[X3LU] Mayhem 3.21b

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aurelcourt
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Re: [X3LU] Mayhem 2.9.3

Post by aurelcourt » Thu, 11. Jul 19, 22:27

Joubarbe wrote:
Thu, 11. Jul 19, 22:06
How do I reproduce the freeze in your savegame? It would be a serious issue if you weren't the only one experiencing the freeze... What I mean is: it's very likely that it's coming from your side, a docking ship never froze the game AFAIK. After only 1 hour of gameplay, Mayhem does very little things.

It's always possible to exit dead X3 with CTRL+ALT+DEL (Win7).
Undock, jump in another sector and SETA until SA delivers its MeatSteak Cahoona to the Sanctuary. A few seconds after it docks, freeze !

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Joubarbe
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Re: [X3LU] Mayhem 2.9.3

Post by Joubarbe » Thu, 11. Jul 19, 22:43

No freeze in my game.

@sepa: that's no issue. They are on top of each others. Reload and try to build at some other place if there's too many loops.

sepa
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Re: [X3LU] Mayhem 2.9.3

Post by sepa » Thu, 11. Jul 19, 23:25

By being a top of each other I mean at the same Y (in that case 0). Normally complex parts are at 3 different Y locations.
Reload does not fix it (the problem is reproducible), changing Y location does - maybe somehow the axis checks confuse Z/X with Y axis?

X marks spots I've tried and where the error comes up. Y axis was 0 in these cases. 8km is my normal spacing.

---x---
---x---
-xxSxx-
---x---
---x---

Deployment that worked once I moved complex -4km on y axis:
---SC--

It's not a big issue, as there is a trivial workaround, but it used to work fine in 2.7.9.
Shit happens, ppl die. Usually when I'm around.

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Joubarbe
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Re: [X3LU] Mayhem 2.9.3

Post by Joubarbe » Fri, 12. Jul 19, 07:55

It's never worked perfectly fine. The "connect complex" command is not vanilla, and the game doesn't really like it. But most of the times, it works fine.
Also make sure you didn't deactivate "Smart placement" in the AL plugin menu. That will make them build on top of each other (same Y) for sure.

maxblub
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Re: [X3LU] Mayhem 2.9.3

Post by maxblub » Fri, 12. Jul 19, 18:14

Heya,

2.9.3. Mayhem, no additional mods

i tried to claim the former Terran Sector "Venus" for the mighty Sohnen's, but as soon as plant it near the zero coordinates, the Sanctuary goes allways way above grid in the z-axis, random between 900-1300km. Tried it around 10 times, always the same. Is this a thing with the terran sectors?

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dvenum
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Re: [X3LU] Mayhem 2.9.3

Post by dvenum » Fri, 12. Jul 19, 18:35

In addition to maxblub. Today I found Trading Port 1000+km and asteroid 1200+km. One I found from 'local merchants' tab. Another founded by m5 auto-scanner. I suppose, universe can contain more of them.
It can be the same issue. I started new game on 2.9.3. (alliance and without jumpdrive, thanks for advice, its fun).

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Joubarbe
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Re: [X3LU] Mayhem 2.9.3

Post by Joubarbe » Fri, 12. Jul 19, 19:27

maxblub wrote:
Fri, 12. Jul 19, 18:14
Heya,

2.9.3. Mayhem, no additional mods

i tried to claim the former Terran Sector "Venus" for the mighty Sohnen's, but as soon as plant it near the zero coordinates, the Sanctuary goes allways way above grid in the z-axis, random between 900-1300km. Tried it around 10 times, always the same. Is this a thing with the terran sectors?
Please upload your savegame. I'll look into that.

maxblub
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Re: [X3LU] Mayhem 2.9.3

Post by maxblub » Fri, 12. Jul 19, 20:01

Joubarbe wrote:
Fri, 12. Jul 19, 19:27
maxblub wrote:
Fri, 12. Jul 19, 18:14
Heya,

2.9.3. Mayhem, no additional mods

i tried to claim the former Terran Sector "Venus" for the mighty Sohnen's, but as soon as plant it near the zero coordinates, the Sanctuary goes allways way above grid in the z-axis, random between 900-1300km. Tried it around 10 times, always the same. Is this a thing with the terran sectors?
Please upload your savegame. I'll look into that.
https://www.dropbox.com/s/sjkggcpa7qtah2m/X01.sav?dl=0

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Joubarbe
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Re: [X3LU] Mayhem 2.9.3

Post by Joubarbe » Fri, 12. Jul 19, 21:39

Funny bug... Stations at 800km, what's the problem with that? You whiners :)

EDIT: it's fixed, until next patch, you can deactivate Smart Placement in the AL plugin menu to place your stations without collision detection

LatoDiafol
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Re: [X3LU] Mayhem 2.9.3

Post by LatoDiafol » Sat, 13. Jul 19, 12:30

Hi all, I have a couple of questions. (These may be known bugs but I cant find the known bugs page on moddb (I may be blind, who knows))

~~~~~~~~~~~~~~~~Question 1~~~~~~~~~~~~~~~~
The first relates to Return Abandsoned Ship Missions. These seem bugged as they give the guidance "Retrieve: object.name@L2M105 Return Ship.Ship, in sector object.sector.name@L2M105 Return Ship.Ship"

No guidance appears and as of yet I havent managed to find any ships spawned by these missions. If you start in an alliance start with rep 6 with a faction failing a single mission drops you down to rep 3. I foulnd vague references that this may be related to a bug in the vanilla game some patches ago but no further info.

I tested this with a brand new install with basic litcubes and mayhem and got the same result. (I usually run cockpits Litcubes Gold and Red UI over the top).

Is this a known bug? if not could someone let me know where the file is that controls these missions so i can attempt to fix it.


~~~~~~~~~~~~~~~~Question 2-3~~~~~~~~~~~~~~~~
Questions about Wings

Q2) How do I stop my ships being hyper-aggressive? None of my ships will ever disengage from a fight apart from at the emergency thresholds. This means I cant retreat fighter wings which I dont want blown up it also makes it almost impossible to cap larger ships as my wing wont disengage and so they blow up the target. This is super frustrating as my only option seems to be to take just enough shipos to take down the shield and all die in the process...

Q3) Wing commands in general seem to have some problems, if i tell a wing to attack something they wont attack it unless its within firing range to start with or they just sit on the spot like a barrel of turnips and refuse to budge. the follow command works as expected as does (i think) the protect ship command. Is this knowqn/expected? The individual ships in the wing say that their order is "Idling"


These bugs are not save related as I have tried rebuilding the entire game/mod stack with full fresh downloads multiple times and still get the same bugs.


Loving the game but slightly frustrated,
Lato

Edit: Key info
Latest Steam version of X3AP.
Mayhem 2.9.3 (Latest)
LU 1.7.2 (Latest)
Earliest version where bugs were observed (Mayhem 2.9.0)

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Joubarbe
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Re: [X3LU] Mayhem 2.9.3

Post by Joubarbe » Sat, 13. Jul 19, 12:40

All these bugs are vanilla related. I think I will deactivate the Return Ship mission, because it's a stupid mission (maybe restore some of the other "think" missions...)
Mayhem does not modify Wings, although at some point I'll probably modify a few stuff...

LatoDiafol
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Re: [X3LU] Mayhem 2.9.3

Post by LatoDiafol » Sat, 13. Jul 19, 12:41

Ah ok, I decided to try using wings for once instead of fleets due to Darth Fiscus' tutorial series. I think I'll go back to using fleets then instead. Though those might also have the disengagement bug...

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Joubarbe
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Re: [X3LU] Mayhem 2.9.3

Post by Joubarbe » Sat, 13. Jul 19, 12:44

On the other hand, Mayhem heavily modifies the fleet system. All scripts have been rewritten.

LatoDiafol
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Re: [X3LU] Mayhem 2.9.3

Post by LatoDiafol » Sat, 13. Jul 19, 13:03

I just tried it with a fleet which disengaged properly (Thank god). Shame about some of the convenience options of wings. selective blanket configuration was fun. however looks like their just broken beyond belief. I guess I could put all the ships in a fleet also in a wing but that way lies madness and mismatch between the two systems.

Shame about the return ship missions. Id hoped to use them to accelerate my gamestart a bit (as buying a normal TS BP from the Terrans right at the start needs a bit more capital). I used to use the second hand ship market but terran/ATF stuff rarely appears on the list of stuff on sale in the new system, which is a shame as I play themed runs. (I start as allies with a faction and only use those factions ship designs, other hulls must be sold immediately but may be used as a souce of software/cash).

Thankfully OWPs are powerful enough to save my bacon the first couple of days (cuz sourcing parts in terran space is nigh impossible, no silicon mines or ship part factories at all). Also funny thing ive noticed. NPC Terran Traders dont supply ATF stations as their technically separate factions and ATF dont have solar plants. This makes this area both frustrating to supply from but also a goldmine of cash for my UTs.

IceExplosive
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Re: [X3LU] Mayhem 2.9.3

Post by IceExplosive » Sat, 13. Jul 19, 13:33

Hello, love to see those new additions,
just a little nitpick, is it intended that there's no C-Ratio complex factory as it's the most effecient food now?... Maybe a later game trade-off where one more factory slot won't matter that much? :)

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Joubarbe
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Re: [X3LU] Mayhem 2.9.3

Post by Joubarbe » Sat, 13. Jul 19, 13:37

@LatoDiafol: NPC traders are all shit. Again, it's vanilla issue. The job scripts are very inefficient.

@IceExplosive: Yeah, no C-Ration complex, but even without that, they're the most efficient food (they only take 1 per cycle, and they're cheap).

IceExplosive
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Re: [X3LU] Mayhem 2.9.3

Post by IceExplosive » Sat, 13. Jul 19, 14:29

LatoDiafol wrote:
Sat, 13. Jul 19, 12:30
~~~~~~~~~~~~~~~~Question 2-3~~~~~~~~~~~~~~~~
Questions about Wings

Q2) How do I stop my ships being hyper-aggressive? None of my ships will ever disengage from a fight apart from at the emergency thresholds. This means I cant retreat fighter wings which I dont want blown up it also makes it almost impossible to cap larger ships as my wing wont disengage and so they blow up the target. This is super frustrating as my only option seems to be to take just enough shipos to take down the shield and all die in the process...

Q3) Wing commands in general seem to have some problems, if i tell a wing to attack something they wont attack it unless its within firing range to start with or they just sit on the spot like a barrel of turnips and refuse to budge. the follow command works as expected as does (i think) the protect ship command. Is this knowqn/expected? The individual ships in the wing say that their order is "Idling"
Wing are indeed bad for more than the simples command.
Darth Fiscus in one of his tutorials mentioned that instead of giving command to a wing, it's better to 'broadcast it' so each individual ship will process that command on it's own.
Works for things like Attack all, target, etc ... and if you want to capture a capital ship, just make sure that each one of them has some fuel (E-Cell) and order a jump. :)

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Hector0x
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Re: [X3LU] Mayhem 2.9.3

Post by Hector0x » Sat, 13. Jul 19, 14:44

To add on Wings:
I could always retreat them with the new hotkey (WIngmen go home).
But "Wingman For Player" must be set to "Yes" before you can use any hotkey.

And hotkeys sometimes bug out if another wing command is currently active. In this case hit "3" in the command console to reset their orders ("None"). Then the keys work again. But if the attack on a capship has been ordered with a hotkey, the go home hotkey has also worked for me from the beginning. Same as commanding a jump to safety with the console.

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Joubarbe
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Re: [X3LU] Mayhem 2.9.3

Post by Joubarbe » Sat, 13. Jul 19, 15:07

LatoDiafol wrote:
Sat, 13. Jul 19, 13:03
Also funny thing ive noticed. NPC Terran Traders dont supply ATF stations as their technically separate factions and ATF dont have solar plants. This makes this area both frustrating to supply from but also a goldmine of cash for my UTs.
2.9.4 changelog wrote:NEW: Added all Baldric variants to the ATF. They always had trader jobs that never worked in LU because they didn't have any TS. I've also made sure Terran and ATF are looked at one faction for NPC traders of both races.

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Joubarbe
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Re: [X3LU] Mayhem 2.9.3

Post by Joubarbe » Sat, 13. Jul 19, 17:46

Egosoft my Dear Love,
Once in a while when you create a command that makes something work, maybe consider using it:

Code: Select all

START $wing -> wing command [COMMAND_WING_NONE] : arg1=null, arg2=null, arg3=null, arg4=null
That's how you stop a wing (used 0 time in all scripts)...

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