[X3LU] Mayhem 3.21b
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Re: [X3LU] Mayhem 3.0
@4square425: pinned as well. Didn't really understand what it was the first time I saw it
Re: [X3LU] Mayhem 3.0
I thought about adding that but I was afraid that could change in future versions of Mayhem 3 and even then it's a bit wobbly, especially in the case of mines. Like, they have very limited cargo space and depending on how the ore/silicon value of the mine is, it changes the production/supply rather strongly. That and the fact that most asteroids are rather far away from the sector center, meaning the travel distance of transports is another considerable factor. (That being said, I figured that it really doesn't matter how fast a mine produces ore/silicon wafers as even low output mines usually produce stuff faster than Agents can handle it - simply because ore and silicon wafers take up much cargo space. If you're not placing XL Superfreighters as station agents on those mines, they will never work at full efficiency. (At least that's my experience in pretty much all of Mayhem 3 so far).)4square425 wrote: ↑Sat, 15. Aug 20, 17:19Looks great, although in all of these factory charts it would be useful to see the ratios to get them mostly self sustaining, i.e. the resources consumed and produced or just the fact that you need two Food Preparation Facilities to support one fully efficient Ore Mine. However, that's why I made my spreadsheet to determine those amounts.
Re: [X3LU] Mayhem 3.0
Ok, that was WAY too close for comfort
Damn Pirate corvettes
Damn Pirate corvettes
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris
Re: [X3LU] Mayhem 3.0
I think it gets less and less important to perfectly balance all factories against each other. It helps to know some general ratios. Especially crystal consumption can be quite high in terms of required factories. But over the long run i always end up with some imbalanced stocks. A factory may have been idle for a while until i fixed some logistical problem. A ship may have died with a full cargoload. Some Looters may have collected many additional resources from destroyed factories during NPC battles. A Task Force might've destroyed a jump beacon and now Agents can't keep up and i need to replace logistics with a lower worker range setting before factories get supplied again.
In rather long intervals i just check what has piled up and then i build some more factories to refine what i have. Or the other way around and i build what i think will i need medium term. The game is running so slow that tuning a perfectly balanced industry down to the last station is not required. And the interface is so clunky that its also not realistic, imho.
You get a good feeling about which ship parts you are always short of. Why limit yourself to perfect factory ratios? You can expand your production based on current needs.
Maybe you want to support an NPC faction. It's worth it to check which of the 3 ship component most of their outposts are lacking. 1 is often missing or very low. This is the one which bottlenecks their ship production. Or they might need crystals for the equipment. They can replace their ships faster if you tell an outpost to sell the required parts to them. A low worker range can help to limit trade from an outpost to a specfic faction.
So your economy starts to get like a living organism.
Less like:
"i got 4 chem labs so i need exactly 3 Tel foundries"
More like:
"So the Split are low on Hull Parts. And i could also use some more lately. So lets get 2 more hull part factories. Do i have enough Tel? [Checking logistical overview for Teladianium] Yeah, the station building outpost has 30k. I don't need that much for station construction. And here are two outposts which also have 10k extra. A stock of 50k Tel keeps 2 hull factories running for a day or so. What's this? One Tel foundry is flashing yellow. I will build 3 more chem labs and let chems rise a bit. After 20 hours the 50k Tel will be gone and i will have some extra chems. By then i might have another sector for 2 or 3 more Tel foundries. We'll see."
This is the way it always ends up for me.
In rather long intervals i just check what has piled up and then i build some more factories to refine what i have. Or the other way around and i build what i think will i need medium term. The game is running so slow that tuning a perfectly balanced industry down to the last station is not required. And the interface is so clunky that its also not realistic, imho.
You get a good feeling about which ship parts you are always short of. Why limit yourself to perfect factory ratios? You can expand your production based on current needs.
Maybe you want to support an NPC faction. It's worth it to check which of the 3 ship component most of their outposts are lacking. 1 is often missing or very low. This is the one which bottlenecks their ship production. Or they might need crystals for the equipment. They can replace their ships faster if you tell an outpost to sell the required parts to them. A low worker range can help to limit trade from an outpost to a specfic faction.
So your economy starts to get like a living organism.
Less like:
"i got 4 chem labs so i need exactly 3 Tel foundries"
More like:
"So the Split are low on Hull Parts. And i could also use some more lately. So lets get 2 more hull part factories. Do i have enough Tel? [Checking logistical overview for Teladianium] Yeah, the station building outpost has 30k. I don't need that much for station construction. And here are two outposts which also have 10k extra. A stock of 50k Tel keeps 2 hull factories running for a day or so. What's this? One Tel foundry is flashing yellow. I will build 3 more chem labs and let chems rise a bit. After 20 hours the 50k Tel will be gone and i will have some extra chems. By then i might have another sector for 2 or 3 more Tel foundries. We'll see."
This is the way it always ends up for me.
You can also place a jump beacon near the mine and one near the outpost. But an extra Agent for each mine also works well and is probably easier.
Re: [X3LU] Mayhem 3.0
I tried that a few versions ago and noticed that the agents didn't use the jump beacons consistently. I believe the issue was that they didn't use beacons for intra-sector-jumps, only for sector-to-sector jumps. It also seemed to affect patrol commands, causing ships to take jump beacons in the sector that were much farther away than the closest beacon to the enemy/target.
That being said, I'll give it another try with the next version and note down my observations on it. I just checked the changelog and saw another nice addition to it. Can't wait to see the Hive Queens.
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Re: [X3LU] Mayhem 3.1
First for 3.1!
Interesting that the changelog mentions hive queens. Looks like kha'ak have returned from late-Mayhem 2 and race perks are back from early Mayhem 2. I'm liking 3.X a lot more with both the old and new coming together, but this means restarting my 3.0 release galaxy and getting a new one.
Interesting that the changelog mentions hive queens. Looks like kha'ak have returned from late-Mayhem 2 and race perks are back from early Mayhem 2. I'm liking 3.X a lot more with both the old and new coming together, but this means restarting my 3.0 release galaxy and getting a new one.
Re: [X3LU] Mayhem 3.1
Well, it was nice knowing real life.
Edit 1: Wew, pirates seem a bit more aggressive now. I like it. Definitely going to try out the Piracy Contract perk when I have pirate bases in my territory.
Edit 2: I had Pirate Morrigu M6s spawn out of nothing right at my Outpost (sector center, x0, y0, z0). Is that intentional?
Edit 1: Wew, pirates seem a bit more aggressive now. I like it. Definitely going to try out the Piracy Contract perk when I have pirate bases in my territory.
Edit 2: I had Pirate Morrigu M6s spawn out of nothing right at my Outpost (sector center, x0, y0, z0). Is that intentional?
Re: [X3LU] Mayhem 3.1a
Actually not all of them, only those who have been built since the 3.1 update, or new galaxy.
Re: [X3LU] Mayhem 3.1a
Strangely my factories that use waste as a resource seem to go dry now, could it be that having Waste on blacklist is affecting agents?
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Re: [X3LU] Mayhem 3.1a
Seems to be happening for me as well. Agents refuse to ship waste while it's on the blacklist. Removed it and they start shipping again.
Re: [X3LU] Mayhem 3.1a
99 little bugs in the code
99 little bugs
Take 1 down, patch it around
127 little bugs in the code...
99 little bugs
Take 1 down, patch it around
127 little bugs in the code...
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris
Re: [X3LU] Mayhem 3.1a
By the way, I noticed that galaxies with Extra Sector Stats have either 10, 11, 12, 16, 17 or 18 station slots. I take it that ESS gives a rare chance of +6 additional station slots. Is that intended? I'm not sure whether it was this way before the last change (back when it was more station slots instead of more population).
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Re: [X3LU] Mayhem 3.1b
This might be a stupid question, but if I'm playing Mayhem 3.0 right now, can I install Mayhem 3.1B on top and continue with my game?
Re: [X3LU] Mayhem 3.1b
The second post (on the first page) lists the changelog, and above it, the save game compatibility options. For 3.1, it's YESazxcvbnm321 wrote: ↑Sun, 16. Aug 20, 20:51This might be a stupid question, but if I'm playing Mayhem 3.0 right now, can I install Mayhem 3.1B on top and continue with my game?
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris
Re: [X3LU] Mayhem 3.1b
The three new perks are pretty good. Insurance Policy is a must-have on all shipyard stations, be it to avoid the loss of population or random resources losses or simply to ensure the maintenance x2 event doesn't occur. Super important in the latter stages of the game, when you have to maintain multiple M2s.
The Dry Dock is super nice for shipyards and tug stations. Pretty good for parking capitals AND storing fighter fleets. I think this perk is a game changer in terms of preparing for the OCV stage.
The Pirate Contract is super nice when you have pirate bases close to you, although I made the experience that the perk is only somewhat useful when you are in-system. While the pirates don't engage your ships directly, most of them have turrets which will draw attention. Still useful, though. Basically gives you a garrison fleet (against very mean traders!).
I'm also very happy about boarding being available early now. Super useful in galaxies with early/average/advanced progression, as you can quickly buy some crystals, take the Ryu with a MEMP and a TP with marines and try your luck with some frigates. Love it!
The Dry Dock is super nice for shipyards and tug stations. Pretty good for parking capitals AND storing fighter fleets. I think this perk is a game changer in terms of preparing for the OCV stage.
The Pirate Contract is super nice when you have pirate bases close to you, although I made the experience that the perk is only somewhat useful when you are in-system. While the pirates don't engage your ships directly, most of them have turrets which will draw attention. Still useful, though. Basically gives you a garrison fleet (against very mean traders!).
I'm also very happy about boarding being available early now. Super useful in galaxies with early/average/advanced progression, as you can quickly buy some crystals, take the Ryu with a MEMP and a TP with marines and try your luck with some frigates. Love it!
Re: [X3LU] Mayhem 3.1b
Minor bug
M 3.1b - Marine pilots are listed as (in space) when piloting craft.
The marine is still piloting, but listing in Barracks is wrong. Was a bit confusing until I checked the information on the vessel in question.
M 3.1b - Marine pilots are listed as (in space) when piloting craft.
The marine is still piloting, but listing in Barracks is wrong. Was a bit confusing until I checked the information on the vessel in question.