[X3LU] Mayhem 3.21b

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
User avatar
Shuulo
Posts: 1629
Joined: Mon, 14. Apr 08, 17:03
x4

Post by Shuulo » Thu, 19. Apr 18, 16:43

A question on Random Trading stations - does this affect Terran stations as well? If yes, this makes Terran-only playthrough much more viable, but if no, is it possible to change this?

VincentTH
Posts: 6626
Joined: Wed, 6. Nov 02, 20:31
x4

Post by VincentTH » Thu, 19. Apr 18, 16:53

Joubarbe wrote:Yep there's a check for the other autopopulated factories: when the player has a fleet in the sector, it doesn't do anything. I'll add that check for the shipyards as well.
Thanks!!!!

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe » Thu, 19. Apr 18, 17:11

Shuulo wrote:A question on Random Trading stations - does this affect Terran stations as well? If yes, this makes Terran-only playthrough much more viable, but if no, is it possible to change this?
Affects USC Orbital Support Stations only. Not the other one.

User avatar
Dr2i
Posts: 779
Joined: Sun, 12. Feb 12, 21:18

Post by Dr2i » Thu, 19. Apr 18, 20:10

Joubarbe wrote:* Rage quits *

...

If someone manage to survive day 2 as Intruder, please let me know! :)
Not me.
I tried it for an hour, thought it was tedious but interesting.
Built a sanctuary, saw the OCV spawn everywhere. Nope, not for me.

I returned to my OCV hunter game and ejected the jumpdrives from all my ships except the player ship. It's very interesting.

The thing is with the no jumpdrive option is that several features become obsolete. Like reapers, MLCC (?), universal traders, capturing bailed ships (since there are the other corporations claiming them). Too much for me.
I'm naturally unfriendly sometimes. Don't take what I say too badly.

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe » Thu, 19. Apr 18, 20:28

This No jumpdrive feature is not really serious in the current state of Mayhem. To be acceptable, I would need to rethink several parts of the game. But still, I'm surprised to see that I enjoy it in its very simple implementation. Not having to wonder about fuel and e-cells is a delight!

The OCV's global invasion in Intruder does not last very long (they eventually get killed by all military and battle group ships). It creates a very chaotic early-game, and luck is an important part of success in this gamestart...

VincentTH
Posts: 6626
Joined: Wed, 6. Nov 02, 20:31
x4

Post by VincentTH » Fri, 20. Apr 18, 07:19

@Joubarbe

One more problem: The NMMC Mining Outpost in Emperor Pride should not belong to the Teladi

Shepp
Posts: 196
Joined: Fri, 20. Feb 04, 22:20
x3ap

Post by Shepp » Fri, 20. Apr 18, 14:41

VincentTH wrote:@Joubarbe

One more problem: The NMMC Mining Outpost in Emperor Pride should not belong to the Teladi
How is fleet movement affected by no jump drives? With some of the biggest ships I would think that there would be kind of a log jam and maybe some collisions around the jump gates.

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe » Fri, 20. Apr 18, 15:03

How is it different from jumpdrive on? When there's no quantum, they all jump at a jumpgate, so... Not sure to understand the question.

Ophidian
Posts: 24
Joined: Thu, 8. Mar 18, 12:05

Lag of death.

Post by Ophidian » Fri, 20. Apr 18, 15:57

Is there some way to remove the random asteroids (debris) from a sector?

I'm curious if the asteroids or something? screwed one of the sectors in my
game up.

Mists of Elysium lags (no visible HUD) bad. It seems to bottleneck on the CPU
usage. The GPU actually throttles down and the CPU stays pinned at 17%
which is an entire core at 100%. (6 cores I7 8700k@5ghz)

I haven't had any other issues with lag in the game. The computer I'm using is
an absolute beast. I've had thousands of missiles/projectiles on screen and a TON of
ships and never seen this HUD-killing slide show lag. (I've played a whole LU game too)

The only odd thing I noticed about Mists itself is the asteroid/debris spawn in the middle.

I've warped there a handful of times thinking I crashed and if I pull the
camera away from the middle of the map things clear up and I can jump out.


If you want to look at the sector Joubarbe it's in the same save game I sent
you in your PM box.

Ophidian

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe » Fri, 20. Apr 18, 16:46

I've just crossed Mists of Elysium without any single lag.

Try it without the Bounty shit. Asteroids wouldn't cause that; the worst it can do is to appear through a station.

You didn't change anything about the map right?

VincentTH
Posts: 6626
Joined: Wed, 6. Nov 02, 20:31
x4

Post by VincentTH » Fri, 20. Apr 18, 17:14

@Joubarbe

I've just owned 66 sectors, but I don't receive any message about domination. I must have missed something. What should I do to claim the prize? :-)

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe » Fri, 20. Apr 18, 17:21

Hmm send a save, I'll look into it.

VincentTH
Posts: 6626
Joined: Wed, 6. Nov 02, 20:31
x4

Post by VincentTH » Fri, 20. Apr 18, 18:23

Joubarbe wrote:Hmm send a save, I'll look into it.
Here it is, hope it is just an off-by-one problem!

[EDIT] I got it after owning 67 sectors.

However, my Argon rep dropped from 10 to 8!!!!!

Now, I can call it mission accomplished!!!! :-)

Shepp
Posts: 196
Joined: Fri, 20. Feb 04, 22:20
x3ap

Post by Shepp » Sat, 21. Apr 18, 02:17

Joubarbe wrote:How is it different from jumpdrive on? When there's no quantum, they all jump at a jumpgate, so... Not sure to understand the question.
I guess you're right. I was just trying to think of possible problems that not having jump drives would present. Thinking back it seamed that if you jump into a sector and a battle group comes through the gate behind you that there might be some collision issues. But like you said, without the quantum extension that is what happens anyhow. I just wasn't thinking it through enough.

TomRobinson
Posts: 277
Joined: Thu, 7. Feb 08, 22:07
x4

Re: Lag of death.

Post by TomRobinson » Sat, 21. Apr 18, 03:27

Ophidian wrote:Is there some way to remove the random asteroids (debris) from a sector?

I'm curious if the asteroids or something? screwed one of the sectors in my
game up.

Mists of Elysium lags (no visible HUD) bad. It seems to bottleneck on the CPU
usage. The GPU actually throttles down and the CPU stays pinned at 17%
which is an entire core at 100%. (6 cores I7 8700k@5ghz)

I haven't had any other issues with lag in the game. The computer I'm using is
an absolute beast. I've had thousands of missiles/projectiles on screen and a TON of
ships and never seen this HUD-killing slide show lag. (I've played a whole LU game too)

The only odd thing I noticed about Mists itself is the asteroid/debris spawn in the middle.

I've warped there a handful of times thinking I crashed and if I pull the
camera away from the middle of the map things clear up and I can jump out.

Ophidian
I've had this happen a couple of times in different sectors, cant remember which ones ( one might have been reservoir of tranquility) but both times there was a large race fleet there.

I have then jumped into those sectors later after the fleet has gone and no problem.

I put it down to the size of the fleet and im using the faster/balance mod so thought that might have contributed.

But, like Ophidian have had larger fleets/battles in sectors without the same problem occuring
Do Hippos Eat Giraffes?

Ophidian
Posts: 24
Joined: Thu, 8. Mar 18, 12:05

Post by Ophidian » Sat, 21. Apr 18, 08:01

Joubarbe wrote:I've just crossed Mists of Elysium without any single lag.

Try it without the Bounty shit. Asteroids wouldn't cause that; the worst it can do is to appear through a station.

You didn't change anything about the map right?

Nope. Nothing changed since the savegame I had sent you.

There isn't even a very large fleet in the center.

The "bounty shit" causes performance problems? On a note for that bounty
mod there is a note "Bounties are removed when a ship bails." that doesn't
seem to work properly.

I had a super nice ship bail yesterday and it had the bounty attached still. :(

Had to jump it to a shipyard and sell it.

Is there an easy disable for it or do I have to sort out the offending files from
the .rar file and remove them?


EDIT: Restarting the client fixed the problem with the sector. Whatever is causing
the lag can be fixed by restarting the client.


I rebooted my machine et voila ... No more issues with that sector.

Is this the effects of the bounty system running for a long time or? There is a small
fleet there with bounties

https://imgur.com/a/TrgzXHc

Here's a link to the sector image.


Thanks again

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe » Sat, 21. Apr 18, 12:40

VincentTH wrote:
Joubarbe wrote:Hmm send a save, I'll look into it.
Here it is, hope it is just an off-by-one problem!

[EDIT] I got it after owning 67 sectors.

However, my Argon rep dropped from 10 to 8!!!!!

Now, I can call it mission accomplished!!!! :-)
Holy f*cking cow this savegame... 11 days... Congrats man! I hope you don't have a wife or any responsibility.

(and all these DAs!!)

(you have 204 messages waiting by the way:))
Last edited by Joubarbe on Sat, 21. Apr 18, 12:43, edited 1 time in total.

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe » Sat, 21. Apr 18, 12:41

@Ophidian: I do not recommend using Bounty Board. It has some problems that I don't want to fix.

Ophidian
Posts: 24
Joined: Thu, 8. Mar 18, 12:05

Post by Ophidian » Sat, 21. Apr 18, 14:29

Joubarbe wrote:@Ophidian: I do not recommend using Bounty Board. It has some problems that I don't want to fix.
Noted.

Tips on the best/safest way to remove it?

I'm guessing it has a bunch of scripts that are falling in to long loops that aren't
ending or something.

User avatar
Hector0x
Posts: 994
Joined: Mon, 18. Nov 13, 18:03
x3tc

Post by Hector0x » Sat, 21. Apr 18, 14:41

Ophidian wrote:Tips on the best/safest way to remove it?
This should clean everything:
Do an Export. Creat a separate installation of Mayhem without the script. Then copy the export file to the new installation folder and import.

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”