[X3LU] Mayhem 3.21b
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
It’s changes were never meant to be included? If so, why was it included in the overhaul instead of being a standalone mod?Joubarbe wrote:Hi,
Mayhem is not a "branch" of LU, its changes were never meant to be included in LU. Some features are disabled because it's really a different approach, different gameplay. You can play Mayhem without having played LU.
LU is compatible with 3.3.
More to the point though. In what significant way is mayhem different? I noticed the 2 factions in LU are disabled, the alien invasion and some npc Corp. thus, what is mayhem about overall in comparison to vanilla and in comparison to LU? Late game what is mayhem’s challenge since these 2 entities were removed?
Again, thanks for responding to my questions it gives me a lot of insight
-
- Posts: 11
- Joined: Tue, 6. Feb 18, 07:38
Joubarbe wrote:Litcube meant 8383, which is X3\addon\t\8383-L044.xml. At the very bottom of the file: "Remote System Control Software Range".angkel1111 wrote:How can I increased length for claim to ships?
4km too short
https://forum.egosoft.com/viewtopic.php ... 50#4420550
Here is a reference but I didn't understand about "page 68 of file 8382".
Can anyone help me?
Thank you. Panda
Cannot reproduce that bug. Please provide a savegame taken when this happens.mib666007 wrote:Something weird happened while playing that hasn't happened before..
Building x100 Wraith Missiles at my sanctuary.
It actually started building PAST the "Project Size", continuing indefinitely.
Was it a one-time thing? Did it cost you any resource?
-
- Posts: 127
- Joined: Sun, 8. Jan 17, 15:04
@Joubarbe.
I'm still translating to Korean for changed documentation every new patch.
Meanwhile, I found that 9974-L044 -> t id="6" lines are too long.(maybe I think it's string overflow)
Currently if anyone select "Agents And Traders" in game then the game will crash with original XML.(2.3.7)
so, I tried it to reduce the length of the sentence as much as possible, and it was successfully loaded.
I think you need to check this out.
I'm still translating to Korean for changed documentation every new patch.
Meanwhile, I found that 9974-L044 -> t id="6" lines are too long.(maybe I think it's string overflow)
Currently if anyone select "Agents And Traders" in game then the game will crash with original XML.(2.3.7)
so, I tried it to reduce the length of the sentence as much as possible, and it was successfully loaded.
I think you need to check this out.
I know the Change Log did not specifically mention this, but the Update list in the Sanctuary Hangar is not sorted. I have to scan through 3 pages of ships to find the correct one that I want to upgrade.NEW: Job presets.
FIX: Data were not sorted in Global naming/homebase menus.
Wish #2: The OCV start would be interesting if we can scan the starting ship (or the schematic of the ship would be automatically given when the first Sanctuary is put down), without resorting to the Russian hack. I believe the 12hr OCV event is a bad enough gimp of that start!!!!
I will upload it when I get home. It is still happening in my game - it seems to happen anytime I order a large # of missiles at once(100). I notice this with all productions(that they got a little past work required) before finishing but the missiles seem to not ever trigger completed. I've only cancelled the order everytime after a couple minutes on x10 SETA. I've also tried switching SETA speeds/SETA Off while the completed work is higher than 100% but it still won't pop the x100 missiles.Joubarbe wrote:Cannot reproduce that bug. Please provide a savegame taken when this happens.mib666007 wrote:Something weird happened while playing that hasn't happened before..
Building x100 Wraith Missiles at my sanctuary.
It actually started building PAST the "Project Size", continuing indefinitely.
Was it a one-time thing? Did it cost you any resource?
-
- Posts: 20
- Joined: Wed, 5. Mar 14, 05:55
Pirates spawning outside their sectors
Hi Joubarbe,
First off, great mod! Really having a lot of fun playing it.
In reference to the change below. I am still seeing pirates spawning in most of my sectors. It seems most times they show up and have a planned destination, instead of hanging around and attacking me. Is this still supposed to happen?
Version 2.3.0 (02/02/2018)
CHANGE: Pirates and Xenons only spawn in their sectors.
Thanks again for the great mod.
First off, great mod! Really having a lot of fun playing it.
In reference to the change below. I am still seeing pirates spawning in most of my sectors. It seems most times they show up and have a planned destination, instead of hanging around and attacking me. Is this still supposed to happen?
Version 2.3.0 (02/02/2018)
CHANGE: Pirates and Xenons only spawn in their sectors.
Thanks again for the great mod.
Re: Pirates spawning outside their sectors
I asked the same question earlier, and Joubarbe has answered above.camaro71179 wrote:Hi Joubarbe,
First off, great mod! Really having a lot of fun playing it.
In reference to the change below. I am still seeing pirates spawning in most of my sectors. It seems most times they show up and have a planned destination, instead of hanging around and attacking me. Is this still supposed to happen?
Version 2.3.0 (02/02/2018)
CHANGE: Pirates and Xenons only spawn in their sectors.
Thanks again for the great mod.
Gotta say i like OCV Hunter start.
It compensates the return of boarding. The first 48 hours are not a problem with scavenged and produced corvettes. And then marines finish training and boom. Got Exterminator, Brigantine, Polacca and 2 Washis before the next wave.
Getting a Cobra and clicking quick marine training were the hardest parts.
I imagine that still will not be enough for lategame.
P.S. A question. Could someone point me to the script file that names MLCC ships?
The name template is Sector Name and number (for some strange reason), and I'd like to change it to Ship Type and number.
It compensates the return of boarding. The first 48 hours are not a problem with scavenged and produced corvettes. And then marines finish training and boom. Got Exterminator, Brigantine, Polacca and 2 Washis before the next wave.
Getting a Cobra and clicking quick marine training were the hardest parts.
I imagine that still will not be enough for lategame.
P.S. A question. Could someone point me to the script file that names MLCC ships?
The name template is Sector Name and number (for some strange reason), and I'd like to change it to Ship Type and number.
I played a little bit (successfully got out of the Xenon sectors and landed at the Teladi EQD in Grand Exchange). It gives none. Without the "Russian hack", you can't even scan and make copies of your starting ship and weapons, therefore my suggestion to Joubarbe to at least include the O schematic a la the Goner's Temple perk. May be I did not play it till the bonus happens, someone who has played it let me know (No I am not interested in the Russian Hack )Sirrobert wrote:Does the OCV Hunter start give bonuses?
Last edited by VincentTH on Sun, 25. Feb 18, 22:12, edited 1 time in total.