[X3LU] Mayhem 3.21b
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- Black--Snow
- Posts: 59
- Joined: Mon, 18. Jul 16, 13:18
Re: [X3LU] Mayhem 2.8.2
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?
Re: [X3LU] Mayhem 2.8.2
Yes, all ships come from Shipyards. I don't remember how I respawn them though It might be a very brief moment of peace...
- Black--Snow
- Posts: 59
- Joined: Mon, 18. Jul 16, 13:18
Re: [X3LU] Mayhem 2.8.2
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.
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
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.
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
Re: [X3LU] Mayhem 2.8.2
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.
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.
Re: [X3LU] Mayhem 2.8.2
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).
Anyway, please try this file for your respawn issue. Backup first, then overwrite (X3\addon\scripts).
Re: [X3LU] Mayhem 2.8.2
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.
- Black--Snow
- Posts: 59
- Joined: Mon, 18. Jul 16, 13:18
Re: [X3LU] Mayhem 2.8.2
Obligatory "It works fine on my machine". :VJoubarbe wrote: ↑Sat, 8. Jun 19, 23:02When 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).
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
You really cucked me with the ascension rewards lmao. Thought I was gonna be able to have a T for a second...
Re: [X3LU] Mayhem 2.8.2
Shit, it's coming from the changes I made to the universe... Well, 2.9.0 will require an E/I, sorry!
- Black--Snow
- Posts: 59
- Joined: Mon, 18. Jul 16, 13:18
Re: [X3LU] Mayhem 2.8.2
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?
That is, does the bullet energy at all increase damage or is it only used for penetration?
Re: [X3LU] Mayhem 2.8.2
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.
Of course, the caliber has an effect on damage. Subscribe to Demolition Ranch if you want proof.
Re: [X3LU] Mayhem 2.8.2
@Black--Snow: Good tutorial on marine equipment (Thanks Hector0x!)
- Black--Snow
- Posts: 59
- Joined: Mon, 18. Jul 16, 13:18
Re: [X3LU] Mayhem 2.8.2
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.
Re: [X3LU] Mayhem 2.8.2
@Joubarbe: Thanks.
Let me know if any major mistakes creep in. I can still change stuff.
Let me know if any major mistakes creep in. I can still change stuff.
- Black--Snow
- Posts: 59
- Joined: Mon, 18. Jul 16, 13:18
Re: [X3LU] Mayhem 2.8.2
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.
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.
Re: [X3LU] Mayhem 2.8.2
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.Black--Snow wrote: ↑Sun, 9. Jun 19, 15:31After 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.
Re: [X3LU] Mayhem 2.8.2
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)
(Run everytime a jump beacon spawn)
(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
- Black--Snow
- Posts: 59
- Joined: Mon, 18. Jul 16, 13:18
Re: [X3LU] Mayhem 2.8.2
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
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.
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
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.
Re: [X3LU] Mayhem 2.8.2
@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.
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.
Re: [X3LU] Mayhem 2.8.2
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...)