[X3LU] Mayhem 3.21b

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Joubarbe
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Post by Joubarbe » Sun, 25. Feb 18, 10:33

mib666007 wrote:Something weird happened while playing that hasn't happened before..

Building x100 Wraith Missiles at my sanctuary.

It actually started building PAST the "Project Size", continuing indefinitely.
Cannot reproduce that bug. Please provide a savegame taken when this happens.

Was it a one-time thing? Did it cost you any resource?


Darkternal
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Post by Darkternal » Sun, 25. Feb 18, 14:19

Joubarbe wrote: 2.3.7 released
NEW: Job presets.
It's....awesome! There is nothing left to complain about in this mod! You and Litcube surpassed the Egosoft.
Joubarbe wrote: CHANGE: Some perks become non-refundable.
Is it max pop, extra factory, gorner temple and ocv scaner?

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Joubarbe
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Post by Joubarbe » Sun, 25. Feb 18, 14:42

Free research stations, free OWPs, OCV scanner, Goner temple.

Max. pop and extra factory are not concerned.

hanuland
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Post by hanuland » Sun, 25. Feb 18, 17:08

@Joubarbe.

I'm still translating to Korean for changed documentation every new patch.
Meanwhile, I found that 9974-L044 -> t id="6" lines are too long.(maybe I think it's string overflow)
Currently if anyone select "Agents And Traders" in game then the game will crash with original XML.(2.3.7)

so, I tried it to reduce the length of the sentence as much as possible, and it was successfully loaded.

I think you need to check this out.

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Joubarbe
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Post by Joubarbe » Sun, 25. Feb 18, 17:21

Works fine with me. A bigger font mod is responsible for the crashes.

VincentTH
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Post by VincentTH » Sun, 25. Feb 18, 17:26

NEW: Job presets.


FIX: Data were not sorted in Global naming/homebase menus.
I know the Change Log did not specifically mention this, but the Update list in the Sanctuary Hangar is not sorted. I have to scan through 3 pages of ships to find the correct one that I want to upgrade. :-(

Wish #2: The OCV start would be interesting if we can scan the starting ship (or the schematic of the ship would be automatically given when the first Sanctuary is put down), without resorting to the Russian hack. :-) I believe the 12hr OCV event is a bad enough gimp of that start!!!!

mib666007
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Post by mib666007 » Sun, 25. Feb 18, 18:10

Joubarbe wrote:
mib666007 wrote:Something weird happened while playing that hasn't happened before..

Building x100 Wraith Missiles at my sanctuary.

It actually started building PAST the "Project Size", continuing indefinitely.
Cannot reproduce that bug. Please provide a savegame taken when this happens.

Was it a one-time thing? Did it cost you any resource?
I will upload it when I get home. It is still happening in my game - it seems to happen anytime I order a large # of missiles at once(100). I notice this with all productions(that they got a little past work required) before finishing but the missiles seem to not ever trigger completed. I've only cancelled the order everytime after a couple minutes on x10 SETA. I've also tried switching SETA speeds/SETA Off while the completed work is higher than 100% but it still won't pop the x100 missiles.

camaro71179
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Pirates spawning outside their sectors

Post by camaro71179 » Sun, 25. Feb 18, 18:33

Hi Joubarbe,

First off, great mod! Really having a lot of fun playing it.

In reference to the change below. I am still seeing pirates spawning in most of my sectors. It seems most times they show up and have a planned destination, instead of hanging around and attacking me. Is this still supposed to happen?

Version 2.3.0 (02/02/2018)
CHANGE: Pirates and Xenons only spawn in their sectors.

Thanks again for the great mod.

VincentTH
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Re: Pirates spawning outside their sectors

Post by VincentTH » Sun, 25. Feb 18, 20:00

camaro71179 wrote:Hi Joubarbe,

First off, great mod! Really having a lot of fun playing it.

In reference to the change below. I am still seeing pirates spawning in most of my sectors. It seems most times they show up and have a planned destination, instead of hanging around and attacking me. Is this still supposed to happen?

Version 2.3.0 (02/02/2018)
CHANGE: Pirates and Xenons only spawn in their sectors.

Thanks again for the great mod.
I asked the same question earlier, and Joubarbe has answered above.

deztar
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Post by deztar » Sun, 25. Feb 18, 20:41

Gotta say i like OCV Hunter start.

It compensates the return of boarding. The first 48 hours are not a problem with scavenged and produced corvettes. And then marines finish training and boom. Got Exterminator, Brigantine, Polacca and 2 Washis before the next wave.

Getting a Cobra and clicking quick marine training were the hardest parts.

I imagine that still will not be enough for lategame.

P.S. A question. Could someone point me to the script file that names MLCC ships?
The name template is Sector Name and number (for some strange reason), and I'd like to change it to Ship Type and number.

Sirrobert
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Post by Sirrobert » Sun, 25. Feb 18, 21:31

Does the OCV Hunter start give bonuses?
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 » Sun, 25. Feb 18, 21:34

Sirrobert wrote:Does the OCV Hunter start give bonuses?
I played a little bit (successfully got out of the Xenon sectors and landed at the Teladi EQD in Grand Exchange). It gives none. Without the "Russian hack", you can't even scan and make copies of your starting ship and weapons, therefore my suggestion to Joubarbe to at least include the O schematic a la the Goner's Temple perk. May be I did not play it till the bonus happens, someone who has played it let me know (No I am not interested in the Russian Hack :-) )
Last edited by VincentTH on Sun, 25. Feb 18, 22:12, edited 1 time in total.

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Joubarbe
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Post by Joubarbe » Sun, 25. Feb 18, 21:40

OCV scan won't happen. You don't need any bonus, just some balls. Big ones.

(you still have a M4 that is more deadly than most M3, that's something...)

VincentTH
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Post by VincentTH » Sun, 25. Feb 18, 22:57

In my game, Xenons are still spawned out of their now-conquered sectors (Xenon Sector 9). I believe the Xenons still have their Shipyard in their core sectors somewhere, but random spawns still occur in the player's sector.

camaro71179
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Re: Pirates spawning outside their sectors

Post by camaro71179 » Sun, 25. Feb 18, 23:17

VincentTH wrote:
camaro71179 wrote:Hi Joubarbe,

First off, great mod! Really having a lot of fun playing it.

In reference to the change below. I am still seeing pirates spawning in most of my sectors. It seems most times they show up and have a planned destination, instead of hanging around and attacking me. Is this still supposed to happen?

Version 2.3.0 (02/02/2018)
CHANGE: Pirates and Xenons only spawn in their sectors.

Thanks again for the great mod.
I asked the same question earlier, and Joubarbe has answered above.
If your referring to the following:
Joubarbe wrote:
Pirates will rebuild their shipyard after a while. Then they'll spawn from
there.

That doesn't really help. They are spawning in systems that are not pirate controlled and never were. Not at gates, but from points all over the sectors.

VincentTH
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Re: Pirates spawning outside their sectors

Post by VincentTH » Mon, 26. Feb 18, 01:44

camaro71179 wrote:
VincentTH wrote:
camaro71179 wrote:Hi Joubarbe,

First off, great mod! Really having a lot of fun playing it.

In reference to the change below. I am still seeing pirates spawning in most of my sectors. It seems most times they show up and have a planned destination, instead of hanging around and attacking me. Is this still supposed to happen?

Version 2.3.0 (02/02/2018)
CHANGE: Pirates and Xenons only spawn in their sectors.

Thanks again for the great mod.
I asked the same question earlier, and Joubarbe has answered above.
If your referring to the following:
Joubarbe wrote:
Pirates will rebuild their shipyard after a while. Then they'll spawn from
there.

That doesn't really help. They are spawning in systems that are not pirate controlled and never were. Not at gates, but from points all over the sectors.
When the pirates/Xenons lost their last shipyard, they will spawn every where that used to be their sector. What the Panda says is that, that is just temporary. Once they rebuild their shipyard somewhere, the ubiquitous spawning will cease.

I have not explored all Xenon sectors NE of Grand Exchange to see if there is a SY in that region. I suspect when the ATF conquered Xenon Sector 7, they have destroyed the last Xenon SY, therefore the same problem observed with the pirates.

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Joubarbe
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Post by Joubarbe » Mon, 26. Feb 18, 05:46

Let's be clear: to fix the problem of these spawning, it will require a complete overhaul of the Jobs system. This problem comes from how X3 handles "automatic ships" (which is, again, a poor design). And I certainly don't have the time to redo the whole Jobs system.

In other words, it's useless to report that after every patch, I won't do anything about it.

Remember the name of the mod? Mayhem, right. Deal with it, defend your sectors.

camaro71179
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Post by camaro71179 » Mon, 26. Feb 18, 07:50

Joubarbe wrote:Let's be clear: to fix the problem of these spawning, it will require a complete overhaul of the Jobs system. This problem comes from how X3 handles "automatic ships" (which is, again, a poor design). And I certainly don't have the time to redo the whole Jobs system.

In other words, it's useless to report that after every patch, I won't do anything about it.

Remember the name of the mod? Mayhem, right. Deal with it, defend your sectors.
Wow, ok, well my memory is fine thanks and I only asked once....once to many times I guess. At least now I know the reason/answer to my question so thanks for that.

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Joubarbe
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Post by Joubarbe » Mon, 26. Feb 18, 08:31

It was not addressed to you.

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