[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
RenegadeKraken
Posts: 21
Joined: Wed, 2. Dec 15, 09:07
xr

Re: [X3LU] Mayhem 2.9.13

Post by RenegadeKraken » Wed, 9. Oct 19, 09:44

Is there any way to get a download of 2.9.12? This version (2.9.13) apparently doesn't work with the Mayhem SW mod variant yet.

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

Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Wed, 9. Oct 19, 11:18

I seriously doubt your problem is coming from that. The only change SW doesn't take into account is some scripts minor modifications and the price of some ships. That's not valid reasons to crash your game, or to not make it work.
Anyway, no, I don't keep a history of all versions, so there's no 2.9.12.

If you have other mods for Mayhem, like ADS, try SW Mayhem without them.

User avatar
alexalsp
Posts: 1820
Joined: Fri, 18. Jul 14, 05:28
x4

Re: [X3LU] Mayhem 2.9.13

Post by alexalsp » Wed, 9. Oct 19, 13:15

RenegadeKraken wrote:
Wed, 9. Oct 19, 09:44
Is there any way to get a download of 2.9.12? This version (2.9.13) apparently doesn't work with the Mayhem SW mod variant yet.
https://drive.google.com/drive/folders/ ... Jwif2NfFV9

RenegadeKraken
Posts: 21
Joined: Wed, 2. Dec 15, 09:07
xr

Re: [X3LU] Mayhem 2.9.13

Post by RenegadeKraken » Wed, 9. Oct 19, 22:56

Joubarbe wrote:
Wed, 9. Oct 19, 11:18
I seriously doubt your problem is coming from that. The only change SW doesn't take into account is some scripts minor modifications and the price of some ships. That's not valid reasons to crash your game, or to not make it work.
Anyway, no, I don't keep a history of all versions, so there's no 2.9.12.

If you have other mods for Mayhem, like ADS, try SW Mayhem without them.
Here is how I install it:

Install a fresh X3 without the bonus pack, with the non steam .exe and ensure you drag it out and put it somewhere else

Install LU, base mod, update, soundtrack, GUI, run it to test

Install Mayhem, base mod, graphics mod (should be 10 for the base/11 for the graphics (plus whatever optional files you want), then install the soundtrack

Then install the SW Mayhem mod made by Xenon, there’s 8 files in there numbered 1-4, renumber them to whatever is next in line

For instance 10 - Mayhem base 11 - Mayhem Graphics (Optional graphics you don’t have to add any, or up to 3) 12-15 Mayhem Star Wars

I have NO additional mods for Mayhem.

djmidex
Posts: 122
Joined: Wed, 22. Sep 10, 07:41
x4

Re: [X3LU] Mayhem 2.9.13

Post by djmidex » Thu, 10. Oct 19, 04:17

Hey, Joubarbe, any progress on random generated universe in Mayhem?

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

Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Thu, 10. Oct 19, 08:46

djmidex wrote:
Thu, 10. Oct 19, 04:17
Hey, Joubarbe, any progress on random generated universe in Mayhem?
viewtopic.php?f=94&t=417182

That's as far as I went. Now it would need a serious amount of work to adapt this to Mayhem.
And I'm working on my own game now, so...
Last edited by Joubarbe on Thu, 10. Oct 19, 10:40, edited 1 time in total.

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

Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Thu, 10. Oct 19, 10:36

RenegadeKraken wrote:
Wed, 9. Oct 19, 22:56
For instance 10 - Mayhem base 11 - Mayhem Graphics (Optional graphics you don’t have to add any, or up to 3) 12-15 Mayhem Star Wars
Mayhem base 11? Doesn't seem right. My install:

10: mayhem base
11: graphics (mayhem)
12: dark milky way
13: no particles no fog
14: no trails
15: trans-orbital models
(16-19): Star Wars

EDIT: sorry, didn't read you right... Nope, I don't see what's wrong then. You're not on Linux?

Joelnh
Posts: 429
Joined: Wed, 3. Mar 10, 00:12
x3tc

Re: [X3LU] Mayhem 2.9.13

Post by Joelnh » Thu, 10. Oct 19, 13:13

How is Mayhem Star Wars ?
If it works good without causing issues then I will give it a try.
More ships is always welcome. 8)

User avatar
Hector0x
Posts: 994
Joined: Mon, 18. Nov 13, 18:03
x3tc

Re: [X3LU] Mayhem 2.9.13

Post by Hector0x » Thu, 10. Oct 19, 16:36

Joelnh wrote:
Thu, 10. Oct 19, 13:13
How is Mayhem Star Wars ?
If it works good without causing issues then I will give it a try.
More ships is always welcome. 8)
It works well. But be aware that balancing is all over the place. The ATF has a star destroyer with staggering amounts of weapon slots. The Boron MonCal dreadnought has a cosy 10 GJ shield advantage over his mates. There are fighters which only hold one or two of the tiniest of shields, but can't equip any cheap lasers. Stuff like that. But i didn't find anything gamebreaking so far.

Some fighters are way beefier than the heaviest Mayhem designs. Most frigates lack shielding.

all_other_names_taken
Posts: 202
Joined: Fri, 17. Dec 10, 16:04
x3tc

Re: [X3LU] Mayhem 2.9.13

Post by all_other_names_taken » Thu, 10. Oct 19, 23:25

Joubarbe wrote:
Thu, 10. Oct 19, 08:46
And I'm working on my own game now, so...
Oh, please, do tell.
Is it like X3? Is it like your Stardust project?
Do you keep a public devlog we could follow?

I'm sure this idea has been cooking in your mind for some time, I've been wondering when you're going to decide to bite the bullet. I'm glad you finally did.

Looking forward to seeing where you go from here.

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

Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Fri, 11. Oct 19, 09:49

2D 4X in space, with an emphasis on political influence (realtime). Nothing like X3.
A devlog? Maybe when the whole thing will start to look like a game. Right now, I'm working on the GUI, which is not the easiest part. :)

User avatar
alexalsp
Posts: 1820
Joined: Fri, 18. Jul 14, 05:28
x4

Re: [X3LU] Mayhem 2.9.13

Post by alexalsp » Sat, 12. Oct 19, 22:22

Greetings.

Please tell me, is it possible to expand the field by two lines?

Russian text is cropped. It is necessary to the second line and text wrapping.

If not difficult.

Thank you. The screenshot shows the location.

https://i.imgur.com/hnYmJBU.jpg

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

Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Sat, 12. Oct 19, 23:06

addon\scripts\Menu.Mayhem.Ministry.SM, line 1228.

(not sure what you're asking, you're probably aware of that...)

User avatar
alexalsp
Posts: 1820
Joined: Fri, 18. Jul 14, 05:28
x4

Re: [X3LU] Mayhem 2.9.13

Post by alexalsp » Sat, 12. Oct 19, 23:42

I apologize. Text does not fit on a line. Is it possible to add one more line for the text of missions.

https://i.imgur.com/VZShH0Y.jpg

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

Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Sun, 13. Oct 19, 00:13

I'm not going to add another line just for the Russian localization (because in that case, I should do that for Korean as well, and for all the people who use bigger fonts). Change the text somehow, and make it fit... Or edit the file.

sepa
Posts: 154
Joined: Mon, 23. May 05, 22:48
x4

Re: [X3LU] Mayhem 2.9.13

Post by sepa » Sun, 13. Oct 19, 02:43

Hey Mayhem users.

I've been working on a little pet project -X3 Mayhem Web UI.
The point of it is to provide a Web UI to do Sanctuary management tasks, like jobs and thresholds. But getting that done is step 5(-ish).

Step one though - X3 Mayhem Stats - is operational.

What is it:
  • Stats generating plugin...
  • ...and Grafana to look at them
If anyone is interested in using this, please PM me - it is not packaged in any sensible way yet, but I got the zips with necessary configs, and the instance above is running in Google Cloud and can be used.

You can login and check it out here:

http://35.184.111.180:3000

Credentials are guest/guest.
Shit happens, ppl die. Usually when I'm around.

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

Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Sun, 13. Oct 19, 08:22

Wow... Data come from custom scripts I presume?

sepa
Posts: 154
Joined: Mon, 23. May 05, 22:48
x4

Re: [X3LU] Mayhem 2.9.13

Post by sepa » Sun, 13. Oct 19, 12:35

Data comes from parts of your Export scripts, slightly modified - using CSV instead of XML :)
Plugin is exporting stocks of one sanctuary every 10 seconds, round robin through all of the sanctuaries.

I also got some more complex export scripts that output XML + Spring Boot App to load it and expose as JSON over REST, and the beginning of Angular web app (so far only shows sanctuary list). That pack is intended to form a Web UI eventually.
Shit happens, ppl die. Usually when I'm around.

ken7878
Posts: 6
Joined: Sat, 12. Oct 19, 00:10

Re: [X3LU] Mayhem 2.9.13

Post by ken7878 » Mon, 14. Oct 19, 14:24


magitsu
Posts: 399
Joined: Wed, 12. Dec 18, 21:59
x4

Re: [X3LU] Mayhem 2.9.13

Post by magitsu » Mon, 14. Oct 19, 19:00

ken7878 wrote:
Mon, 14. Oct 19, 14:24
Big Problem. cannot Boarding :? :?
https://www.youtube.com/watch?v=U8GsPiQBxg0

Watch at 4.55 minutes. Do you have a different version? Because the screen is supposed to look like that (or it's two different ones, in which case I suggest you try this Boarding one instead of your Board Ship). Then just do what he does, which is autofill and launch (don't move your ship or it can cancel like autopilot). Once you have it done, you'll get a message.
Then you can follow it through the personal console.

Beware, boarding can be very slow (based on the size of the target). If there are other factions around, they are likely to blow the ship up before you get it captured. The boarding started at gametime 26 minutes. At 1 h 07 min the last phase 3/3 started. The ship was about to be capped at 1h 24 min. So 1 hour of gametime for Xenon P. Once its' done the marines will return to the Sanctuary's barracks.

When boarding Xenon P takes an hour, it's a challenge because you have to babysit or choose a really quiet spot. Or maybe use a little too few marines like I did for this quick test. Even with Seta 1000% M6 takes around 10 minutes. But I guess it's very rewarding for the first times.

Download the latest Mayhem version if you don't have it and then just follow the video (auto-fill -> start boarding). I just tried and it should work. You don't even need a quick key like he says. It works also by pointing your mouse at the target and mouse 1 click menu has the option to board right there.

https://i.imgur.com/jlSY8ac.png

Don't mind this destroyed bit. I just had a quick test where I went for the Xenon gate and used god mode. Border control Atlas blew it up immediately once it was capped (godmode turns itself off with these kind of changes).
Yellow text is where the boarding successfully started. 1h 24 min is the "captured" with marines returning.

https://i.imgur.com/U8AE6jB.jpg

Post Reply

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