[X3LU] Mayhem 3.21b

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CannibalCrow
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Re: [X3LU] Mayhem 2.9.13

Post by CannibalCrow » Thu, 7. Nov 19, 20:10

Hi! I've been loving the mod so far, but I've encountered an issue. Sorry if this has been answered before, I couldn't find the answer!

It seems that NPC traders never seem to have any cargo? I've scanned dozens of transport ships, and none of them contain anything other than their basic equipment. I figured maybe it was a bug with the scanner and decided to blow them up, but still all I'm getting is the ship's equipment. Is there any way to fix this?

Thanks in advance.

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Retrox
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Re: [X3LU] Mayhem 2.9.13

Post by Retrox » Fri, 8. Nov 19, 09:02

Hey big panda,
somehow my OWP moves away from the position, i put it in. In ~5h it moved ~1km. I assume, that firing weapons, being hit by missiles or beeing hit by a ship could be the reason. How can i move it back?
Intel i7 8700, Gtx 1070, 16gb RAM. I think i'm ready for X4. Bring it on, Egosoft!

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Joubarbe
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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Fri, 8. Nov 19, 11:33

@CannibalCrow: vanilla scripts are not very effective. Traders strongly depend on random station generation (which I call "Autopopulate"). Nothing to "fix" really.

@Retrox: You cannot reposition OWPs in Mayhem anymore, so apart from destroying and rebuilding (additional menu -> auto-destruction), there's nothing you can do.

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Retrox
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Re: [X3LU] Mayhem 2.9.13

Post by Retrox » Sat, 9. Nov 19, 09:56

Hello Everyone,
I started a new game and my problem with having almost no SETA acceleration is gone now (hopefully for good). I assume that somehow my save was corrupted. I also have a little question: Why does my reputation goes to the drain so fast, when i did'nt attack any ship of that faction? First my split-reputation was going down from 5 ->-2 in one hit (and that repeatedly, as i put it up to 0 again) and now the same from the argons (6->5, 5 minutes later 5->-2).
Intel i7 8700, Gtx 1070, 16gb RAM. I think i'm ready for X4. Bring it on, Egosoft!

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Joubarbe
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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Sat, 9. Nov 19, 11:14

-4 < -100000
-3 < -10000 . . .Attacked on sight in border sectors
-2 < -1000 . . .Attacked on sight in core sectors
-1 < -100
0 < -10 . . .Docking granted in border sectors
1 . . . . . . . Docking granted in core sectors
2 > 10
3 > 40
4 > 100
5 > 400
6 > 1000
7 > 3000
8 > 10000
9 > 30000
10 > 100000
11 > 350000

0 to 5 has very low values, hence the high impact. Shooting at other ships has consequences...

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Retrox
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Re: [X3LU] Mayhem 2.9.13

Post by Retrox » Sat, 9. Nov 19, 12:18

Joubarbe,
i did'nt shoot, ram or harm them otherwise. Its just that i dont know WHY the reputation goes down. In the global settings, i put them both on friendly, so my AI ships should'nt harm them. I was in a neutral sector at that time.
Intel i7 8700, Gtx 1070, 16gb RAM. I think i'm ready for X4. Bring it on, Egosoft!

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Joubarbe
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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Sat, 9. Nov 19, 12:38

Ways of the Lord...

Munimentum
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Re: [X3LU] Mayhem 2.9.13

Post by Munimentum » Sat, 9. Nov 19, 17:40

Joubarbe wrote:
Wed, 6. Nov 19, 07:55
MLCC: not possible. But you have a global rename menu in your personal console.
I gave the global rename menu a shot as I had ignored it before now since it looked quite complicated. In fact it is insanely good for renaming a lot of stuff quickly. Thanks for that.

However I'm still having the issue where if I rename ships that are docked to a Mccallum/Starliner dock, they get auto renamed back to "sector security #".

Is there a way to prevent this/turn this feature off? Or is the solution to not homebase stuff to them/not homebase fleets at all?

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Hector0x
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Re: [X3LU] Mayhem 2.9.13

Post by Hector0x » Sat, 9. Nov 19, 19:13

Those docks seem to be the only way to use MLCC in Mayhem. In LU you could install the system on any dock. Now they have it preinstalled and always feature this renaming scheme.

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Joubarbe
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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Sat, 9. Nov 19, 19:21

You could avoid the automatic renaming in LU?

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Hector0x
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Re: [X3LU] Mayhem 2.9.13

Post by Hector0x » Sat, 9. Nov 19, 23:06

No, renaming is always on. But you had to actually install MLCC on Starliner and Mcallum docks, iirc. In Mayhem it's already active.

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Retrox
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Re: [X3LU] Mayhem 2.9.13

Post by Retrox » Sun, 10. Nov 19, 09:50

Joubarbe wrote:
Sat, 9. Nov 19, 12:38
Ways of the Lord...
I doubt, that my friend/foe setting in a OWP is lordly. I wonder how it changed, as i didnt change it myself :D
Intel i7 8700, Gtx 1070, 16gb RAM. I think i'm ready for X4. Bring it on, Egosoft!

captainyesterday555
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Re: [X3LU] Mayhem 2.9.13

Post by captainyesterday555 » Sun, 10. Nov 19, 18:48

@Dragofer -- thanks for the story. The massive battles are always fun, especially when you aren't sure if you'll win.

General question to Joubarbe and other folks about the Terrans and the ATF. Is there ever a scenario where they are 'foes' to each other? I don't recall seeing it in any play-throughs.
Que sais-je?

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Joubarbe
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Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Sun, 10. Nov 19, 20:08

Due to vanilla restrictions, no.

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Retrox
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Re: [X3LU] Mayhem 2.9.13

Post by Retrox » Mon, 11. Nov 19, 09:16

Hey big panda,
my SETA-Limitating lags are back. Im now on my 3rd day in my new game. When i compare my first and second game, the lags began, when there where almost no unclaimed sectors left. There are many TS, that fly around the universe as well as some mod military ships (at least according to the naming), that fly through the universe. I have e.g. a friendly titan, that is so nice to patrol my sectors in the former argon areas around light of heart.
As i put the requirements of attacking a sector higher in my second game (all 50k), i assume that the more sectors a race have, the more non military ships it have too. These could be too much for my pc with seta 10, even though i have a rather good one (see my signature). Is there a way to see, how many npc-traders fly around the universe?
Intel i7 8700, Gtx 1070, 16gb RAM. I think i'm ready for X4. Bring it on, Egosoft!

Dragofer
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Re: [X3LU] Mayhem 2.9.13

Post by Dragofer » Mon, 11. Nov 19, 11:20

Joubarbe wrote:
Thu, 7. Nov 19, 15:31
Thanks for the AAR! Always good to read.
As for your question, I don't understand why you unclaimed the sector in the first place? There is a warning message when you want to capture a sector, and I don't see the need for me to remove the 6hr safety (but I see possible exploits in doing so).
My aim was to eliminate the Split and Xenon from my part of the universe by destroying all of their property. Building up the whole cluster doesn't have any priority anymore as I already have all the ship and equipment production I need, and it'd also have me hanging around quite a while to be able to pay those exorbitant 100-200m it now costs per sector (and my most effective SETA factor by now is around 7x). Therefore I was unclaiming most sectors, and only claiming those which had strategic value: good resources, borders to other races, or occasional checkpoints to block Split and Xenon from coming back.

I was having a good time watching the enemy presence in this area gradually diminish after those hard-fought battles described in my AAR, but as I also mentioned in my AAR, with current game design all it takes is for the enemy to reclaim 1 sector and they become able to take back all the recently conquered unknown sectors connected to it while you're looking at a message telling you to wait 6 hrs. Savescumming or more frequent claims can prevent or contain such a situation, but for the player the most intuitive option would be to fight back in a back-and-forth battle for control of the sectors.

I get the need to guard against exploits, but in this case it restricts what I'd consider a valid playstyle and therefore my suggestion to differentiate the length of the safeguard depending on what happens with the sector after you unclaim it. Well, I may not have been in Mayhem long enough to figure out what specifically the exploits are you're thinking of, maybe you could share them so I can get a better idea of the issues you're seeing?

Edit: a display of the time remaining before I can do anything with the sector and a t-file entry to adjust the timer would both be highly appreciated.

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Retrox
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Re: [X3LU] Mayhem 2.9.13

Post by Retrox » Mon, 11. Nov 19, 16:30

Dragofer wrote:
Mon, 11. Nov 19, 11:20

Edit: a display of the time remaining before I can do anything with the sector and a t-file entry to adjust the timer would both be highly appreciated.
I would second this for moving OWPs. I also cant see any exploit with them, when you can only move them, if there is no enemy around. Attacking factions attack them also by themself now, most of the time, so their location is not a important for this. But: It is important, when they move away from the location, they should be at.
Intel i7 8700, Gtx 1070, 16gb RAM. I think i'm ready for X4. Bring it on, Egosoft!

ion_cannon_1
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Re: [X3LU] Mayhem 2.9.13

Post by ion_cannon_1 » Tue, 12. Nov 19, 11:14

Wow, I come back after over a year and this mod is still being updated. You are a legend good sir.

So I was looking at the change log and noticed you added a few more unknown sectors to the universe. Is there a map image anywhere with the new sectors shown?

Munimentum
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Re: [X3LU] Mayhem 2.9.13

Post by Munimentum » Tue, 12. Nov 19, 13:27

ion_cannon_1 wrote:
Tue, 12. Nov 19, 11:14
Wow, I come back after over a year and this mod is still being updated. You are a legend good sir.

So I was looking at the change log and noticed you added a few more unknown sectors to the universe. Is there a map image anywhere with the new sectors shown?
It's included as a file in the download, but I uploaded it to imgur for my own use here https://i.imgur.com/XB5U6Yr.png if that helps

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Retrox
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Re: [X3LU] Mayhem 2.9.13

Post by Retrox » Tue, 12. Nov 19, 18:03

The 'new' 'unknown sectors' are mostly unclaimed faction sectors, by now. I think there were no new sectors added since ~1 year ago. The game unclaimes 20 clusters of 2-3 sectors each at the beginning of the game.
Intel i7 8700, Gtx 1070, 16gb RAM. I think i'm ready for X4. Bring it on, Egosoft!

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