[X3LU] Mayhem 3.21b

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Black--Snow
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Re: [X3LU] Mayhem 2.8.2

Post by Black--Snow » Sat, 8. Jun 19, 18:59

Joubarbe, is there any recourse against being adjacent to a pirate Safe sector? If I kill the stations will they stop sending 100s of ships out? :P

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Joubarbe
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Re: [X3LU] Mayhem 2.8.2

Post by Joubarbe » Sat, 8. Jun 19, 19:03

Yes, all ships come from Shipyards. I don't remember how I respawn them though :) It might be a very brief moment of peace...

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Black--Snow
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Re: [X3LU] Mayhem 2.8.2

Post by Black--Snow » Sat, 8. Jun 19, 19:16

Oh, it seems like OWPs can be pushed around by something. Every time I look at one of my sectors, the OWPs have moved, or at least the medium one has.

Would there be much detriment to just deleting the pirate sector? Having this thing here has stopped being a challenge and just become an annoyance. :gruebel:

That is, if I can find a way to unflag it as safe, or some other method of removal. :V

By the way, here's the save file where in PTNI Headquarters, trading stations and NNMC stations keep spawning owned by the pirates:
https://www.dropbox.com/s/eentsiaku3vld9z/X01.sav?dl=0

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Joubarbe
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Re: [X3LU] Mayhem 2.8.2

Post by Joubarbe » Sat, 8. Jun 19, 20:49

Thanks for the save.

No, they are safe sectors for a reason. If you conquer all sectors of a faction, the game will freeze to death because of the job ships. I won't change that, because it's way too much work.

Regarding OWP moving on their own, I remember a discussion we had about that a while ago... but I don't remember it :) (but again, OWPs were never supposed to be used and manually placed by the player) Don't put them too close to the gates.

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Joubarbe
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Re: [X3LU] Mayhem 2.8.2

Post by Joubarbe » Sat, 8. Jun 19, 23:02

When I load your savegame, the game crashes immediately. That's not good... The previous save, X08 was loaded without problem. Did you do something between the two?
Anyway, please try this file for your respawn issue. Backup first, then overwrite (X3\addon\scripts).

SirNukes
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Re: [X3LU] Mayhem 2.8.2

Post by SirNukes » Sun, 9. Jun 19, 00:26

Joubarbe wrote:
Sat, 8. Jun 19, 09:48
@SirNukes: I've added a [CHANGE_SECTOR] signal that removes every [Spacefly] ship.
Can you clarify how this would work? If it involves "find ships" to get the spaceflies, I think that command will fail to find them.

At any rate, it is easy enough to test a solution: if there are excess spaceflies, you will see their scripts (!ship.cmd.idle.spacefly and !ship.cmd.follow.spacefly) running in the script editor's counts of running scripts. A working spacefly remover should reduce their script counts down to 0.

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Black--Snow
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Re: [X3LU] Mayhem 2.8.2

Post by Black--Snow » Sun, 9. Jun 19, 09:56

Joubarbe wrote:
Sat, 8. Jun 19, 23:02
When I load your savegame, the game crashes immediately. That's not good... The previous save, X08 was loaded without problem. Did you do something between the two?
Anyway, please try this file for your respawn issue. Backup first, then overwrite (X3\addon\scripts).
Obligatory "It works fine on my machine". :V

The saves were incredibly far apart... Major things that have happened between the two I suppose:
  • Declared 2 permanent wars (Teladi & Boron)
  • Completed 4 Ascension levels
  • Destroyed all stations in Void of Opportunity, twice
  • Captured the Xenon Goner sector
  • Built a few Goner temples
  • Took 1-2 new systems
  • Removed the number to string line from Marine Info window
  • Ran a script giving all player owned ships QJE (Because I couldn't be bothered docking them all and freight exchanging with rangers)
  • Ran a script setting global "mayhem_scraps" to whatever number it was supposed to be to remedy the null issue
I don't think anything that would cause a crash, and odd that it crashes on yours but not mine...


You really cucked me with the ascension rewards lmao. Thought I was gonna be able to have a T for a second... :(

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Joubarbe
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Re: [X3LU] Mayhem 2.8.2

Post by Joubarbe » Sun, 9. Jun 19, 11:00

Shit, it's coming from the changes I made to the universe... Well, 2.9.0 will require an E/I, sorry!

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Black--Snow
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Re: [X3LU] Mayhem 2.8.2

Post by Black--Snow » Sun, 9. Jun 19, 12:47

Does marine weapon cartidge caliber contribute to damage?

That is, does the bullet energy at all increase damage or is it only used for penetration?

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Joubarbe
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Re: [X3LU] Mayhem 2.8.2

Post by Joubarbe » Sun, 9. Jun 19, 13:22

All the questions you asked about marines are answered in the encyclopedia :)

Of course, the caliber has an effect on damage. Subscribe to Demolition Ranch if you want proof.


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Black--Snow
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Re: [X3LU] Mayhem 2.8.2

Post by Black--Snow » Sun, 9. Jun 19, 15:31

Joubarbe wrote:
Sun, 9. Jun 19, 13:22
All the questions you asked about marines are answered in the encyclopedia :)

Of course, the caliber has an effect on damage. Subscribe to Demolition Ranch if you want proof.
All the questions I asked were simply clarification on what I read in the encyclopedia. :)

After declaring a permanent war with teladi, I seem to be able to top up my reputation by killing so much of their stuff that the reputation bottoms out and overflows back up to max, or something or the sort.
That may not be exactly what's happening but regardless; for some reason I am gaining a large amount of reputation with Teladi while shooting them. I went from rank -5 to rank 5 in the span of about 10 seconds.

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Hector0x
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Re: [X3LU] Mayhem 2.8.2

Post by Hector0x » Sun, 9. Jun 19, 16:03

@Joubarbe: Thanks.
Let me know if any major mistakes creep in. I can still change stuff.

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Black--Snow
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Re: [X3LU] Mayhem 2.8.2

Post by Black--Snow » Sun, 9. Jun 19, 16:18

Your new script hasn't stopped the Teladi Space Equipment Dock respawning unfortunately. The Jump Beacon is also respawning, haven't seen the NNMC station yet. The laser towers are also still spawning on the stations.

All the fleet commands are useless, I swear. How on Earth did Egosoft implement non functional commands and then say "Yup, these are good and fine". Patrol sectors does nothing, Fleet attack leaves the commander sitting still, Defend sector leaves the commander sitting still.

You'd really have your work cut out for you if you tried to address those; though come to think of it, ADS isn't working either (Defense grid) so I wonder if maybe something in LU/Mayhem is ****** with it. I kinda hope it's just me.

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Joubarbe
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Re: [X3LU] Mayhem 2.8.2

Post by Joubarbe » Sun, 9. Jun 19, 16:23

Black--Snow wrote:
Sun, 9. Jun 19, 15:31
After declaring a permanent war with teladi, I seem to be able to top up my reputation by killing so much of their stuff that the reputation bottoms out and overflows back up to max, or something or the sort.
That may not be exactly what's happening but regardless; for some reason I am gaining a large amount of reputation with Teladi while shooting them. I went from rank -5 to rank 5 in the span of about 10 seconds.
That's weird... Probably vanilla issue, but I don't remember anyone report that earlier. In any case, I'm going to set reputation at -4 instead of -5 when declaring a permanent war.

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Joubarbe
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Re: [X3LU] Mayhem 2.8.2

Post by Joubarbe » Sun, 9. Jun 19, 16:27

And your previous save, the one where you face an OCV, is still crashing. Seeing how many bugs you have reported in the last few days, I'd say something may be wrong with your install.

(Fleets are working fine in my games)

Code: Select all

if [THIS]-> is of class [Jump Beacon]
  $sectorOwner = $sector-> get owner race
  [THIS]-> set owner race to $sectorOwner
    if $sectorOwner == [Player]
      $task = get task ID
      START [NULL]-> call script 'Lib.Gen.RunScriptWhenFinished' : ScriptName='Joubarbe.Lib.Destroy' TaskWatch=$task TaskRun=$task ObjectWatch=[THIS] ObjectRun=[THIS] arg1=[THIS] arg2=[TRUE] arg3=null arg4=null arg5=null
    return null
  end
end
(Run everytime a jump beacon spawn)

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Black--Snow
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Re: [X3LU] Mayhem 2.8.2

Post by Black--Snow » Sun, 9. Jun 19, 16:48

I'll give it a fresh of X3, LU, and Mayhem and see if these issues persist.

This install has been hanging around for absolutely ****** ages so it's not improbable that it's ****.
They censor swearing... Except not 'shit'.

Edit: The save crashes on a fresh install :doh:

Doesn't seem to crash when I remember to install ADS though.


---

The issues still persist. 'Fleet Attack All' still results in the fleet commander sitting still, and the rest of the command seems to function identically to Broadcast to fleet > Attack All, which is just redundant. Can you confirm that you're *not* getting this behaviour?

I think the stations are still respawning in PTNI, but I'll have to double check that one.

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Hector0x
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Re: [X3LU] Mayhem 2.8.2

Post by Hector0x » Sun, 9. Jun 19, 18:52

@Black--Snow: I have never seen the fleet commander do anything. "Call to Arms" can be fairly useful to ocasionally gather groups of ships when you are busy on different fronts. "Invade Sector" splits the fleet and assembles them in front of different gates. They don't seem to do anything after that, but you can broadcast "attack all" to all fleet ships when they are ready. Sometimes this scattered positioning has been useful to me to quickly wipe a sector when i had superior forces. Against major factions it is better to keep the fleet together (to face reinforcements). I'm using "Attack all" for a strong capship and "Escort: Attack nearest" to get ships to follow it.

Your defence grid is strange. It's working fine in my game, using corvettes and frigates. The script usually sends M7 against M6 and uses M6 to catch fighters.

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Joubarbe
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Re: [X3LU] Mayhem 2.8.2

Post by Joubarbe » Sun, 9. Jun 19, 20:55

Hector0x wrote:
Sun, 9. Jun 19, 16:03
@Joubarbe: Thanks.
Let me know if any major mistakes creep in. I can still change stuff.
Don't forget to drop a word about Backlog. I spent ages on this ****** thing, and the whole one-click all-in-one order, I think, is pretty cool.

I realize watching your videos that this mod has a long list of features :) (some of them quite useless though...)

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