[X3LU] Mayhem 3.21b

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Joubarbe
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Post by Joubarbe » Sun, 25. Feb 18, 03:53

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.

Express44
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Post by Express44 » Sun, 25. Feb 18, 05:12

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.
It’s changes were never meant to be included? If so, why was it included in the overhaul instead of being a standalone mod?

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

mib666007
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Post by mib666007 » Sun, 25. Feb 18, 07:50

I just saw ADS mentioned as a substitute for MLCC.

I remember using ADS before, perhaps in a mod or something. If I add it to a very established save game, will it break it?? I'm very interested in adding it in

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Joubarbe
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Post by Joubarbe » Sun, 25. Feb 18, 09:04

@Express44: I see LU as the new X3 vanilla. LU modifies some hardcoded stuff. I see no point playing X3AP today without LU, so I built my mod on top of it.

@mib666007: Why would ADS break your current savegame...? Of course it's compatible with your current game.

angkel1111
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Post by angkel1111 » Sun, 25. Feb 18, 09:52

Joubarbe wrote:
angkel1111 wrote:How can I increased length for claim to ships?

4km too short :cry:


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?
Litcube meant 8383, which is X3\addon\t\8383-L044.xml. At the very bottom of the file: "Remote System Control Software Range".

Thank you. Panda :)

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Joubarbe
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Post by Joubarbe » Sun, 25. Feb 18, 10:33

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.
Cannot reproduce that bug. Please provide a savegame taken when this happens.

Was it a one-time thing? Did it cost you any resource?


Darkternal
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Post by Darkternal » Sun, 25. Feb 18, 14:19

Joubarbe wrote: 2.3.7 released
NEW: Job presets.
It's....awesome! There is nothing left to complain about in this mod! You and Litcube surpassed the Egosoft.
Joubarbe wrote: CHANGE: Some perks become non-refundable.
Is it max pop, extra factory, gorner temple and ocv scaner?

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Joubarbe
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Post by Joubarbe » Sun, 25. Feb 18, 14:42

Free research stations, free OWPs, OCV scanner, Goner temple.

Max. pop and extra factory are not concerned.

hanuland
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Post by hanuland » Sun, 25. Feb 18, 17:08

@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.

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Joubarbe
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Post by Joubarbe » Sun, 25. Feb 18, 17:21

Works fine with me. A bigger font mod is responsible for the crashes.

VincentTH
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Post by VincentTH » Sun, 25. Feb 18, 17:26

NEW: Job presets.


FIX: Data were not sorted in Global naming/homebase menus.
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. :-(

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!!!!

mib666007
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Post by mib666007 » Sun, 25. Feb 18, 18:10

Joubarbe wrote:
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.
Cannot reproduce that bug. Please provide a savegame taken when this happens.

Was it a one-time thing? Did it cost you any resource?
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.

camaro71179
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Pirates spawning outside their sectors

Post by camaro71179 » Sun, 25. Feb 18, 18:33

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.

VincentTH
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Re: Pirates spawning outside their sectors

Post by VincentTH » Sun, 25. Feb 18, 20:00

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.
I asked the same question earlier, and Joubarbe has answered above.

deztar
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Post by deztar » Sun, 25. Feb 18, 20:41

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.

Sirrobert
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Post by Sirrobert » Sun, 25. Feb 18, 21:31

Does the OCV Hunter start give bonuses?
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris

VincentTH
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Post by VincentTH » Sun, 25. Feb 18, 21:34

Sirrobert wrote:Does the OCV Hunter start give bonuses?
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 :-) )
Last edited by VincentTH on Sun, 25. Feb 18, 22:12, edited 1 time in total.

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Joubarbe
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Post by Joubarbe » Sun, 25. Feb 18, 21:40

OCV scan won't happen. You don't need any bonus, just some balls. Big ones.

(you still have a M4 that is more deadly than most M3, that's something...)

VincentTH
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Post by VincentTH » Sun, 25. Feb 18, 22:57

In my game, Xenons are still spawned out of their now-conquered sectors (Xenon Sector 9). I believe the Xenons still have their Shipyard in their core sectors somewhere, but random spawns still occur in the player's sector.

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