[X3LU] Mayhem 3.21b

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deztar
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Post by deztar » Wed, 14. Feb 18, 15:59

VincentTH wrote: Panda answered this question already. You can't cap them
I usually search before asking, the search just doesn't work that well.

Well, pity.

mib666007
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OCV Invasions

Post by mib666007 » Wed, 14. Feb 18, 19:04

Got a message that OCV is currently invading a sector I had previously owned/abandoned. Is this a bug or intentional? What should I expect to happen? Guess I'll find out soon anyways, SETA'ing on the way... :twisted:


..so later...
So the invasion happened, I didn't have a satellite so not sure what happened. Xenons own it now

VincentTH
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Re: OCV Invasions

Post by VincentTH » Wed, 14. Feb 18, 21:11

mib666007 wrote:Got a message that OCV is currently invading a sector I had previously owned/abandoned. Is this a bug or intentional? What should I expect to happen? Guess I'll find out soon anyways, SETA'ing on the way... :twisted:


..so later...
So the invasion happened, I didn't have a satellite so not sure what happened. Xenons own it now
I believe right after the previous OCV has ended, the location and time of the next invasion has already been determined. That is the simplest way to handle the next event.

Darkternal
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Post by Darkternal » Wed, 14. Feb 18, 21:44

Valhalla low robustness - 907680 creds :)

Fureimuu
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Post by Fureimuu » Wed, 14. Feb 18, 22:29

Darkternal wrote:Valhalla low robustness - 907680 creds :)
All ATF ships besides Forseti and Valhalla are low or very low in my playthrough. So lucky :p

Btw, are jump beacons only working with MLCC go command? I'm trying to make my ships jump to me (I have a beacon in my cargo hold), but they keep on jumping to the gate unless I dropped the beacon. QJE is installed of course.

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dizzy
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Post by dizzy » Wed, 14. Feb 18, 23:24

Yes. If you wish ships to be able to jump near you without using MLCC Assist just drop the beacon nearby. Then it becomes a stationary beacon that can be used by anyone that isn't an enemy of your faction.
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Fun-X
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Post by Fun-X » Thu, 15. Feb 18, 01:25

Its interesting that everybody has a DIFFERENT favorite M6.

My favorite is the Heavy Osprey due to the heavy shields. But I also like the Hydra for being very maneuverable.

I guess I am just going to have to try some more, and see how they behave.

Fureimuu
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Post by Fureimuu » Thu, 15. Feb 18, 09:11

Fun-X wrote:Its interesting that everybody has a DIFFERENT favorite M6.

My favorite is the Heavy Osprey due to the heavy shields. But I also like the Hydra for being very maneuverable.

I guess I am just going to have to try some more, and see how they behave.
Heavy Osprey is the slowest M6 I believe, even slower than some M7s. I like it too, but after some time trying different ships I chose Tempestine because of its speed and lasers.

I have a suggestion for the upcoming updates: docked ships have reduced maintenance cost (by 50% for example).

Sirrobert
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Post by Sirrobert » Thu, 15. Feb 18, 13:37

Darkternal wrote:
Shuulo wrote: M4s (asp, pike) en mass are better imho. You put more guns in enemy's face for much lower cost. I personally fly a wing of cougars though.
How much m4 do you have in your fleet and is it enough to conquer a sector or defend against OCV having m1/m2 in their fleet?
200 fighters will destroy everything in it's path, regardless of shields.
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris

Darkternal
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Post by Darkternal » Thu, 15. Feb 18, 14:09

Sirrobert wrote:200 fighters will destroy everything in it's path, regardless of shields.
I'm using 200 m6.

VincentTH
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Post by VincentTH » Thu, 15. Feb 18, 18:38

Darkternal wrote:
Sirrobert wrote:200 fighters will destroy everything in it's path, regardless of shields.
I'm using 200 m6.
The problem with 200 M6 is the collision detection/avoidance script. I've learned my lesson!!! :-) I only use M6s as MLCC missile bomber!!!

VincentTH
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Post by VincentTH » Thu, 15. Feb 18, 18:43

Sirrobert wrote:
Darkternal wrote:
Shuulo wrote: M4s (asp, pike) en mass are better imho. You put more guns in enemy's face for much lower cost. I personally fly a wing of cougars though.
How much m4 do you have in your fleet and is it enough to conquer a sector or defend against OCV having m1/m2 in their fleet?
200 fighters will destroy everything in it's path, regardless of shields.
The problem with this in 2.3.6 is that the guns are now specialized, so if you use the level 9 perk of fully equipped M3s, you will have to have mixed M3 with the perk default loadout. I use a combination of Teladi Sentinel (8x PBG default loadout of the perk) and Albion Pride (4x CIG default loadout of the perk) to have a 1-2 punch of anti-shield and anti-hull cloud of fighters.
It will be complicated as far as when to bring the Skunks into the battle because the Skunk only has 5x 25MJ shield and therefore much more fragile than the Falcon Sentinel.
Last edited by VincentTH on Thu, 15. Feb 18, 18:46, edited 3 times in total.

Sirrobert
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Post by Sirrobert » Thu, 15. Feb 18, 18:45

VincentTH wrote:
Sirrobert wrote:
Darkternal wrote:
Shuulo wrote: M4s (asp, pike) en mass are better imho. You put more guns in enemy's face for much lower cost. I personally fly a wing of cougars though.
How much m4 do you have in your fleet and is it enough to conquer a sector or defend against OCV having m1/m2 in their fleet?
200 fighters will destroy everything in it's path, regardless of shields.
The problem with this in 2.3.6 is that the guns are now specialized, so if you use the level 9 perk of fully equipped M3s, you will have to have mixed M3 with the perk default loadout. I use a combination of Teladi Sentinel (8x PBG) and Albion Pride (4x CIG) to ahve a 1-2 punch of anti-shield and anti-hull cloud of fighter.
It will be complicated as far as when to bring the Skunks into the battle because the Skunk only has 5x 25MJ shield and therefore much more fragile than the Falcon Sentinel.
That's why you bring M4 instead of M3. Faster, and cheaper.
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris

VincentTH
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Post by VincentTH » Thu, 15. Feb 18, 18:49

Sirrobert wrote:
VincentTH wrote:
Sirrobert wrote:
Darkternal wrote:
Shuulo wrote: M4s (asp, pike) en mass are better imho. You put more guns in enemy's face for much lower cost. I personally fly a wing of cougars though.
How much m4 do you have in your fleet and is it enough to conquer a sector or defend against OCV having m1/m2 in their fleet?
200 fighters will destroy everything in it's path, regardless of shields.
The problem with this in 2.3.6 is that the guns are now specialized, so if you use the level 9 perk of fully equipped M3s, you will have to have mixed M3 with the perk default loadout. I use a combination of Teladi Sentinel (8x PBG) and Albion Pride (4x CIG) to ahve a 1-2 punch of anti-shield and anti-hull cloud of fighter.
It will be complicated as far as when to bring the Skunks into the battle because the Skunk only has 5x 25MJ shield and therefore much more fragile than the Falcon Sentinel.
That's why you bring M4 instead of M3. Faster, and cheaper.
Speaking of repair after battle, how do we automatically bring back the reserved fighters into battle? Currently, it is a pain to manually reassign them to the carrier(s), or I did something wrong.
Also, how to reload their missiles when they are docked at the carrier? I know how to re-equip them when in flight, but not when they are docked.
The MLCC command does not do that for fighter payload.

Sirrobert
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Post by Sirrobert » Thu, 15. Feb 18, 18:56

VincentTH wrote:Speaking of repair after battle, how do we automatically bring back the reserved fighters into battle? Currently, it is a pain to manually reassign them to the carrier(s), or I did something wrong.
Also, how to reload their missiles when they are docked at the carrier? I know how to re-equip them when in flight, but not when they are docked.
The MLCC command does not do that for fighter payload.
Your MLCC carriers will automatically pick up new fighters from the location that you specified as the source of new fighters.
They will also automatically deposit damaged fighters in the location you specified as repair place.

If those 2 places are the same, then any damaged fighter becomes a reserve fighter, ready for pickup, after you repair it.

MLCC also automatically handles fighter missiles. Just make sure the dock has a stock of them.
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris

VincentTH
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Post by VincentTH » Thu, 15. Feb 18, 19:15

Sirrobert wrote:
VincentTH wrote:Speaking of repair after battle, how do we automatically bring back the reserved fighters into battle? Currently, it is a pain to manually reassign them to the carrier(s), or I did something wrong.
Also, how to reload their missiles when they are docked at the carrier? I know how to re-equip them when in flight, but not when they are docked.
The MLCC command does not do that for fighter payload.
Your MLCC carriers will automatically pick up new fighters from the location that you specified as the source of new fighters.
They will also automatically deposit damaged fighters in the location you specified as repair place.

If those 2 places are the same, then any damaged fighter becomes a reserve fighter, ready for pickup, after you repair it.

MLCC also automatically handles fighter missiles. Just make sure the dock has a stock of them.
Thanks for the info. By "pick up" you mean the player have to automatically assign home base for the fighters, and send them home? That's what I am complaining about (or don't know how to automate it).

Sirrobert
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Post by Sirrobert » Thu, 15. Feb 18, 21:01

VincentTH wrote:
Sirrobert wrote:
VincentTH wrote:Speaking of repair after battle, how do we automatically bring back the reserved fighters into battle? Currently, it is a pain to manually reassign them to the carrier(s), or I did something wrong.
Also, how to reload their missiles when they are docked at the carrier? I know how to re-equip them when in flight, but not when they are docked.
The MLCC command does not do that for fighter payload.
Your MLCC carriers will automatically pick up new fighters from the location that you specified as the source of new fighters.
They will also automatically deposit damaged fighters in the location you specified as repair place.

If those 2 places are the same, then any damaged fighter becomes a reserve fighter, ready for pickup, after you repair it.

MLCC also automatically handles fighter missiles. Just make sure the dock has a stock of them.
Thanks for the info. By "pick up" you mean the player have to automatically assign home base for the fighters, and send them home? That's what I am complaining about (or don't know how to automate it).
When setting up your MLCC carrier, you chose a fighter Template to serve as it's designated fighter. Then, you pick a homebase for that fighter. That homebase is the place your carrier goes to pick up new fighters when it's not completely full.
When it does this, fighters that exactly match the Template will automatically be assigned homebase to the carrier, and dock at it.
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris

Darkternal
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Post by Darkternal » Thu, 15. Feb 18, 21:02

VincentTH wrote:
Darkternal wrote:
Sirrobert wrote:200 fighters will destroy everything in it's path, regardless of shields.
I'm using 200 m6.
The problem with 200 M6 is the collision detection/avoidance script. I've learned my lesson!!! :-) I only use M6s as MLCC missile bomber!!!
That's why you should choose m6 with good side guns, not only main. There are no avoidance problems when your ship can fire from any direction. Can anybody give a save where MLCC has a lot of m4s? I want to test if it is so good as it's said.
Last edited by Darkternal on Thu, 15. Feb 18, 21:13, edited 1 time in total.

VincentTH
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Post by VincentTH » Thu, 15. Feb 18, 21:07

Sirrobert wrote:
VincentTH wrote:
Sirrobert wrote:
VincentTH wrote:Speaking of repair after battle, how do we automatically bring back the reserved fighters into battle? Currently, it is a pain to manually reassign them to the carrier(s), or I did something wrong.
Also, how to reload their missiles when they are docked at the carrier? I know how to re-equip them when in flight, but not when they are docked.
The MLCC command does not do that for fighter payload.
Your MLCC carriers will automatically pick up new fighters from the location that you specified as the source of new fighters.
They will also automatically deposit damaged fighters in the location you specified as repair place.

If those 2 places are the same, then any damaged fighter becomes a reserve fighter, ready for pickup, after you repair it.


MLCC also automatically handles fighter missiles. Just make sure the dock has a stock of them.
Thanks for the info. By "pick up" you mean the player have to automatically assign home base for the fighters, and send them home? That's what I am complaining about (or don't know how to automate it).
When setting up your MLCC carrier, you chose a fighter Template to serve as it's designated fighter. Then, you pick a homebase for that fighter. That homebase is the place your carrier goes to pick up new fighters when it's not completely full.
When it does this, fighters that exactly match the Template will automatically be assigned homebase to the carrier, and dock at it.

Ah Thanks. And I thought I know everything about MLCC!!!!

Argustone
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Post by Argustone » Thu, 15. Feb 18, 21:19

Updates are awesome as per usual Joubarbe! Thanks again for the mod!

Hopefully I'll get to play with the timeouts once I figure out how to do something >.<'

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