[X3LU] Mayhem 3.21b

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Chokeslam
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Post by Chokeslam » Sun, 3. Dec 17, 21:06

Joubarbe wrote:Or you can give them special names. Take a look at Mayhem.GetRandomShipType.xml, I ban miner ships only by checking the "miner" string in the ship name. That is the script used to build Battle Groups.
Perfect, thank you so much.

GDI-BOSS
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Post by GDI-BOSS » Mon, 4. Dec 17, 09:38

I have reputation with teladis,Company owner,Range 7,and shipyards dont show nothing..no ships to buy,need more reputation,or shipyards dont shell ships?

Sirrobert
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Post by Sirrobert » Mon, 4. Dec 17, 10:14

Shipyards don't sell ships. You have to make them yourself.
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris

Falcrack
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Post by Falcrack » Mon, 4. Dec 17, 15:51

GDI-BOSS wrote:I have reputation with teladis,Company owner,Range 7,and shipyards dont show nothing..no ships to buy,need more reputation,or shipyards dont shell ships?
I believe you can only sell ships to shipyards, not buy from them.

VincentTH
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Post by VincentTH » Tue, 5. Dec 17, 03:46

@Joubarbe,

If one does an E/I, especially early in the game like I did, all Solar Power Plants will have a shadow SPP.

Chokeslam
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Post by Chokeslam » Tue, 5. Dec 17, 20:56

VincentTH wrote:@Joubarbe,

If one does an E/I, especially early in the game like I did, all Solar Power Plants will have a shadow SPP.
I've also noticed that after import I get the "During the last OCV attack we noticed..." message, even if the E/I was done before the first OCV attack. This may not affect anything, but it felt worth mentioning just in case it was a symptom of a deeper issue.

Jonzac
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Post by Jonzac » Wed, 6. Dec 17, 00:28

Is anyone else having trouble with Satellite Monitoring?

I can only find NAV SAT for sale and after deploying them the Sat Monitoring script isn't recognizing them as satellites.

I have not added the old Sat Monitoring script on this mod, but when I did on a previous load that wouldn't pick up.

Everything just shows No Satellites detected

Any ideas?

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Shuulo
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Post by Shuulo » Wed, 6. Dec 17, 00:58

Hey Panda!
Can you add the functionality to rename the sector please?

Sirrobert
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Post by Sirrobert » Wed, 6. Dec 17, 00:59

Jonzac wrote:Is anyone else having trouble with Satellite Monitoring?

I can only find NAV SAT for sale and after deploying them the Sat Monitoring script isn't recognizing them as satellites.

I have not added the old Sat Monitoring script on this mod, but when I did on a previous load that wouldn't pick up.

Everything just shows No Satellites detected

Any ideas?
Satellite Monitoring only works with Advanced Sats.
Paranid trading stations sell Advanced Sats.
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris

Jonzac
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Post by Jonzac » Wed, 6. Dec 17, 01:05

Sirrobert wrote:
Jonzac wrote:Is anyone else having trouble with Satellite Monitoring?

I can only find NAV SAT for sale and after deploying them the Sat Monitoring script isn't recognizing them as satellites.

I have not added the old Sat Monitoring script on this mod, but when I did on a previous load that wouldn't pick up.

Everything just shows No Satellites detected

Any ideas?
Satellite Monitoring only works with Advanced Sats.
Paranid trading stations sell Advanced Sats.
UGG that means I’m gonna have to be nice to the three guys that’s disgusting

VincentTH
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Post by VincentTH » Wed, 6. Dec 17, 01:51

Jonzac wrote:
Sirrobert wrote:
Jonzac wrote:Is anyone else having trouble with Satellite Monitoring?

I can only find NAV SAT for sale and after deploying them the Sat Monitoring script isn't recognizing them as satellites.

I have not added the old Sat Monitoring script on this mod, but when I did on a previous load that wouldn't pick up.

Everything just shows No Satellites detected

Any ideas?
Satellite Monitoring only works with Advanced Sats.
Paranid trading stations sell Advanced Sats.
UGG that means I’m gonna have to be nice to the three guys that’s disgusting
The Split Trading docks in Thurucks Beard and Contorted Dominium (or Patriarch something in the SE) also sells Adv Sats. Both the Split and Paranid stations only sells a small non-replenishable quantity of Adv Sats.

Joubarbe wants the player to build their own Adv Sat. I wish he would do the same for Lasertower instead of removing them completely. The lack of LTs make defense against OCV very frustrating, especially for the first wave, where your defense is not set up. (I gave up my first play in 2.2, as I was unable to defend the first OCV invasion).
Last edited by VincentTH on Wed, 6. Dec 17, 03:32, edited 1 time in total.

Falcrack
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Post by Falcrack » Wed, 6. Dec 17, 02:38

VincentTH wrote: Joubarbe wants the player to build their own Adv Sat. I wish he would do the same for Lasertower instead of removing them completely. The lack of LTs make defense against OCV very frustrating. (I gave up my first play in 2.2, as I was unable to defend the first OCV invasion).
That's a nice idea in theory, except it's going to royally screw over my poor explorers laying down advanced satellite networks. They will not be able to pick up new advanced satellites close to the point where they last ran out of them.

Sirrobert
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Post by Sirrobert » Wed, 6. Dec 17, 11:23

Here's how I do my satellites:

I have 1 explorer quick exploring the universe (another Joubarbe submod. It makes explorers only map out the sectors, not care about what's in them).

Then I have a scout manually deploying satellites at 0,50k,0 (50km up in the center), where they are safe.
A disco raider (my current scout) fits 12 adv sats. When he's out, I personally jump (or let my tug do it) get 12 new sats, jump to the scout, transfer the goods, and resume laying sats.
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris

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Hector0x
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Post by Hector0x » Wed, 6. Dec 17, 13:40

Split, Paranid trading stations and some corporations should sell advanced sats. I lay all of them myself. Thats my preference now. Loading 50 in the springblossom and pop them out with the Quantum jumps liike crazy once in a while. It's tedious, but you get around a lot :lol:
I also skip some uninterestung core sectors to prevent cluttering the monitoring view

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Joubarbe
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Post by Joubarbe » Wed, 6. Dec 17, 17:43

Personally, I always do my sat. network myself, roaming from a sector to another, looking at potential wares or abandoned ships, and doing some missions along the way, or fighting some bad guys.

@VincentTH: can you tell a bit more about you giving up? The first OCV wave can be hard to fight, and I'm interested in why you failed. Having a sector destroyed by the OCV is not the end of the world though. You lose a threat, so you can do better without too much frustration... (I guess... because I never lost a sector to the OCV... but I know the mod)

Aven Valkyr
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Post by Aven Valkyr » Wed, 6. Dec 17, 19:42

Hey guys, just wanted to give you a picture of my first playthrough. Loving the updated mod so far, it's been a little rough, made a lot of mistakes. Now I'm thinking of starting all over again :D

My playthrough (2.2) was the "From Scratch" start. It plays a little more slowly, because you don't have your first sanctuary and research station by default. You also don't have navsats placed throughout the Omicron pipe. You also start with an M4, not an M6. So your firepower is drastically reduced. To offset this, you get a very sweet freighter with 24K m3 of cargo space, has decent shielding and firepower, and has a top speed of over 100 m/s. More on this later.

I started the game by parking my freighter (big mistake) and doing combat missions. I needed to raise some capitol, and my one big focus was getting my first sanctuary up and running (mistake #2). The combat missions were lucrative at first, but with only 25mj of shielding and a small capacitor, I found I got quickly outmatched at around fight rank 4. I did however manage to fight my way up enough so that I could claim a sector with a little cash on hand. It took me FOREVER to build my first research station. Food was a massive issue and my population died on more than one occasion. But finally I managed to get the research lab placed, and eventually a scruffin farm dropped so I could keep my citizens happy.

It was at this point that I started looking for things to do. The combat missions were impossible for me to win and money flow came to an abrupt halt. The really great thing about the From Scratch start is that at first you have no citizens to feed, and the money you make is money you keep, aside from maintenance upkeep (which is insanely expensive at first, almost needs fixing).

I started getting annihilated in combat missions and with a hungry population I decided I needed to do something different. I then remember watching my very fist "how to" video on X3. The guy went on and on about buying and selling energy cells to get started. And a lightbulb went off, I'm so used to doing combat missions, I completely forgot about this aspect of the game. And since my MASSIVE freighter comes stock with a jump drive and some other nice goodies (docking computer), I started doing energy cell trade runs. And OMG what a crazy good way of making money. The plants at Power Circle are overflowing with energy cells, and literally every station in the Argon NW block were starving. I was making +50% profit every trade run, and with the massive cargo hold of the Drake, I figure I must have earned about 15 mil in total in about 8 hours (IG) of play.

The other really nice thing is once your trade rank goes up, you can pick up transport missions that pay into the millions. I pulled 3 of those, paying over 3 million in total. Having a jump drive and a docking computer by default makes running these missions a breeze, even when you don't think you have enough time.

Once the cash really started flowing in I started building stations like CRAZY. I had initially set up camp in Unknown Sector Beta (the one beside legends home), and by the time I claimed my second sector, I had dropped 2 silicon mines, 2 ore mines, Cattle ranch, cahoona bakery, crystal fab, scruffin farm, solar plant, and a research station.

I feel I wasted a lot of time on this start at first. About a day (IG) went by before I realized transport missions are the best route for this start. I didn't deploy a sat network, since I don't really have a way of transporting ships, and I don't have time to loot. Buying advanced sats are too expensive to be worth deploying a network of them. This next round, I will still take the same start, but I'm only going to do a handful of combat missions just to get the energy cells necessary to explore and unlock the NW Argon block. I figure by the end of the first day, I will have 2 full sectors of factories. I'm shooting for a complete closed loop.

This start is very fun, both the starts (Quickstart and From Scratch) have their merits. I feel From Scratch is a better way of making/keeping money flowing. Quickstart is good for having an early sat network (granted you relocate them out of the pipe), and a sanctuary ready to go with a handful of resources. Quickstart also has a lot more lucky drops where you can pick up thousands of units of a nice item to sell.

After the first 24 hours (IG) there was no OCV invasion. There was no mail saying they would invade. At empire threat 3, still no invasion. All I got were random Xenon patrols coming up from their nearby sector. Is this a bug or does it take 24 hours longer for OCV to notice me? I'm nearly 2 days in and still no invasion notice. The other races don't hate me either. At nearly 2 days IG, no rep drop, no OCV invasion (yet).

Also I think the maintenance thing is a nice touch, but it should be scalar with your fight and/or trade rank(s). Starting with an M4 and a freighter should not cost me $65K every hour.

This mod is really awesome though. Between LU and this, I just can't get over how alive the game world feels now. It's not static anymore. A lot of oopsies can be made which essentially gets the galaxy wrecked by your foes. There is a bit of constant pressure there to be super organised and make proper business decisions, or your empire will fold. I was looking at my sanctuary last night thinking wow, I have nearly 10 stations deployed, the whole works is humming along nicely. I am able to do upkeep and sell of some of the raw products (ore, silicon, scruffin) for good money. Actually owning a proper empire, and having a reason to use it, is something that has never been seen in any space sim.. EVER. I love it, and keep up the good work dude!

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Joubarbe
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Post by Joubarbe » Wed, 6. Dec 17, 20:13

Thanks.

OCV timer (~24 hours) starts when you reach threat level 2. Can you provide a savegame, so that I can check that this timer kicked in? ("kicked in"?)

EDIT: I did "From Scratch" without a Drake. Not being able to do something doesn't mean that others can't do it. Don't trust Disney.
Last edited by Joubarbe on Wed, 6. Dec 17, 20:15, edited 1 time in total.

Aven Valkyr
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Post by Aven Valkyr » Wed, 6. Dec 17, 20:14

I stand corrected. Apparently the starting freighter is random and 9 times out of 10 you will get a vulture. Keep re-starting the From Scratch start until you get a drake. You literally cannot do this start without the Drake. Between maintenance costs and everything else added up, you will sink. Only the huge hold of the Drake makes building an energy cell empire worth while. Otherwise you are going to be struggling (with 5x LESS cargo space), and you will most likely sink in your first 12 hours of play :(

Aven Valkyr
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Post by Aven Valkyr » Wed, 6. Dec 17, 20:27


VincentTH
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Post by VincentTH » Wed, 6. Dec 17, 21:41

Aven Valkyr wrote:I stand corrected. Apparently the starting freighter is random and 9 times out of 10 you will get a vulture. Keep re-starting the From Scratch start until you get a drake. You literally cannot do this start without the Drake. Between maintenance costs and everything else added up, you will sink. Only the huge hold of the Drake makes building an energy cell empire worth while. Otherwise you are going to be struggling (with 5x LESS cargo space), and you will most likely sink in your first 12 hours of play :(
I disagree about you can't start without a Drake.
IMHO, if you use the metric of "Best TS" = CargoHaul X Speed, the the Vulture Prototype is the best TS for Dock Agents Supply/Gather, while the Snotra with its extra shield and strong guns is best for DA Buy. The Drake comes in second, IMHO. The rationale being, Supply/Gather DA's don't get attacked often, while the Buy/Sell variants do. For DA selling, I just want a fast ship (Caiman Advance or the Mistral), because volume does not come into play.

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