[X3LU] Mayhem 3.21b

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Zaitsev
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Post by Zaitsev » Tue, 28. Feb 17, 06:24

The Cuban Nightmare wrote:the cascade of decreasing rep feels like a big risk to me getting wiped out early.
If you want to avoid that and don't mind a bit of grinding, work to get your Boron rep up to 8. Once you hit 8 the decreasing rep mechanism is halted, and you can safely conquer all the sectors you want as long as your Boron rep doesn't drop below 8. Just remember that there is still a rep hit for conquering sectors, so you still got to be careful. Think of it as a reward for sucking up to a peace loving species or something. :p
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The Cuban Nightmare
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Post by The Cuban Nightmare » Wed, 1. Mar 17, 02:37

Fair enough, I did notice you can toggle that feature in the options and so I did for my first play through since RL is leaving me limited time to play. I got a reaper, a few freighters and my first mining baldric set up so things are moving along. I got a scan of a sirokos and a marauder so it seems the next steps are to get a TL, expand the mining fleet and set up my next sectors.

Out of curiosity, is there a way to blue prints for a race you are friendly with? I'd like to get Terran ships, but not necessarily be an outsider.
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Zaitsev
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Post by Zaitsev » Wed, 1. Mar 17, 02:59

The Cuban Nightmare wrote:Out of curiosity, is there a way to blue prints for a race you are friendly with? I'd like to get Terran ships, but not necessarily be an outsider.
It'll require some effort, but if you can manage to find a decent battle between terrans and some other faction it's just a matter of waiting til the right moment and then scan whatever ship you want when their shields drop below 5%. The ship you're scanning will turn hostile, but as long as you don't shoot at it there shouldn't be any rep loss. The ship you scanned will also turn friendly again if you jump out and leave it alone for a while.

If you want something like a TL, which usually doesn't enter combat, I'm afraid you have to find one and shoot at it til the shields drop low enough for you to scan it. If you take care and don't damage the hull, the rep loss is negligible though.
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Post by VincentTH » Wed, 1. Mar 17, 17:02

Zaitsev wrote:
The Cuban Nightmare wrote:Out of curiosity, is there a way to blue prints for a race you are friendly with? I'd like to get Terran ships, but not necessarily be an outsider.
It'll require some effort, but if you can manage to find a decent battle between terrans and some other faction it's just a matter of waiting til the right moment and then scan whatever ship you want when their shields drop below 5%. The ship you're scanning will turn hostile, but as long as you don't shoot at it there shouldn't be any rep loss. The ship you scanned will also turn friendly again if you jump out and leave it alone for a while.

If you want something like a TL, which usually doesn't enter combat, I'm afraid you have to find one and shoot at it til the shields drop low enough for you to scan it. If you take care and don't damage the hull, the rep loss is negligible though.
I just turn it off. At a later stage of the game, that feature is OK, but at the beginning, that feature lead to your destruction pretty quick if you claim 3, 4 sectors at the start.

I would think a player should be allowed some time to set up (like 1 day) before the rep loss feature should kick in. Otherwise, people just turn it off. If you start the game, and all of a sudden 3 major races have -5 rep with you, and the few sectors you claimed (and could not defend) are getting invaded, then your game is going down fast!!!!

tearing
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Post by tearing » Thu, 2. Mar 17, 17:23

that might be the reason this mod called mayhem.

or if you want, you can add some line that put a "floor" where the rep wont go down any lower because of overtime reputation loss.

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Joubarbe
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Post by Joubarbe » Thu, 2. Mar 17, 21:40

Or you can grow some balls and face the heat.

The Cuban Nightmare
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Post by The Cuban Nightmare » Fri, 3. Mar 17, 03:25

Joubarbe wrote:Or you can grow some balls and face the heat.
Well I read the documentation through and it looks like I get invaded from adjacent sectors only so you can manage it through good diplomacy. I pissed off most of the races, but managed to cap a hoshi, Aran and a tempestine to provide defense. I've fended off a few Xenon Cs but seem to be okay so far after two days in game. Great mod!

By the way, is it intentional that when you recycle an Aran that it gives you the same amount of resources as a M6? Looks to be an artefact of the ship price being around 30mm.

Also, I know you can get software upgrades by paying with crystals, but is there a way to expand the software available for upgrade at a sanctuary? I was looking for licensing options, but didn't see any way to get the software I was missing. Maybe I'm being dense, but figured I would ask
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Jonzac
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Post by Jonzac » Fri, 3. Mar 17, 06:06

Most softwares upgrades are included in the basic build. Like duplex, docking comp, jumpdrive, etc

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Post by Sirrobert » Fri, 3. Mar 17, 10:06

Joubarbe wrote:Or you can grow some balls and face the heat.
I still haven't had the balls to start up the game after the OCV spawned a sector next to my main base of operations. :roll:
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Dr2i
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Post by Dr2i » Fri, 3. Mar 17, 10:11

Hey Joubarbe,

Glad to see you back. Was wondering how come this mod stopped moving forward last months.

One question, i want to change the player home sector to albion alpha. Is it enough to change the following line in setup.Mayhem.xml?

Code: Select all

<line linenr="029" indent="">
			<var>$homeSector</var>
			<text> </text>
			<text>=</text>
			<text> </text>
			<var>[Unknown Sector Omega]</var>
To

Code: Select all

<line linenr="029" indent="">
			<var>$homeSector</var>
			<text> </text>
			<text>=</text>
			<text> </text>
			<var>[Albion Alpha]</var>
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tearing
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Post by tearing » Fri, 3. Mar 17, 12:11

modding are much more complicated than that.

that might change player's home sector(i am not sure about it).
but it wont change how the starting plot behave, or other stuff.

you need to change plot script, universe map, sector stats generator etc etc and etc

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Dr2i
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Post by Dr2i » Fri, 3. Mar 17, 12:21

tearing wrote:modding are much more complicated than that.

that might change player's home sector(i am not sure about it).
but it wont change how the starting plot behave, or other stuff.

you need to change plot script, universe map, sector stats generator etc etc and etc
I'm actually interested in just changing the player's home sector. For other stuff i can cheat pack it into Albion Alpha.
But I am not sure of the consequences
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Shuulo
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Post by Shuulo » Tue, 7. Mar 17, 17:32

I have a bug to report:
Argon captured the sector, just a few moments after I jump into the sector and claim it for myself.
But Argons continue to build stations in there :)
So they are building the infrastructure for me for free, and I can dismantle them.

eugene171
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Post by eugene171 » Tue, 7. Mar 17, 18:27

Just booted up this mod and built my first TS.

My initial strategy is to build up my home sector with some food production, get a dock agent for buying stuff for my HQ, then start my mobile mining fleet. Is this the way to go?

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Post by VincentTH » Wed, 8. Mar 17, 19:53

eugene171 wrote:Just booted up this mod and built my first TS.

My initial strategy is to build up my home sector with some food production, get a dock agent for buying stuff for my HQ, then start my mobile mining fleet. Is this the way to go?
Also lay claim on a few good sectors (high research rate, high population of workers, high number of slots etc...). 3-4 are OKs, too many and you would have dug yourself a big hole in the rep department, especially if you have overtime rep reduction turned on (the default).

tearing
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Post by tearing » Thu, 9. Mar 17, 01:04

or he could focus on allying boron.

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Post by Diggz » Thu, 9. Mar 17, 03:37

Would it be possible to re-enable Saturn Complex hubs? I'm not looking forward to having massive station spams.
I have yet to figure out the non-terran equivalent of a Point Singularity Projector...

sirius5
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Post by sirius5 » Thu, 9. Mar 17, 12:35

Would it be possible to re-enable Saturn Complex hubs? I'm not looking forward to having massive station spams.
http://www.mediafire.com/file/i6f1328sxzaarzt/maps.rar

Some map editing - dont remember which of those is actually working but there is a file that looks promising as it has a _org at the end. You need Iananums zura's shipyard as far as i remember from the _org map (or the original litcube map from a certain version onwards) as it has the saturn complex hub station stock. Just remove the sector from your map and import it from my _org map or the org lit map. Should be a lot more asteroid fields on one of those maps making a lot more sectors viable but i doubt that they are compatible with the new pop and research quantifiers.

As for the other stations (Shipyards that sell the stations you require) you need - you can import other sectors that i added (as long your machine can keep up with it) which include those shipyards or just create em yourself via the galaxy editor. By design there are 2 Shipyard class Stations per Race which together usually encompass all race stations.

Keep in mind that adding saturn complexes by themself goes against the design purpose of this mod (as far i can tell) as it removes/lowers the Logistic challenge (not to mention adding the option to buy all other stations). Oh and dont forget to delete and reinitiate all (incoming and outgoing) Gates that lead to an freshly deletet and reimported sector if needed.

If you just want to lower logistics a bit (in sector logistics) you can just create an Shipyard that sells complex hubs and use the easyconnect mod.

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Post by The Cuban Nightmare » Fri, 10. Mar 17, 09:08

Good point on the complexes. My main question is how do you coordinate your logistics across sectors? My idea was to create specialized sectors but not sure how to best structure things with IDN to get stuff moving. For example, I want to put all my equipment production in one sector because you need so much support in the way of food production etc to support it. Should the support sectors feed local sanctuaries which then have a TL deliver to the equipment sector? You can't do couriers with large ships and I balk at using tons of TSs to move stuff. I'm nearly ready to start expanding into producing weapons and gear, but would be good to know how you guys did stuff, especially when your first few sectors are so spread out.
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Post by eugene171 » Fri, 10. Mar 17, 16:47

The Cuban Nightmare wrote:Good point on the complexes. My main question is how do you coordinate your logistics across sectors? My idea was to create specialized sectors but not sure how to best structure things with IDN to get stuff moving. For example, I want to put all my equipment production in one sector because you need so much support in the way of food production etc to support it. Should the support sectors feed local sanctuaries which then have a TL deliver to the equipment sector? You can't do couriers with large ships and I balk at using tons of TSs to move stuff. I'm nearly ready to start expanding into producing weapons and gear, but would be good to know how you guys did stuff, especially when your first few sectors are so spread out.
I'm still new at Mayhem, but in regular LU, a ton of TS's always worked fine for me. You reach a point where things start to flow smoothly instead of being choppy instances of big supply, then running out of stuff.

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