You are the leader of a rising empire. You must conquer sectors and exploit the most strategic ones to craft your own ships and stations. Choose which faction is going to be your enemy, defend your assets, be aggressive or get overwhelmed by the pressure.
The universe of Mayhem is chaotic by nature. All factions can invade any sector, and you are just a tiny empire compared to others. Sometimes truce can be signed between two factions, but most of the time, their shipyards will frequently launch new invasion waves on a regular basis.
Stations, asteroids, sector statistics, strategic interests: many things are random in Mayhem, making each game feels different.
The economy in Mayhem is unstable and unpredictable. This is mainly because the war can go to any sector at anytime, and a sector that was a good base for trading can quickly become a nightmare for your traders and others. But there's good news: you can be self sufficient quite easily if you spend your resources wisely.
The OCV is a very aggressive faction that will attack your stations directly in your sectors. Such attacks occur every day, until you find a way to stop them once and for all. Until then, their strength will keep increasing based on your Threat level.
But the OCV is not your only concern. You will have the opportunity to save your people throughout the main plot, to help the Goners and to trigger the wrath of the Kha'aks. And if that's not enough, you can try to fulfill one of the long term victory conditions.
In Mayhem, resources such as Energy Cells, Ore or Computer Components, are more important than ever. They are used to craft ships, missiles, lasers, shields, and even your stations. Credits is just another resource, still an important one though, as it is used to maintain your fleet and trade the wares you do not produce yourself.
All sectors have different statistics (max. people, research rate...), so you better plan your expansion before attacking another faction. But rest assured, you have plenty of time to do that. You will need that time to scan ship data needed to acquire blueprints, but you'll also have to grow your population, improve your Sanctuaries, carefully select the Perks you need, increase your reputation with factions and companies, etc.
Sometimes war is not the only solution. If you have a special interest in some factions, you can ask them to sign a truce with another race, break this truce or invade a specific sector. You can even conquer a sector for them, invest money into their shipyards or subjugate them!
Having the proper agents to manage your assets is crucial. Plan your logistics in advance, specialize your sectors in manufacturing specific wares, defend your sectors with Orbital Weapons Platforms and use the new Dock Agents and jobs system. Building a well-oiled logistics machine will be hard, but very rewarding.
Mayhem revamps the boarding system and adds a new Expedition features. This meta-game will keep you busy and can have a big influence on your empire. Design special equipment, level up your marines the way you want and make them loot precious resources for you. If you didn't like boarding in X3, you'll see that the whole system is now finally attractive!
Mayhem has a lot of other features and changes. Here is a non-exhaustive list: company missions, ascension levels, fleet overhaul, local merchants, maintenance and manufacture quality, reworked agents, marines repair, backlog (order a full template in just one click!), loot, new taxi missions, in-game help, combat revamp, better sector visuals, etc.
Now that the alpha version of the mod has been released, it's time to talk about how the final version will look.
I first started Mayhem 3 as a new project called Stardust, which was already able to generate a random galaxy layout. Making the layout (ie. the physical grid) was the easy part and seeing how much work it would require to make a game from it, I abandoned the project to try something on my own. After some work on a 2D real time prototype (that you can actually try here), I've reached a very familiar point for all developers: "it's not fun". So I went back to X3 where the only reason that stopped me from playing it again was that I knew the universe by heart. Even though Mayhem 2 generates asteroids and has a lot of randomized elements, you still have to go through the tedious phase of exploring and creating a satellite network that would reveal nothing very surprising.
Having a procedural galaxy changes everything. Even though the layout is basic (and I intend to keep it that way for gameplay reasons), it forces you to take some risks because you never know what you'll find behind the next gate.
As you can see, each sector has the maximum connections it can have. That is to manage the new jumping system, which is in a nutshell "no jumping system". Instead, you can teleport between Jump Beacons, but there is no Jumpdrive anymore (and no Energy-Cells micromanagement!). Mayhem being about expanding your territory and war between factions, it was a bit absurd to be able to teleport all your fleet at one point instantly. You just cannot defend everything anymore, and attacking a sector will require much more preparation. Here are the new rules in Mayhem 3 for claiming and conquering sectors:
All these rules are already implemented into the alpha version of Mayhem 3.
Sectors have still the three statistics from Mayhem 2 (people, support - any station - and research), but they also produce a specific product and consume another one. If you're new to Mayhem, the player, in previous versions, had a Sanctuary from which he would craft ships and stations. Now, "Sanctuaries" have been replaced by "Outposts" and every faction uses them (with the same exact scripts). Depending on where you build your Outpost, you will need to bring your people some food to allow them to grow and therefore increase your production capacities. Outposts are also where you assign your "Workers", which represent automated ships divided into several roles: Agents, Looters, Miners, Services (AI only, for flavor), Traders and Tugs. Apart from the Services, all Workers have a "true" purpose. For example, if you kill a Trader transporting Computer Components, these resources will never reach the Outpost that was supposed to build a new ship from these components. In the vanilla game and in Mayhem 2, the production of ships and stations is fake, and the ships you see are "artificial".
Squadrons are the military automated ships of the AI. As a player, you don't really need them, because you have the fleet system that will be improved in the final version of Mayhem 3. The AI has six types of Squadrons: Battle Group (invaders), Border Patrol (defenders of hot sectors), Escort (protectors of traders), Police (various tasks), Rearguard (defenders of the safest sectors) and Task Force (reprisal and opportunity attacks). Squadrons and workers are already fully coded but they haven't been debugged.
So, what to expect now? Here is a list of features that are planned and already being worked on for Mayhem 3:
Generally speaking, Mayhem 3 should be a little slower than Mayhem 2, but deeper, more consistent and clearer.
When all the planned features are implemented, I'll release a beta version.
Thanks for reading.
A brief presentation of the most important features of the next incoming major patch.
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Mayhem 3 main archive. This is an alpha version. Please read the full instructions.
Mandatory file for Mayhem 3. Please read the full instructions.
Mandatory file for Mayhem 2.9.13. Please read the full instructions.
Mayhem 3 only. Install into your ...\X3 root folder.
Trans-Orbital gate model to replace the standard one. Only replaces the visual model.
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Highest Rated (5 agree) 10/10
This is THE mod that you need to fill that gaping void in your heart. It is a comprehensive total conversion mod that takes the vanilla X3 experience, and turns it into something refreshing and fun. In this mod, you play as a survivor of the Sohen race. You start with a Sanctuary in a remote sector, and are tasked with saving your people, and rebuilding the Sohen presence in the universe. The gameplay balances around this special Sanctuary station. It is the primary means for which you can (EASILY…
Jul 13 2018 by b13281