's a risk vs reward problem and I have other priorities, but maybe I'll attempt it again.
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VoidSoul
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Re: [Mayhem 3] Renegades 4.5 - 2025

Post by VoidSoul »

For the first time I have used fortress perk to help me fight satisfying hordes of pirates from 3 pirate bases in my pocket of space.

First - laser towers appeared on taking perk and after some time disappeared and reappeared on constant bases after 4 hours. Just when i was fighting huge wave of pirate ships (4 m6 and 20+ m3). Do they spawn on threat level or do i miss something?

Second - Militia fighters are bugged in their routine. They do fly around and fight ships fine until their hull drops very low and they are stuck in constant loop of going for repairs and canceling command. Giving them any other order just do the same, they stuck in place canceling command. Killing them is the only fix i have found.
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Hairless-Ape
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Re: [Mayhem 3] Renegades 4.5 - 2025

Post by Hairless-Ape »

VoidSoul wrote: Mon, 5. May 25, 23:32 For the first time I have used fortress perk to help me fight satisfying hordes of pirates from 3 pirate bases in my pocket of space.

First - laser towers appeared on taking perk and after some time disappeared and reappeared on constant bases after 4 hours. Just when i was fighting huge wave of pirate ships (4 m6 and 20+ m3). Do they spawn on threat level or do i miss something?

Second - Militia fighters are bugged in their routine. They do fly around and fight ships fine until their hull drops very low and they are stuck in constant loop of going for repairs and canceling command. Giving them any other order just do the same, they stuck in place canceling command. Killing them is the only fix i have found.
Laser towers don't simply disappear. They are being killed.
Laser Towers re-spawn every 20 hours.

I will fix the Militia fighters. They do appear bugged.

Thanks.
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alexalsp
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Re: [Mayhem 3] Renegades 4.5 - 2025

Post by alexalsp »

If it's not too much trouble, in the first post of the thread, add the date of the last update for Latest Patch
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Hairless-Ape
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Re: [Mayhem 3] Renegades 5.00 - 5/2025

Post by Hairless-Ape »

5.0 is out!
Capital Shipyards and more.


Please make a backup of your Mayhem install.
Let me know if you find any problems.
Private message would be appreciated.

Enjoy!
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VoidSoul
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Re: [Mayhem 3] Renegades 5.00 - 5/2025

Post by VoidSoul »

Can I update to 5.0 from 4.5 without starting new game?

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