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

Re: [X3LU] Mayhem 3.8f

Post by Joubarbe » Mon, 8. Feb 21, 15:19

There's a serious problem in your game: almost everyone is in coalition against the Splits, but they only have 2 sectors. The coalition should have been removed, but something I didn't plan happened in your game. I don't know why, but in the next version, a check will be run every hour to see if all coalitions should still exist. Will also run this check on 3.9 update.

The lags you experience can be distantly related to this bug, but the most performance-eater at the moment are the Paranid Outposts (60 sectors!). For now I cannot do anything, as the AI, even though not very advanced, has some complex systems to remain 'realistic'. This 'true' economy is not free :)

BigBadBill_87
Posts: 18
Joined: Sun, 9. Dec 18, 17:18
x4

Re: [X3LU] Mayhem 3.8f

Post by BigBadBill_87 » Tue, 9. Feb 21, 20:10

Hello

played 3.4d and took a break. Using the latest version now 3.8f

I'm having lots of issues with the game crashing to desktop that I was not having before. It only really really happens in SETA. I tried turning the SETA down and the same issues happening.

If there's a log file i can share i'm happy too, this is a great game but the new build seems a little unstable at the moment. Happy to help if i can.

B

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

Re: [X3LU] Mayhem 3.8f

Post by Joubarbe » Tue, 9. Feb 21, 20:21

You need to send me your galaxy plus a savegame where the bug is reproducible. See the video linked in the changelog. The game shouldn’t crash.

hephasttus
Posts: 25
Joined: Wed, 27. Jan 21, 18:58
x4

Re: [X3LU] Mayhem 3.8f

Post by hephasttus » Tue, 9. Feb 21, 20:38

I've had quite a few crashes too, its recurring, but I cannot reproduce it. It happens about every hour or so, its never when I am just AFK SETA'ing. It happens when I have been playing for ~30-60minutes SETAing, then try to fly to a sector, when I get into the sector then after a few seconds it might crash. I reload and go into the sector again and its fine.

Wasn't doing this in the early stages of the game.

Dump : https://drive.google.com/file/d/1jAGmXm ... sp=sharing

Galaxy+save : https://drive.google.com/drive/folders/ ... sp=sharing

Edit 1 : Sounds separate from BigBadBills crashing issue. I've never crashed sitting IN seta.
Last edited by hephasttus on Tue, 9. Feb 21, 21:27, edited 6 times in total.

BigBadBill_87
Posts: 18
Joined: Sun, 9. Dec 18, 17:18
x4

Re: [X3LU] Mayhem 3.8f

Post by BigBadBill_87 » Tue, 9. Feb 21, 20:42

https://drive.google.com/file/d/1-_EDc1 ... sp=sharing

Hello

Thanks! I followed the description and the link is above.

When i re-ran the game in SETA and it crashed within 10 seconds. Normally takes a bit longer but whatever :(

I'll delete the link in a few days so you have a chance to download a copy...

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

Re: [X3LU] Mayhem 3.8f

Post by Joubarbe » Wed, 10. Feb 21, 09:05

I cannot reproduce the crashes, but I may have an idea. Please download this file and replace the existing 10.cat/dat. And don't forget to report :)

BigBadBill_87
Posts: 18
Joined: Sun, 9. Dec 18, 17:18
x4

Re: [X3LU] Mayhem 3.8f

Post by BigBadBill_87 » Thu, 11. Feb 21, 13:51

Hello

No insta-crashed again with the new 10.cat/dat files.

I'll try a straight up reinstall from scratch as i tried to 'patch' the game, and i'm guessing you feel there's a conflict somewhere causing the problem?

I'll report back as soon as i get a chance ...

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

Re: [X3LU] Mayhem 3.8f

Post by Joubarbe » Thu, 11. Feb 21, 13:55

No I think it's one problem we already had before, regarding the tracking UI squares surrounding objects. I've increased this value a lot from default, but if this value is too high, and if there are too many square sprites to display, the game simply crashes. I've just reduced this value (again), as 3.8 has more fighters and more containers, and that's probably why it crashes.

In next version, ships won't drop any missiles. That will reduce the mess, and increase performance.

BigBadBill_87
Posts: 18
Joined: Sun, 9. Dec 18, 17:18
x4

Re: [X3LU] Mayhem 3.8f

Post by BigBadBill_87 » Thu, 11. Feb 21, 14:09

Ah ok, thank you.

The sector where the crash happens was jam packed and a big fight was on-going so that makes sense.

Honestly, missle drops are fairly pointless and if im honest so are laser drops. Yes, both add a little flavour/immersion to the game, but that's really about it. They are not worth picking up to sell, even early game, but performace increases are always welcome (!)

The only exception I could see would be collecting juicy OCV lasers for a player ship or a fleet flagship :P

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

Re: [X3LU] Mayhem 3.8f

Post by Betelgeuse97 » Thu, 11. Feb 21, 23:40

BigBadBill_87 wrote:
Thu, 11. Feb 21, 14:09
Ah ok, thank you.

The sector where the crash happens was jam packed and a big fight was on-going so that makes sense.

Honestly, missle drops are fairly pointless and if im honest so are laser drops. Yes, both add a little flavour/immersion to the game, but that's really about it. They are not worth picking up to sell, even early game, but performace increases are always welcome (!)

The only exception I could see would be collecting juicy OCV lasers for a player ship or a fleet flagship :P
I would say otherwise if you've got the challenging (or unfortunate) start of having 1-3 sectors and not enough space to make enough crystals (and even buy, considering that money is tight early game).

Did you try collecting the containers in OOS?

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

Re: [X3LU] Mayhem 3.8g

Post by Joubarbe » Wed, 17. Feb 21, 16:20

Mayhem 3.8g released
  • 3.8g:Fleet followers were stuck when the fleet leader was giving a manual interrupt command while retreating.
  • 3.8g:Fleet leaders were not monitoring sectors they should monitor if they had no previous command.
  • 3.8g:The 'Sectors' section of the Ministry of War had a few bugs.
3.9 will come later after all.

User avatar
alexalsp
Posts: 1823
Joined: Fri, 18. Jul 14, 05:28
x4

Re: [X3LU] Mayhem 3.8g

Post by alexalsp » Fri, 19. Feb 21, 14:41

Greetings Joubarbe.
Can you leave the new CHANGELOG outside the spoiler and hide the old ones under the spoiler? To shorten the message. :oops:

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

Re: [X3LU] Mayhem 3.9

Post by Joubarbe » Sun, 21. Feb 21, 18:12

Mayhem 3.9 released

You need to download the Graphics Pack v2, after the update. Take a look at the new file structure, as engine trails have been reactivated by default. You should remove addon\13.cat and addon\13.dat, which is the old no laser no engine trails (engine trails have been reactivated by default).
For previous savegames, please launch the game through the Galaxy Generator once to update fog and background files.
Last edited by Joubarbe on Tue, 23. Feb 21, 09:31, edited 1 time in total.

4square425
Posts: 85
Joined: Fri, 14. Jun 13, 02:52
x3tc

Re: [X3LU] Mayhem 3.9

Post by 4square425 » Sun, 21. Feb 21, 23:18

Well, a lot to unpack with the new Hacking feature, but I want to make sure I'm not missing anything.
Spoiler
Show
The Marine-relevant perks have been removed and refunded. There is now a Hacking Station perk that can be used to permanently convert an existing research station into a Hacking Station.

The Hacking Station's menu can be accessed through the Personal Console or the station itself. In it, you can design a new virus. The options are manifold, but you seem to be able to tailor the virus to target a specific area of the ship, probably to shut down shields, engines, steal money, etc. These would replace most of the boarding operations. You also get a choice of the type of virus, but aside from the price, it's unknown what that does yet. Perhaps certain types of viruses are better for certain functions, or they are harder to take down.

I tried a test virus, but after a few minutes of SETA, the research towards the virus didn't go up. I did tell my hacking station to apply its research towards that virus.

Ships now have an equipment upgrade called "Hacker Rootkit". I installed it on a TL and put it into another faction's sector, but nothing seemed to happen yet. I also discovered you manufacture Hackerchips from the Mobile Factory Kit for 1000 microchips a pop.

It looks like you can be hacked yourself, which is what the Active Defense and global defense are for. Those weren't able to be selected when I tested this, probably because I wasn't being hacked at the time.

The Hacking Database menu and the Hacking Station menu both have references to "ports", but I was unable to figure out how to experiment with that yet. Possibly it allows you to scan ships and figure out which ones are vulnerable to hacking.

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

Re: [X3LU] Mayhem 3.9

Post by Betelgeuse97 » Mon, 22. Feb 21, 01:25

Found a bug with terraforming! Some perks are useless and should be replaced.
Image

Useless perks:
- Marine healing. Should be replaced with a perk related to hacking (there aren't any at the moment) or some other perk in its place.
- If in permanent war with another faction, the favor points and rep that would have gone to that faction should go somewhere else (since favor points/rep to a permanently hostile faction can't be used anyway). Alternatively, replace that perk with something else. Or what about giving the player the option to change junk perks to any perk of choice?

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

Re: [X3LU] Mayhem 3.9

Post by Joubarbe » Mon, 22. Feb 21, 13:19

How To Change Fog And Dust Particles Of Your Current Galaxy

1. Generate a galaxy with the level of fog you want, and whether or not you want space dust particles. For this example, let's assume you picked the average level, and named your galaxy 'fog_preset2'.
2. Go into the 'mayhem_galaxies\fog_preset2\addon\types' folder.
3. Copy the file 'TBackgrounds.txt' and paste it to 'mayhem_galaxies\YOUR_GALAXY\addon\types', assuming 'YOUR_GALAXY' is the name of the galaxy you want your new fog in.
4. Launch YOUR_GALAXY from the Galaxy Generator. Note that the Fog slider and the Use space particles checkbox will not be updated.

You can change fog preset values by editing the file 'mayhem_data\fog_presets.json':
  • minFog and maxFog are a percentage of the final fog amount defined randomly between these two values for each sector.
  • fadeOutStopFactor is a factor that defines the visual distance at which objects disappear when your View Distance setting is set to Medium (in-game setting). The formula is: (fadeOutStopFactor - fogAmount) * 1000, in meters.
  • fadeOutMinusFactor is the difference between the distance at which objects start to disappear and the distance at which objects are completely faded out. The higher this value is, the shorter the distance difference is (it's a division).
  • particles is a percentage of space dust particles. 80 by default.

User avatar
Hairless-Ape
Posts: 321
Joined: Wed, 6. Nov 02, 20:31
xr

Re: [X3LU] Mayhem 3.7d

Post by Hairless-Ape » Mon, 22. Feb 21, 16:41

Joubarbe wrote:
Thu, 28. Jan 21, 16:17
3.8 Missiles Overhaul
The AI has been improved to fire missiles in the most efficient way possible, and also to keep good game performance and balanced gameplay. Therefore, the AI does not use missiles when out of sector. The AI will also fire a missile only if the target has low shields, or none at all. Finally, the AI uses M8, but it doesn't use M7M. Each M8 has all CCDS built-in and can protect nearby allies.

If I read this correctly, missiles are never fired out of sector, so for ships which rely heavily or exclusively on missiles (M8's), they are essentially totally useless under all conditions if used out of sector.
What am I missing here?
Out of my mind. Back in 5 minutes.

Trokhon
Posts: 189
Joined: Sun, 2. Mar 03, 18:59
x4

Re: [X3LU] Mayhem 3.9

Post by Trokhon » Mon, 22. Feb 21, 17:15

Joubarbe wrote:
Sun, 21. Feb 21, 18:12
Mayhem 3.9 released

You need to download the Graphics Pack v2, after the update. Take a look at the new file structure, as engine trails have been reactivated by default. You should remove 13.cat/.dat, which is the old no laser no engine trails (engine trails have been reactivated by default).
For previous savegames, please launch the game through the Galaxy Generator once to update fog and background files.
Thank you for xour great and continuous work !!

User avatar
Edna
Posts: 195
Joined: Mon, 14. Oct 13, 21:18
x4

Re: [X3LU] Mayhem 3.9

Post by Edna » Mon, 22. Feb 21, 19:57

Can't wait to get sick so I have time to play the hell out of this again! Thank you so much for keeping up the great job, Joubarbe!
Image

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

Re: [X3LU] Mayhem 3.9

Post by Joubarbe » Mon, 22. Feb 21, 20:07

You're very welcome! You can also thank my official sponsor: COVID-19, who makes these latest updates possible.

Post Reply

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