[X3LU] Mayhem 3.21b

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4square425
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Re: [X3LU] Mayhem 3.3

Post by 4square425 » Fri, 11. Sep 20, 17:04

All right, I'll continue experimenting with boarding and corruption. Although,

"Exploit: the Sentinel and the signal interception were both reset when you were exfiltrating and boarding again."

I didn't realize that this was considered an exploit since the only times you could do this would be if you disabled the shields while boarding or had a backup TL with another mobile EMP.

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Joubarbe
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Re: [X3LU] Mayhem 3.3

Post by Joubarbe » Fri, 11. Sep 20, 17:26

Or find a way to maintain low shields, wait for the Sentinel, exfiltrate, then reboard immediately. That's an exploit :) It wasn't before, because you couldn't exfiltrate while a Sentinel was on deck.

aurelcourt
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Re:

Post by aurelcourt » Fri, 11. Sep 20, 21:04

Joubarbe wrote:
Tue, 28. Jul 15, 12:27

[*]Added quick rename options to the Fleet settings menu. Also two options to show / hide fleet members in the property menu.
Could it be possible to activate the *options in the quick rename fleet menu? (*st, *n, etc...) like in the personal console menu

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Joubarbe
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Re: [X3LU] Mayhem 3.3

Post by Joubarbe » Fri, 11. Sep 20, 21:12

Yeah, but no.

aurelcourt
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Re: [X3LU] Mayhem 3.3

Post by aurelcourt » Fri, 11. Sep 20, 21:31

That Fleet Reinforcement feature is awesome !! Intuitive and smart... !! Really good job :-)

I suggested exactly this kind of thing on the X4 forums but I doubt it will ever happen... I admire the way you can implement so many things so quickly :-)

Chapeau bas :o !!

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Joubarbe
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Re: [X3LU] Mayhem 3.3

Post by Joubarbe » Fri, 11. Sep 20, 21:45

Thanks!

EDIT: WTF am I listening...

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Joubarbe
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Re: [X3LU] Mayhem 3.3b

Post by Joubarbe » Sun, 13. Sep 20, 14:08

3.3b "Customer Support" released
3.3b: Proper renaming implementation for fleets, with expressions.

Rieper87
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Re: [X3LU] Mayhem 3.3b

Post by Rieper87 » Sun, 13. Sep 20, 14:27

Hello

Can I change now the models of the statons for each race with the current version?

I will use the xtendet station models for the Mayhem mod. I hope the Community and the mod creator support my effort. :wink: :wink: :wink: :wink: :wink: :wink:


Please thanks

dunderhead327
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Re: [X3LU] Mayhem 3.3b

Post by dunderhead327 » Sun, 13. Sep 20, 15:51

I have noticed some oddities with laser classifications.

Shouldn't the IBL and PPC be Capital class weapons? They are the two biggest lasers in the game, with ROFs of 3.3 and 2.7 respectively, yet any commonwealth or Yaki M7 can use them.

Also, why shouldn't the Argon M1s and M7s be able to use the FBC, as the Terrans' can? It's a lot smaller than either of the above, yet is the only laser which Argon M2s can use, but their M7s can't.

As far as I can see, there are no lasers which Split capital ships can mount, but their M7s can't, and the FBC is the only one like that for the Argons. Changing the IBL, PPC, and FBC would bring them more into line with the other races.

aurelcourt
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Re: [X3LU] Mayhem 3.3b

Post by aurelcourt » Sun, 13. Sep 20, 15:58

Joubarbe wrote:
Sun, 13. Sep 20, 14:08
3.3b "Customer Support" released
3.3b: Proper renaming implementation for fleets, with expressions.
:D

dunderhead327
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Re: [X3LU] Mayhem 3.3b

Post by dunderhead327 » Sun, 13. Sep 20, 16:46

There are 2 Yaki Exterminators, an M2 and an M7. Is that intentional?

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Joubarbe
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Re: [X3LU] Mayhem 3.3b

Post by Joubarbe » Sun, 13. Sep 20, 18:26

One extermines more than the other.

4square425
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Re: [X3LU] Mayhem 3.3b

Post by 4square425 » Sun, 13. Sep 20, 19:06

ModDB down right now... I guess the universe is telling me to do some work instead.

Edit: Back up as of 3:10 PST.

Jonzac
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Re: [X3LU] Mayhem 3.2b

Post by Jonzac » Mon, 14. Sep 20, 07:54

Joubarbe wrote:
Thu, 10. Sep 20, 14:49
@Jonzac:

Image

I want a kiss.
Kiss , Kiss, Kiss


Amazing Work. Thank you

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Joubarbe
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Re: [X3LU] Mayhem 3.3c

Post by Joubarbe » Mon, 14. Sep 20, 17:03

3.3c released

Since 3.3, I have these CTDs very randomly, hard to reproduce. When you have too many HUD items on screen (the little squares around ships, asteroids, etc.), the game crashes, and Mayhem increases the max. number of these items. So I suppose that now that the loot is fixed, it's coming from the high number of containers shown in the HUD, because it seems to only crash on very busy sectors. So if you have something that looks like it, please report.

Spawning random containers to test the crash isn't conclusive - but maybe it's some magic voodoo and only happens on certain occasions. X3 is known to have been developed under voodoo influence.

If you are a voodoo wizard, you can edit these values in 10.cat\addon\types\Globals.pck:

Code: Select all

// 99
SG_TRACKER_NUM_SHIP;32;
SG_TRACKER_NUM_PLSHIP;32;
SG_TRACKER_NUM_ENEMYSHIP;32;
SG_TRACKER_NUM_HUGESHIP;32;
SG_TRACKER_NUM_HUGEPLSHIP;32;
SG_TRACKER_NUM_HUGEENEMYSHIP;32;
SG_TRACKER_NUM_STATION;16;
SG_TRACKER_NUM_MINES;16;
SG_TRACKER_NUM_BEACON;16;
SG_TRACKER_NUM_CONTAINER;16;
SG_TRACKER_NUM_INMISSILE;16;
SG_TRACKER_NUM_CIVILIAN;16;
SG_TRACKER_NUM_GATES;16;
SG_TRACKER_NUM_ASTEROIDS;16;
SG_TRACKER_NUM_OTHER;16;

isony12
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Re: [X3LU] Mayhem 3.3c

Post by isony12 » Mon, 14. Sep 20, 22:58

It seems when i change "External trade : import maximum value" to 0 from 1,000,000(Default), the values ​​don't seem to take effect until I stop to reset the traders and order the trade command again.

If not, the traders going to other faction to buy something, but leave with nothing. i think import maximum value are 0. but they continuously trying to "External trade" before i order them to stop and order trade again.

Do i restart all trader when i change the value?

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Joubarbe
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Re: [X3LU] Mayhem 3.3c

Post by Joubarbe » Tue, 15. Sep 20, 08:50

No, it should work. What is often happening is that when the Trader arrives, a new check is made to ensure that the stocks are ok to be exported. Sometimes it's not, so the Trader leaves without nothing.

Or it could be something else, but without a proper bug report (relevant savegames + galaxy), I can't do much.

isony12
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Re: [X3LU] Mayhem 3.3c

Post by isony12 » Tue, 15. Sep 20, 18:57

Ok it may not ba a bug.

And i have an another suggestion.

Despite my outpost has no money, my traders are endlessly trying to import something from other faction's stations. While there are many exportable things at my outpost, they trying to import first. but they can't.

It would be great if there was an option to adjust import/export priority, or a command that make traders to import first/export first.

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Joubarbe
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Re: [X3LU] Mayhem 3.3c

Post by Joubarbe » Wed, 16. Sep 20, 08:38

Traders always try to import / export (in that order) what they have in homebase, then other stations. If they don't export your wares, that can be because:
1/ The ware / sector / buyer station is blacklisted.
2/ There is no buyer, ie. the import threshold is not reached, or another trader has locked the desired ware, or the buyer is out of reach.
3/ Your export threshold is not reached.

If your Outpost has no money, they will still try to import things (for your Outpost only). If that's the case, you shouldn't have a need for a Trader. The Workers are about automation, and they need money. Use the trade run commands in the meantime, or do manual trade.

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