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Форум » Игры » X3: Reunion / X3: Terran Conflict / X3: Albion Prelude / ΧЗ Fаrnhаms Lеgасу » X3: Глобальные моды » LU Mayhem - Zero Hour mod
LU Mayhem - Zero Hour mod
ФокусникДата: Воскресенье, 17.07.2022, 21:26:57 | Сообщение # 1

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LU Mayhem - Zero Hour mod


Домашняя страница

ModPack - Скачать - если не хотите сами устанавливать все по отдельности.

Репак Terran War Pack - Скачать

Особенности:
  • Лучший аддон к Mayhem 3 для новичков и ветеранов
  • Стратегические ИИ фракций
  • Механика Ксенонового Кризиса и Галактического Объединения
  • Новая странствующая фракция "Кочевники" с мобильными фабриками и мощными наемниками
  • Более достоверное поведение пиратов
  • Множество QoL, новые настройки флота, инструменты автоматизации и т.д. и т.п.
  • Система позора! Выбирайте между добром и злом. Играйте за империю наркоторговцев, пиратское королевство, Наемника кочевника или благородную нацию
  • Улучшенная экономика. ИИ реагирует на дефицит.
  • Отдельный t-файл настройки с 50+ новыми параметрами! Вы можете отключить или настроить все, что вам не нравится.


Установка - если сами решили устанавливать
1) Установить игру X3AP русская или английская
2) Мод LU русский или английский
3) Установите последнюю версию Mayhem 3.21b
4) Установить мода Zero Hour русский или английский.



Откройте папку с распакованными файлами и папками.



Скопируйте все это в корневой каталог X3 к примеру (C:/games/x3 terran conflict/). НЕ в папку 'addon', перепишите все.
Запустите 'Mayhem Galaxy Generator.exe' и создайте как минимум 1 новую галактику, для обновления голосового файла корабельного компьютера. Zero Hour уже содержит cat/dat №12, который подходит для стандартной установки Mayhem.
Дополнительные моды, содержащие файлы каталога, которые нужно переименовать, должны быть установлены после этого, например, мой Backgrounds pack или Mayhem's no laser/engine trail graphic options.



Начать новую игру в любой галактике.
В загрузке содержится полная документация с множеством подробностей. Ниже приводится лишь краткое изложение
Подробнее смотрите на сайте разработчика.

5) Сгенерировать галактику через ZMap - Mayhem 3 Map Generator and Editor

Цитата
LU Mayhem - Zero Hour - v.1.10b.0 Eng

LU Mayhem - Zero Hour - v.1.10b.0 Rus - английский пакет не нужен


Версии 2х

Цитата
LU Mayhem - Zero Hour - v.2.2.0 Eng

LU Mayhem - Zero Hour - v.2.2.0 Rus - английский пакет не нужен


Необходим для использования ZMap - Mayhem 3 Map Generator and Editor
Сообщение отредактировал Фокусник - Среда, 07.02.2024, 03:00:26



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ФокусникДата: Воскресенье, 15.01.2023, 19:20:11 | Сообщение # 31

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LU Mayhem - Zero Hour - v.1.10.0а

ИЗМЕНЕНИЕ: Архитектор теперь удаляет заказ второй исследовательской станции (исправление a).
ФИКС: Форпосты из сохранений 1.9 не обновлялись должным образом (исправление a)

русская будет позже

Если ваша текущая игра уже обновлена до версии 1.10, вы по-прежнему можете столкнуться с ошибкой Lib.GenRunScriptWhenFinished через 900 секунд, но с этим исправлением 1.10a вы можете не обращать на них внимания.

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ФокусникДата: Воскресенье, 15.01.2023, 19:41:20 | Сообщение # 32

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LU Mayhem - Zero Hour - v.1.10.0а - русская версия.

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ДронДата: Пятница, 03.02.2023, 18:26:34 | Сообщение # 33

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Привет. Отличное продолжение отличного мода, подскажи, а какие моды/плагины можно сверху поставить? С алаванкой какие-то проблемы(или со мной) поставить не могу, но и без него отлично играется. Спасибо за твои старания с переводом и адаптацией для нашего комьюнити!   Как сделать бесконечную энергию лазера для всех? :)
Сообщение отредактировал Дрон - Понедельник, 06.02.2023, 10:26:06





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SevratДата: Среда, 05.04.2023, 13:09:50 | Сообщение # 34

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Приветствую.
Подскажите, есть ли кокпиты для кораблей под Zero Hour?
И еще проблема с бесконечной энергией у пушек, стрельба прерывистая сильно.. это так должно быть?
Сообщение отредактировал Sevrat - Среда, 05.04.2023, 13:22:23





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ФокусникДата: Среда, 05.04.2023, 15:31:23 | Сообщение # 35

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Кокпитов нет , стреляет медленно, такие уж видения авторов. 

В файле 0972 вроде есть раздел настроек посмотри, но не уверен , что там что то связано со стрельбой. Но много других настроек.

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SevratДата: Среда, 05.04.2023, 19:27:55 | Сообщение # 36

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Цитата Фокусник ()
Кокпитов нет , стреляет медленно, такие уж видения авторов. В файле 0972 вроде есть раздел настроек посмотри, но не уверен , что там что то связано со стрельбой. Но много других настроек.

Спасибо, файл немного другой но я понял "9972", к сожалению интервала между выстрелами и подобного там нету. Хотелось бы частоту выстрелов повысить, не судьба, буду привыкать.



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ФокусникДата: Среда, 05.04.2023, 20:12:58 | Сообщение # 37

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Повысить можно но надо полностью Tweapons переделывать а это просто ад.

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ФокусникДата: Среда, 05.07.2023, 11:04:41 | Сообщение # 38

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LU Mayhem - Zero Hour - v.1.10.0b - русская версия.

Исправление: Исправлено зависание, вызванное рабочими NPC в секторах, внесенных в черный список
Исправление: Форпосты из сохранений 1.9 не обновлялись надлежащим образом
Исправление: Архитектор теперь удаляет заказ второй исследовательской станции

Цитата Дрон ()
Как сделать бесконечную энергию лазера для всех? :)

Только через Х3 Редактор нужно все оружие перелапачивать.

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ФокусникДата: Среда, 04.10.2023, 00:26:55 | Сообщение # 39

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Изменения грядущей версии 2.0

После ее выхода, без понятия когда будет ее перевод и репак.

Fleets

  • new command: 'Flee to Position'. The old flee command is now called 'Flee to safe Stations'
  • new Retreat command. The leader will stop all fighting and rushes to the selected destination. Any orders from empire automation features get suppressed until he reaches this destination. All Followers stay 'with fleet' but don't attack targets within scanning range and they don't go for repairs. They will initiate attacks when being shot at themselves though.
  • Basically FLEE means: "Code brown! Run you fools! Every man for himself!". While RETREAT means: "The enemy is still 60km away. Time to get away from them, but stay in my formation and don't scatter to the four winds."
  • auto-Hiding & Joining of new fleet members
  • fleet merging, splitting & settings import from another commander
  • new fleet setting to not respond into a monitored sector if other response fleets are already there or on their way
  • some more useful quick-commands in the fleet settings screen
  • Followers no longer go for repairs or attacks during Retreat or Flee commands
  • speed limiter for the Commander doesn't activate during Follower attack runs at high scanning ranges.
  • fleet commander prefix is now customizable in the t-file 9973-L044.xml


Economy

  • removed the concept of individual laser & shield items from the game.
    • every ship simply equips the highest compatible DPS laser for free
    • laser/shield items still exist, but they cannot be used for anything. No production, recycling or trading
    • sometimes lasers/shields drop from kills (hardcoded). You are not supposed to pick them up. These containers get despawned automatically once a Looter searches the sector for stuff to pick up
    • all lasers/shield items have a volume of 1, so that they never clutter your cargospace if you ever pick them up.
    • standard crystals are now used directly for ship production & ships are 33% more expensive. Global crystal economy got adjusted for this
    • ship templates are optional for all empire automation features. You can simply select a ship type to build
    • Ship Compendium screen decluttered and added DPS column

  • construction backlog will only ever be filled up to 50% by any empire automation features so that the player can always manually order additional ships
  • new t-file option to add Quantum Tubes to trading stations (OFF by default because its intended that ship parts are not traded so much between factions so that they can be starved out. But if the long production chain for Quantum Tubes causes you issues you can activate this setting (not retroactive for existing trading stations)
  • Energy Cells are now used as resource to make Silicon Wafers (old: C-Rations)
  • yields of Ore asteroids now taken into account when considering how many mining stations the NPCs want to build
  • slightly reduced global overproduction of many intermediate products like Protein Paste, Chemicals, Teladianium, Microchips, etc. NPCs produce slightly more high-end products like ship parts & Rastar Oil.
  • population growth update cycle doubled (better script performance & reduced food consumption)
  • slower pop growth when above 50% pop limit, but extremely fast growth when below 30 people
  • added red & yellow crystals to the starting resources of first player Outpost
  • station placement no longer blocked by enemy presence
  • trade screen: all trade threshold entries where the demand is currently not being met get highlighted (to see at a glance which wares the Outpost wants to buy and sell)
  • disassembling factories now rescues all held resources, adding them to the local outpost
  • maintenance cost cycle increased from 10 min to 60 min for performance gains and for parity with the tax cycle. Maintenance factor still increases at the traditional rate (now +6 per cycle instead of +1. The extra +5 are ONLY applied if you don't change the new default 3600 second maintenance cycle in 9972-L044.xml t-file. If you input any other value the factor will only increase +1 per cycle


Economy - Tax overhaul

  • the cash meta is completely different. You get high passive income from your Outposts
  • balanced for hard difficulty where you have to pay upkeep for sector ownership & jump beacons
  • on easy or normal diff. money should quickly become a non-issue after the earliest stages
  • How it works:
    • your sectors have a tax efficiency rating which levels up over time
    • for smaller empires it levels faster and higher
    • tax efficiency gains are semi permanent. It can deteriorate but only very slowly. Early tall playstyle keeps high tax efficiency in the starting sectors even after conquering lots of territory later on.

  • Good for tax efficiency:
    • having fewer sectors
    • short jump distances between your sectors (this considers jump beacons)
    • higher station density (it hurts your income when you only plop down a single station to claim many sectors)
    • being a nation (huge impact)

  • Bad for tax efficiency:
    • having many sectors
    • long jump distances
    • unused station support slots
    • nation status has not been aquired yet

  • Tax Perk caps your minimum tax efficiency at 100, which is quite low. Its only useful lategame once your empire is large with inefficient natural taxation
  • loosing a sector removes all accumulated tax efficiency.
  • your oldest sectors will generally form the core of your empire, having the highest tax efficiency ratings. Isolated sectors which are far away from the rest of yor empire will struggle to develop high tax efficiency.


Economy - Workers

  • reduced amount of NPC Agent ships by 33% to reduce idle freighters and to increase trade opportunities
  • 25% fewer commonwealth Traders (neutral Traders unchanged)
  • improved Architect TL. Works a bit faster and should no longer order excess station kits
  • Agents scroll their jobs faster
  • default 'Complete' Agent Job preset already active on new Outposts (will do nothing if you don't assign Agents)
  • search jump range for Traders/Agents who check 'all reachable factories' is now customizable (t-file, default eight). Jump beacons do NOT reduce this distance. Only bump it up if you have a fast CPU.
  • player miners don't get killed from collision with debris anymore (t-file option, default on)
  • Explorer workers can be homebased to Outposts
  • more worker slots per outpost (except miners)
  • greatly improved "Auto-Replace Worker" and "Fleet Reinforcement" features, both renamed to "Auto-Build" for better clarity
  • when lacking resources or crew the Outpost will produce the request ships in smaller batches
  • "Auto-Assign" Workers only recruits the correct ship type if one got selected for the "Auto-Build" feature
  • you can set exactly how many Workers you want for each type. The Outpost will only assign ships up to the specified amount.
  • import/export Worker settings between outposts
  • option to assign default Worker settings for new outposts
  • workers are now by default hidden in the property screen
  • no default worker ship name coloring (can be activated again from Player Console > Global Ship Naming)


Hacking

  • added Quickhacking!
    • its finally easy to do hacking, even if you don't invest into perks
    • Quickhacks only require your playership with a Hacking Rootkit and 1 Hackerchip
    • its a brute force method without delays and random hack efficiency of 30 to 70%
    • doesn't work on Oxygen or Accounting subsystems (cannot bail the ship or steal money). Its about the more combat oriented effects (disabling shields, turrets, etc.)
    • always gets traced back to you. This means that the subsystem is patched immediately (for the entire ship line)
    • additionally all other ports on the quickhacked ship get closed.

  • Patched ports last much longer (about 3 days)
  • Hackerchips are cheaper
  • Port research is instant
  • all credit costs rebalanced (mostly reduced)
  • detection risks & upload times reduced and now vary between subsystems
  • can only select up to 3 relays (performance reasons) but relays are generally more efficient
  • UI:
    • button to select all relays for virus upload
    • button to open closest hacking station directly from ship system screen
    • button to transfer 500k credits from hacking station screen
    • removed some redundant buttons from ship system screen
    • duration of hack effect now displayed when hitting the target (how long shields stay down, etc.)

  • Rootkit range 30 km (+10)
  • 'Network exploit' is now the most common attack vector. A Network virus is the best now because it can be used against many different types of ships.
  • Cyberwar perk:
    • works faster (20 min update cycles, from 30 min)
    • can install backdoors into all subsystems (Accounting & Oxygen now supported)
    • now works for all ship sizes
    • will target sectors 3-5 jumps away more often, but still preferring 2 jump range

  • cargo system hack will not eject lasers or shields anymore. But massive cost reduction so it can still be useful as relay for other hacks.
  • renamed ship systems for clarification. Power > Shields; Cooling > Hull Cooling; Radar > Weapons
  • oxygen hack now guaranteed to work at any efficiency level (always suffocating the entire crew). Virus efficiency only affects upload range. Increased virus cost and detection risk.
  • oxygen bailed ships can only be claimed by the player (no more AI salvage crews stealing them)
  • Weapon hack also disarms ships which are already attacking (not just preventing new target selection)


Misc

  • turrets can track targets beyond 10km. All laser ranges increased
  • better capship movement during combat
    • keeps greater distance
    • less turning, spinning and better usage of verticality to avoid collisions
    • attack runs against huge targets always created a circular path around the target with the first nav point always facing north. This was problematic if the attacker was coming from the south (trying to move through the target first). Now the circular movement path begins from the actual attack direction.

  • recovery respawn for player owned ships when they die in a collision with another player owned ship
  • Orbital Weapon Platforms! Requires station material and black crystals. Global limit is customizable (t-file setting) and gets increased +1 from each new 'Fortress' perk. Factions also build OWPs
  • faster capturing of terran jump beacons by the player
  • Black Market is always fully unlocked and everything is 50% cheaper, but buying an M7 adds 1 infamy.
  • Yaki sabotage feature removed (too artificial and irrelevant)
  • Ascension: changed some goals. Increased money reward. Removed Ascension menu from player console after completion.
  • changed Merc soft limit mechanics. No suicide runs against OCV Maelstrom. Mercs don't need to be hired to be able to turn into pirates.
  • fixed many crashes & freezes
  • revised all texts and menus. Shorter, clearer, better.


Perks

  • new 'Jump Station' perk. Outpost works like a jump beacon which doesn't cost upkeep and the Xenon cannot infect it.
  • new 'Fortress' perk:
    • combines 'EMP' and 'Ring of Fire'.
    • less Lasertowers and without shields, but 5x more hull points and slow respawn for some of them
    • also generates free security fighters which cannot leave the sector (Mordan's fighter support perk)
    • each Fortress perk also increases your global OWP cap by 1 (can be built in other sectors)

  • 'Drydock' perk now reduces upkeep for fighters & corvettes too, but only 25% (capships still get 75% discount)
  • Pirate contract:
    • now protects against Yaki sector claims (but unlocking it will not abort an ongoing invasion!)
    • triples initial fight skill for fresh marine recruits, but only if there is a pirate base or yaki sector up to 1 jump nearby

  • removed 'Spaceweed Manufacture' perk (see Drug overhaul)
  • Tax perk reduces growth rate more, but not when below 50% pop limit


Phanon

  • the latest Terraformer branch. Friendly to player
  • you create their empire from a single colony ship. Gets unlocked during the midgame (nation status)
  • its sort of a vassal faction for players who don't want to control a huge empire directly and instead work together with an allied faction (you receive all their sectors after the main plot)
  • they can also improve your sectors for a tall playstyle (terraforming)
  • new ship set (MSS stellaris port by XenonArchitect)
  • if you choose the evil ending Phanon will become a powerful antagonist

Phanon - Sector Cloaking

  • Phanon sectors have a special aura which prevents other Terraformers (Xenon/OCV) from attacking anything in adjacent sectors for reasons unknown. Speculations range from a sensor jamming field to secret contracts with the OCV or everything just being a trap by the AI overlord to lul everyone.
  • ingame it works similar to the pirate contract perk, but at a jump range of 1 and it's simply protecting everyone.
  • using this you can now set up safe sectors deep inside Xenon territory, even right next to the OCV Maelstrom. Xenons won't invade as long as a Phanon sector is directly adjacent (wormhole connection).
  • ships know when they are being protected by this ability and therefore won't attack the Xenon or OCV in these sectors (turrets also hold fire)
  • you can override this attack restriction by giving an explicit attack order against a specific Xenon ship. But orders against an unspecified amount of targets like 'Invade' or 'Attack all' will not engage Terraformers


Phanon - Special Mechanics

  • forced alliance with player. You cannot conquer Phanon sectors (it will just respawn a new Outpost if you try). Your attacks against Phanon ships get ignored by them and it won't drop any loot for you. You are simply intended to be permanent friends with them.
  • Xenon + OCV should never attack Phanon (please report a bug if they do)
  • Commonwealth factions (Argon, Paranid, etc.) are able to wipe out Phanon because they have dynamic relations. Your relation with other factions is separate from Phanon's and you don't have to follow them into war. But to keep them in the game it might become necessary to give them additional sectors or help defending.
  • the favor actions 'Truce', 'Federation' and 'Restriction' cannot be used to protect Phanon against NPC invasions but the 'Pacifism' favor works
  • Phanon will never join any coalition or non-aggression agreements with commonwealth factions. Only the standard Truce. Phanon remains neutral during a Xenon Crisis but the Commonwealth will also not attack them during a crisis
  • you always have free unlimited favor actions with Phanon
  • Phanon ships can use your jump beacon network like if it was their own
  • Phanon Outposts don't generate or buy food (since they are robots)
  • Phanon crafting specialization is equal to the abnormal signal strength in their sectors. Once their fleets have been built up they prefer to invade high signal sectors. You can stimulate their ship production by giving them sectors with high abnormal signal strength.
  • Phanon ships cannot be hacked, boarded, recycled, scanned or researched. You will get all their ship blueprints after the main plot.


Spaceweed/Drug overhaul

  • removed Spaceweed perk. All Player Outposts slowly generate weed for free. Selling all of it is almost impossible. The goal is rather to sell as much as possible.
  • infamy still increases production (up to doubling it)
  • space weed is no longer blacklisted by default (nobody will scan your ships in ZH)
  • pirate bases buy huge amounts of space weed, but you generally don't want them near your Outposts and factions tend to destroy them eventually until they get rebuilt somewhere else
  • some NPC factories have limited demand for drugs as secondary resource, but these clients must be discovered first (the more the better)
  • your Traders have a small chance to passively discover new clients on each trade deal, but only if you have infamy
  • player activity 'Cargo Hauler' detects clients even without infamy (your striking charisma)
  • new diplomatic favor action 'Reduce Drug Controls' immediately unlocks many clients at once. It only costs 1 Favor point, but activation gives you +10 infamy
  • Nomad TS Traders are the only NPC ships who might come to your Outposts to buy spaceweed
  • its now possible to attract their mobile factory TLs to visit your sectors specificallly. This is more likely if you are a large seller for the resources that they currently need
  • the TL ship names now indicate what they are producing

    • lets say a Nomad TL is currently producing C-Rations so it needs Protein Paste. If your Outpost sells more Protein Paste compared to other factions, then this Nomad TL will visit your sector more often.
    • he brings his TS followers who will buy your Protein Paste to supply their TL
    • on every such trade the Nomad TS also buys 10% of your current Spaceweed stockpile as an extra (the more you have stored the better)
    • the TS crew consumes the weed while still being on your Outpost. You get money and the Nomad flagship is able to generate mercs a bit better for some time


Terraforming overhau

  • complete rework. Terraforming is now more of a strategic process instead of a tower defense mechanic
  • it has more benefits. Every terraformed planet increases all sector stats by 25% and adds an extra perk slot. The unique planet bonus gets added ontop of all of this.
  • sector stat gains get multiplied ontop of each other, so terraforming multiple planets in the same sector can be super powerful (sectors can have up to 5 planets)
  • terraforming is done by the friendly robot population of the new 'Phanon' faction. It goes faster if Phanon has more people (Outposts).
  • every ongoing terraforming project must constantly get supervised by an adjacent Phanon sector. If this sector connection breaks before completion you will loose all planet progress.
  • terraforming multiple planets at the same time gives a global efficiency bonus (must not be in the same sector). But workforce still gets split, so it will take longer to finish the last planet project.
  • terraforming is a huge strain on Phanon's economy. Their population will be busy on your planet. During that time they cannot build any new factories and almost no new ships. This only ends once all planet projects are done.
  • your local outposts will also be out of order for the duration (serves as Phanon's terraforming base)
  • in case of an emergency you can abort terraforming projects to unlock your Outpost and give Phanon their population back
  • Phanon doesn't charge you money for their terraforming services. But they still want something in return. For every terraformed planet (including ongoing projects) they will demand that their empire owns 1 extra sector. You don't necessarily need to transfer any sectors to them. Its also fine if they manage to expand on their own (but its highly unlikely unless their faction is already well established).
  • if you choose the evil ending (join the OCV) then the Xenon will replace Phanon as your new terraforming partner faction. Xenon stations provide more terraforming workforce, but they demand 3 times more territory for themselves compared to Phanon.
  • tweaked planet boni:
    • reputation bonus 10x better
    • favor point bonus 3x better
    • removed crafting spec bonus
    • perk bonus more common


Ultimatums

  • when factions declare war on you and you have high rank or loyalty there is a good chance to receive an ultimatum instead.
  • they will demand a specific sector (of their choosing). You get 1 hour to transfer sector ownership to them.
  • doing this gives you a long lasting non aggression pact
  • not giving in leads to war
  • rep rank 7 or higher makes it very likely that you get an ultimatum but its never guaranteed
  • especially scummy factions like Yaki or Split will always have a certain chance to backstab you immediately, even at high rank or Loyalty (depending on their 'Ethos', see t-file setting).

Xenon & OCV

  • main plot with 2 endings. You can either help Phanon to remove Xenons and OCV from the game or join the machines to conquer the galaxy
  • Xenon invader fleet cap is now dynamic. +1 for every 3 Xenon sectors (new t-file setting)
  • less Xenon progress required before global crisis allowed to happen
  • more refugee ships from factories destroyed by Terraformers
  • less Xenon defense fleets
  • certain Xenon & OCV ships were still attacking player owned Terraformer ship designs
  • on hard difficulty the OCV started with too many ships and a buggy Mammoth herd
  • Xenon ship types are now buildable in sectors with abnormal signals
  • OCV fighters and corvettes are more expensive
  • fixed teleporting out of OCV ships being considered a self destruction (which incurs a fine)
  • new Xenon TS (design by XenonArchitect). Its a freighter which doesn't get attacked by Xenon or OCV. Very useful to loot or trade safely near the Xenon border.

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ФокусникДата: Воскресенье, 29.10.2023, 20:09:40 | Сообщение # 40

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[Mayhem 3.21b] Zero Hour 2.0b

Краткое содержание:
  • Аддон для Mayhem 3 от Joubarbe
  • расширенная игровая механика + контент
  • динамическая война и дипломатия
  • наиболее реалистичный ИИ, от самых малых кораблей до стратегий фракций
  • больше активности и больше флотов, но игра все равно работает лучше
  • уменьшение сложности интерфейса и автоматизация империи


Скачать:
Zero Hour 2.0b (включает ZMap 1.7.3 by Mordan)
-> https://drive.google.com/file....sharing

Дополнительный пакет фонов для секторов:
-> https://drive.google.com/file....sharing

Имейте в виду, что файлы cat/dat пронумерованы в соответствии с установкой Mayhem 3, и ZMap by Mordan входит в комплект загрузки.

Установка:
  • install Litcube's Universe и Mayhem 3
  • скачать Zero Hour
  • распакуйте загруженный архив непосредственно в корневую папку X3 ( где находится X3AP.exe), замените все
  • создать хотя бы одну карту галактики с помощью оригинального Map Generator (X3/Mayhem Galaxy Generator.exe). При этом ваша игра будет модифицирована.
  • создать реальную карту галактики с помощью нового генератора ZMap (X3/ZMap.1.7/X3_Mayhem_Galaxy_Generator.exe) -> Обучение на Youtube:

  • установить свою галактику 'активной' в ZMap
  • запустите файл X3AP.exe (не steam-версия) и начните новую игру

Игровая энциклопедия пока не была обновлена содержимым Zero Hour!

Русская версиия, если и будет, то не сейчас. Пока нет на это настроения и стимула.

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Форум » Игры » X3: Reunion / X3: Terran Conflict / X3: Albion Prelude / ΧЗ Fаrnhаms Lеgасу » X3: Глобальные моды » LU Mayhem - Zero Hour mod
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