[X3LU] Mayhem 3.21b

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
Shepp
Posts: 196
Joined: Fri, 20. Feb 04, 22:20
x3ap

Re: [X3LU] Mayhem 2.7.5

Post by Shepp » Wed, 10. Oct 18, 13:48

Joubarbe wrote:
Wed, 10. Oct 18, 09:28
Shepp wrote:
Mon, 8. Oct 18, 17:39
I did an export/import with the latest script, to fix Teladianium factory size change from the last patch, and noticed something that I'm not sure is working as intended. The sectors that were made neutral at the beginning of my game are full of factories. For instance, Spaceweed Grove is labeled as having an "unknown" owner, and had been empty before the E/I, but the sector is now full of Teladi factories. Its the same for all of the other neutral systems as well. The only neutral systems that are empty are the ones that start the game that way.
I need a proper savegame to check that, I can't reproduce it. One before the E/I or two before/after.
Before: https://drive.google.com/file/d/1tKi7GN ... sp=sharing

After: https://drive.google.com/file/d/1eRGEP1 ... sp=sharing

Betelgeuse97
Posts: 286
Joined: Sat, 20. Aug 11, 17:27
x4

Re: [X3LU] Mayhem 2.7.5

Post by Betelgeuse97 » Wed, 10. Oct 18, 19:00

Joubarbe wrote:
Wed, 10. Oct 18, 13:14
Savegame.
Do you need my savegame to reproduce it?


trenods
Posts: 4
Joined: Thu, 20. Sep 18, 11:42
xr

Re: [X3LU] Mayhem 2.7.5

Post by trenods » Wed, 10. Oct 18, 22:54

Is there a way to increase storage cap limit for crystals (for example cap limit for black crystals is 2)? For resolving this issue I created a courier that only sits in the dock and load crystals lol.
Also I have noticed that sometimes after one ship bails other ship sit nearby and wait, in the momend after I capture bailed ship the other ship (or ships) start attaking my catured ship and also sometime me, but I'm friendy. Is this normal?

Betelgeuse97
Posts: 286
Joined: Sat, 20. Aug 11, 17:27
x4

Re: [X3LU] Mayhem 2.7.5

Post by Betelgeuse97 » Wed, 10. Oct 18, 23:44

Joubarbe wrote:
Wed, 10. Oct 18, 19:40
Yes please.
How much time exactly do I wait for the next message from the corporation (not the minister guy) after I kill the flagship? I got a message from the minister guy immediately after killing the flagship saying that I was put into permanent war for killing the flagship.

djmidex
Posts: 122
Joined: Wed, 22. Sep 10, 07:41
x4

Re: [X3LU] Mayhem 2.7.5

Post by djmidex » Thu, 11. Oct 18, 00:37

trenods wrote:
Wed, 10. Oct 18, 22:54
Also I have noticed that sometimes after one ship bails other ship sit nearby and wait, in the momend after I capture bailed ship the other ship (or ships) start attaking my catured ship and also sometime me, but I'm friendy. Is this normal?
i had the same issue twice

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.7.5

Post by Joubarbe » Thu, 11. Oct 18, 08:37

Betelgeuse97 wrote:
Wed, 10. Oct 18, 23:44
Joubarbe wrote:
Wed, 10. Oct 18, 19:40
Yes please.
How much time exactly do I wait for the next message from the corporation (not the minister guy) after I kill the flagship? I got a message from the minister guy immediately after killing the flagship saying that I was put into permanent war for killing the flagship.
A minute or two. The only thing I can think of is that the flagship respawned somewhere else. But that's unlikely. So please upload your save as it is, I'll take a look.

Betelgeuse97
Posts: 286
Joined: Sat, 20. Aug 11, 17:27
x4

Re: [X3LU] Mayhem 2.7.5

Post by Betelgeuse97 » Thu, 11. Oct 18, 10:01

Right here. https://drive.google.com/file/d/1Lztej- ... sp=sharing

I have 2 saves. Save #08 (bright profit) is immediately after killing the flagship. Save #09 (oort cloud) is right before I begin attacking the ship. The flagship's name is ATF Flagship Forseti (EM2UD-07).

Note: I think the plot spawned a second flagship. You will notice that there are two forseti flagships in oort cloud.

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.7.5

Post by Joubarbe » Thu, 11. Oct 18, 10:18

Yeah, well... That's pretty simple then. The script works this way: if there is an existing flagship, then the plot remains at its current stage. I'm gonna change that in the next version to "tag" the existing flagship, then I will only check for that flagship existence.

In the meantime... You have to destroy all of them, sorry :)
FYI: the job system respawned the Flagship, not Mayhem. I don't really get why it happened so soon though.
Last edited by Joubarbe on Thu, 11. Oct 18, 10:22, edited 1 time in total.

Betelgeuse97
Posts: 286
Joined: Sat, 20. Aug 11, 17:27
x4

Re: [X3LU] Mayhem 2.7.5

Post by Betelgeuse97 » Thu, 11. Oct 18, 10:21

Joubarbe wrote:
Thu, 11. Oct 18, 10:18
Yeah, well... That's pretty simple then. The script works this way: if there is an existing flagship, then the plot remains at its current stage. I'm gonna change that in the next version to "tag" the existing flagship, then I will only check for that flagship existence.

In the meantime... You have to destroy all of them, sorry :)
Thanks for the heads up.

5511phil
Posts: 7
Joined: Tue, 3. Feb 15, 00:40
x3tc

Re: [X3LU] Mayhem 2.7.5

Post by 5511phil » Thu, 11. Oct 18, 20:11

hello joubarbe, did you have a look at why i can't progress in the main plot yet?

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.7.5

Post by Joubarbe » Thu, 11. Oct 18, 20:56

5511phil wrote:
Thu, 11. Oct 18, 20:11
hello joubarbe, did you have a look at why i can't progress in the main plot yet?
2.7.6 changelog wrote: FIX: The main plot would get stuck if the flagship you're supposed to destroy has already been destroyed. Now Mayhem recreates it.

5511phil
Posts: 7
Joined: Tue, 3. Feb 15, 00:40
x3tc

Re: [X3LU] Mayhem 2.7.5

Post by 5511phil » Thu, 11. Oct 18, 21:04

thats great thankyou, loving the mod by the way i reckon i've played hundreds of hours so far.

Betelgeuse97
Posts: 286
Joined: Sat, 20. Aug 11, 17:27
x4

Re: [X3LU] Mayhem 2.7.5

Post by Betelgeuse97 » Thu, 11. Oct 18, 21:05

Old versions of Mayhem had a feature where you could fund an NPC shipyard. Can you still do this or no?

User avatar
elvin-nsk
Posts: 12
Joined: Wed, 16. Sep 15, 06:14
x3ap

Re: [X3LU] Mayhem 2.7.5

Post by elvin-nsk » Thu, 11. Oct 18, 21:10

Joubarbe, can you please look at my save too? It's all about lost corp guy - did he lost somewhwre in universe, or did he lost at all...
https://drive.google.com/open?id=136f7n ... cPdbCQmfmh

Betelgeuse97
Posts: 286
Joined: Sat, 20. Aug 11, 17:27
x4

Re: [X3LU] Mayhem 2.7.5

Post by Betelgeuse97 » Fri, 12. Oct 18, 02:45

I just achieved victory, but did not get 10 perks on each sanctuary. Instead, I'm stuck at 7.

Steps to reproduce:

1. Get permanent war with 2 factions (before killing flagship as part of main plot).
2. Kill flagship as part of the plot to get 3rd permanent war (and consequently 3rd extra perk).
3. Achieve victory.
4. It should have given 10 perks on each sanctuary, but instead each sanctuary stays at 7.

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.7.5

Post by Joubarbe » Fri, 12. Oct 18, 08:34

So you finished the main plot? So soon after killing the flagship?

Where did you read that achieving victory grants you 10 perks? That's no longer the case, and I can't find any mention of that in the encyclopedia.

Betelgeuse97
Posts: 286
Joined: Sat, 20. Aug 11, 17:27
x4

Re: [X3LU] Mayhem 2.7.5

Post by Betelgeuse97 » Fri, 12. Oct 18, 08:45

Joubarbe wrote:
Fri, 12. Oct 18, 08:34
So you finished the main plot? So soon after killing the flagship?

Where did you read that achieving victory grants you 10 perks? That's no longer the case, and I can't find any mention of that in the encyclopedia.
I already had 50 sectors before killing it :P

The message talking about 10 perks is shown in the victory page before getting victory and in the victory message. A t-file also has a list of all of the dialog and mentions this as well.

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.7.5

Post by Joubarbe » Fri, 12. Oct 18, 08:54

Ok, what I'm saying is that the main story must be finished to unlock Victory. So you finished it? (unlocking Blue Horizon and so on?)

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.7.5

Post by Joubarbe » Fri, 12. Oct 18, 09:09

elvin-nsk wrote:
Thu, 11. Oct 18, 21:10
Joubarbe, can you please look at my save too? It's all about lost corp guy - did he lost somewhwre in universe, or did he lost at all...
https://drive.google.com/open?id=136f7n ... cPdbCQmfmh
I'm not sure to understand your question. You're at the stage 5, which requires that you destroy 3 ATF Battle Group M6s.

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”