[X3LU] Mayhem 3.21b

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Sirrobert
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Post by Sirrobert » Wed, 13. Dec 17, 12:26

fia168 wrote:your mod can be installed on the version of the game X3: Albion Prelude 3.3


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Zalioth
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Post by Zalioth » Wed, 13. Dec 17, 12:27

Shuulo wrote:
Aven Valkyr wrote:I literally need to be hand held and honestly, I'm so pissed off
Hey, keep calm and edit the T file from Mayhem (check out encyclopedia entry on this one) to suit your play speed more.
Id suggest increasing passive threat increase from 1 day to 3-4 days. this gives you plenty of time to set-up everything properly before first invasions etc.
You'd need to edit (increase the value - multiply it by a constant, although I do not know the type of that variable and thus its maximum accepted value) of the line 66:
<t id="66">86400</t> <!-- How often the threat level is increased by 1 point. (default: 86400) -->
Of the file
9972-L044.xml
Edit: Joubarbe, wouldn't making this an ingame configurable setting (AL setting) be a good way of dealing with difficulty for everyone?

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Hector0x
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Post by Hector0x » Wed, 13. Dec 17, 17:10

Aven Valkyr wrote:I'm giving it 1 last shot before I give up.
I have two general suggestions:

1) Use budget friendly solutions in early game. Like Sirrobert said the most relevant number is the amount of guns you point at your enemy.

Just some little thought experiment:
- you find a bailed Mamba Battlegroup fighter with 8 Plasma Burst Generators (or as reward of a "steal" mission). This is not rare.
- they sell on average 2.430.752 credits (just the weapons, you keep the ship)
- with this money and everything else bought at average prices you can build 6 (in fact nearly 7) Argon Elites and deck them out with 7 Impulse Ray Emitters each
- one IRE deals about 68% of the DPS a PBG does
- your 6 Elites will deal over 4 times more damage than a lone Mamba would. Even more, because they have the turret the Mamba lacks and keep firing while turning.
- building 3-4 decent M3 instead and switching to budget weapons on the Mamba too is also entirely possible. It's about switching weapons. One bailed ship with high grade lasers means that you can AT LEAST triple your firepower (DPS).

2) Threat management:
- staying below threat level two to the end of day one means maximum OCV delay
- of course you won't be able to build up an economy with one sector

myrmidon
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Post by myrmidon » Thu, 14. Dec 17, 02:13

I transferred four 2GJ shields (that I built in my Sanctuary) to a small OWP (orbital weapons platform)...but it didn't auto-equip the shields.


Notes:


a) before I was successful in transferring and arming four Concussion Impulse Generators and arming them via the Weapons menu)

b) I also tried removing them from the OWP, then adding just one. Nope, still no shields.

c) I'm using a Helios TM that I should note, was able to access the "transfer freight via drones" without needing a transporter device. Later I added a transporter device to the Helios, but no change in behavior.

d) this is Mayhem v2.2.0

e) I tried to transfer a salvaged 1GJ shield and see if that can be equipped. (edit: same result...shield sits in inventory)

f) tried relocating the OWP and tried again but same result.

It is hour 22 so I'm hoping I have some game hours before my squadron of 17 fighters will have to help me take out the first wave of threat-2 OCV...will have to count that OWP out for now.

VincentTH
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Post by VincentTH » Thu, 14. Dec 17, 04:20

myrmidon wrote:I transferred four 2GJ shields (that I built in my Sanctuary) to a small OWP (orbital weapons platform)...but it didn't auto-equip the shields.


Notes:


a) before I was successful in transferring and arming four Concussion Impulse Generators and arming them via the Weapons menu)

b) I also tried removing them from the OWP, then adding just one. Nope, still no shields.

c) I'm using a Helios TM that I should note, was able to access the "transfer freight via drones" without needing a transporter device. Later I added a transporter device to the Helios, but no change in behavior.

d) this is Mayhem v2.2.0

e) I tried to transfer a salvaged 1GJ shield and see if that can be equipped. (edit: same result...shield sits in inventory)

f) tried relocating the OWP and tried again but same result.

It is hour 22 so I'm hoping I have some game hours before my squadron of 17 fighters will have to help me take out the first wave of threat-2 OCV...will have to count that OWP out for now.
Works fine for me. Any mod other than Mayhem?

Jonzac
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Post by Jonzac » Thu, 14. Dec 17, 07:17

make sure you have 2.2.1.2 you may have an older version

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Shuulo
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Post by Shuulo » Thu, 14. Dec 17, 09:47

Hey Panda!
Will you update TShips or TBullets in 2.2.2? Just wondering if Ill need to update my addon.

Sirrobert
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Post by Sirrobert » Thu, 14. Dec 17, 14:48

myrmidon wrote:c) I'm using a Helios TM that I should note, was able to access the "transfer freight via drones" without needing a transporter device. Later I added a transporter device to the Helios, but no change in behavior.
Isn't that a Vanilla command? I don't think that's a thing in LU.
If it's not, that means your install is ******.
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VincentTH
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Post by VincentTH » Thu, 14. Dec 17, 19:22

@JOubarbe

In the Upgrade GUI, say, I want to upgrade a Goner Ranger (Class M) with a Triplex Scanner (which cannot be done, class XL), the GUI rejects the attempt, but still takes away the Crystal(s) needed to do the upgrade!!!!

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Joubarbe
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Post by Joubarbe » Thu, 14. Dec 17, 19:54

VincentTH wrote:@JOubarbe

In the Upgrade GUI, say, I want to upgrade a Goner Ranger (Class M) with a Triplex Scanner (which cannot be done, class XL), the GUI rejects the attempt, but still takes away the Crystal(s) needed to do the upgrade!!!!
Nice catch! That's fixed, thanks :)
(now if a ship can't equip a gear, it won't be displayed)

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Zalioth
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Post by Zalioth » Fri, 15. Dec 17, 07:22

I have just learned that in LU debris do not respawn. Does that apply in Mayhem too? I am wondering how long until I will be out of crystals after I've mined the universe out...

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Hector0x
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Post by Hector0x » Fri, 15. Dec 17, 09:51

Zalioth wrote:I have just learned that in LU debris do not respawn. Does that apply in Mayhem too? I am wondering how long until I will be out of crystals after I've mined the universe out...
It will likely be after you've lost interest in your savegame :D

Sirrobert
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Post by Sirrobert » Fri, 15. Dec 17, 10:46

Zalioth wrote:I have just learned that in LU debris do not respawn. Does that apply in Mayhem too? I am wondering how long until I will be out of crystals after I've mined the universe out...
Your computer will die off old age before that you run out.
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris

hanuland
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Post by hanuland » Fri, 15. Dec 17, 13:33

@Joubarbe:
One of the Korean community members reported something strange.
id: wikii.
He said ... When he takes 66 sectors, he would get a schematic from every faction. But he had lost all the schematics he had studied.

Of course, he said that he would study a lot of new schematics as he got a lot of schematics from the factions, but it would take a lot of time again.

So, I wonder if this is the intention or bug?

Another one said that if we use the template to produce the ship, it will automatically be equipped with a shield.
Is this also intended?


And please be aware that this is not a issue I'm experiencing, so I'm just reporting it to you at this time.

About translating...

Image
Image
Image
Image

I'm done. :)

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Shuulo
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Post by Shuulo » Fri, 15. Dec 17, 15:40

Shuulo wrote:Hey Panda!
Will you update TShips or TBullets in 2.2.2? Just wondering if Ill need to update my addon.
Panda ignores me :( :( :(

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Joubarbe
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Post by Joubarbe » Fri, 15. Dec 17, 16:12

@Shuulo: WareLists.pck only.

@hanuland: Congrats on your translation!

You probably mean that he lost its current progression, not the actual blueprint. I just fixed it. My congratulations to this brave man (66 sectors!).

I don't understand the second case. "if we use the template"? I don't have a shield built in when I produce a ship with a template selected.
Last edited by Joubarbe on Fri, 15. Dec 17, 17:04, edited 1 time in total.

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Joubarbe
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Post by Joubarbe » Fri, 15. Dec 17, 17:04

2.2.2 is out!

Enjoy your week-end.

Sirrobert
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Post by Sirrobert » Fri, 15. Dec 17, 17:15

So, still on the old version, I noticed that the game seems to be going a little overboard when building a station. Especially SPPs:
https://i.imgur.com/sSIfzPV.jpg

Now I guess this is for the "weaken" company missions, but it seems a bit much.

Also other stuff seems a bit much for one sector:
https://i.imgur.com/lx9N9g8.jpg

But first, new version!
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris

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Joubarbe
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Post by Joubarbe » Fri, 15. Dec 17, 17:21

You don't like soja beans? Everybody like soja beans! (and electricity)

hanuland
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Post by hanuland » Fri, 15. Dec 17, 17:26

Thanks.
And sorry about my konglish. :D

"if we use the template" => His words mean "the ships built by the template".

and I also ask about 'lost current progression',

"he lost its current progression" => "he lost actual blueprint he got except pirates blueprint."

I have not checked it yet myself, so I can not be sure.
They are sharing their experience on the community almost everyday.
Most are as I expected, but I sometimes find unexpected things.

and He said that he is going to build the Temple of Gorner soon and will re-check it again later.

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