[X3LU] Mayhem 3.21b

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Fureimuu
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Post by Fureimuu » Thu, 14. Jun 18, 14:32

Litcube, you created all weapons and bullets yourself, didn't you? What's up with fx_bullet_ files? They are all special for every weapon, but if you open one in PS (for example fx_bullet_paa), there are many pictures of ALL bullets in the game.

https://imgur.com/a/kSDEUBQ

Am I supposed to selectively edit that picture?

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Litcube
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Post by Litcube » Thu, 14. Jun 18, 14:48

Fureimuu wrote:Am I supposed to selectively edit that picture?
I don't think you're supposed to do anything. Do what you want to do; life's short.

Fureimuu
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Post by Fureimuu » Thu, 14. Jun 18, 14:52

Litcube wrote:
Fureimuu wrote:Am I supposed to selectively edit that picture?
I don't think you're supposed to do anything. Do what you want to do; life's short.
Probably used wrong words, sorry about that. Didn't expect to hear an answer anyway ...

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Joubarbe
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Post by Joubarbe » Thu, 14. Jun 18, 16:03

Litcube's voice is sacred. We don't expect him to answer our prayers, but yet, in his infinite generosity, he sometimes does.

Fureimuu
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Post by Fureimuu » Thu, 14. Jun 18, 19:13

Joubarbe wrote:Litcube's voice is sacred. We don't expect him to answer our prayers, but yet, in his infinite generosity, he sometimes does.
I figured everything out myself, but still ... I don't understand why we have RGB values in Tbullets file, but changing them has 0 effect in-game.

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Joubarbe
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Post by Joubarbe » Thu, 14. Jun 18, 19:37

That's how cool X3 modding can be.

Falcrack
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Post by Falcrack » Fri, 15. Jun 18, 00:17

Joubarbe wrote:No idea, Mayhem does not modify this script.
I have some more details to offer on this bug.

It happens when you give a "move to position" command to a jumpdrive equipped ship that has no energy cells, and Autojump is set to "on". If that is the case, then the ship will move to the coordinates you selected, but not the right sector, it will just stay in its current sector and not move to the new sector you selected.

It is not something that has happened with the most recent Mayhem version, as I tested it in Mayhem 2.3.7 as well and it is the same. Possibly it is a long-standing bug that preceded LU or Mayhem, but has not been identified yet?

Falcrack
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Post by Falcrack » Sat, 16. Jun 18, 23:23

I tried to install the Anarkis Crystal Free SPP with Mayhem 2.4.2, and built an SPP, but it still required crystals. Anybody know if this mod is compatible with Mayhem 2.4.2, or if I am just doing something wrong?

Or is there a different mod which will work with Mayhem and make it so that SPPs do not require crystals? The whole requirement for crystals is so odious in terms of numbers of different factories that making e-cells is totally impractical, especially with limited station counts. It seems half or more of the e-cells produced by an SPP go into fueling the various factories required to feed it (cattles raches, cahoona bakeries, silicon mines, and crystal fabs).

TomRobinson
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Post by TomRobinson » Sun, 17. Jun 18, 00:22

Falcrack wrote:I tried to install the Anarkis Crystal Free SPP with Mayhem 2.4.2, and built an SPP, but it still required crystals. Anybody know if this mod is compatible with Mayhem 2.4.2, or if I am just doing something wrong?
You have to go into advanced setting in the SPP and choose the option to make it crystal free. It is not cheap haha
Do Hippos Eat Giraffes?

Falcrack
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Post by Falcrack » Sun, 17. Jun 18, 00:42

TomRobinson wrote:
Falcrack wrote:I tried to install the Anarkis Crystal Free SPP with Mayhem 2.4.2, and built an SPP, but it still required crystals. Anybody know if this mod is compatible with Mayhem 2.4.2, or if I am just doing something wrong?
You have to go into advanced setting in the SPP and choose the option to make it crystal free. It is not cheap haha
Do you know if there is a way to change that mod to make it cheap (ie free)?

EDIT: Just successfully made my first foray into the script editor! It is now a much more reasonable 500,000 credits to make it crystal-free, instead of 50,000,000 credits.

Fureimuu
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Post by Fureimuu » Mon, 18. Jun 18, 18:41

Boarding pods are now exploding on their way without taking any damage (at least I don't see anything shooting at them, no chaffs fired either). New feature?

phoenixfire53
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Post by phoenixfire53 » Fri, 22. Jun 18, 20:28

Is there a way to view the weapon and missile stats in a spreadsheet form? Something like this?

http://blubb.najut.org/x3/lu/lasers_en_lu.html

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Joubarbe
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Post by Joubarbe » Fri, 22. Jun 18, 21:01

No sheets for Mayhem.

phoenixfire53
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Post by phoenixfire53 » Fri, 22. Jun 18, 22:19

Oh no problem. Could you point me to the file where those values are stored?

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Joubarbe
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Post by Joubarbe » Fri, 22. Jun 18, 22:29

You need X3 Editor to have access to them. They are in X3\addon\10.cat (the infamous "Mayhem - Rename Me"). Then TMissiles, TLasers and TBullets.

phoenixfire53
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Post by phoenixfire53 » Fri, 22. Jun 18, 23:08

Simple enough. Is there a reason the values in the TBullets file don't match the values in the encyclopedia? For example, TBullets lists the PAC damage for shield/hull as 214/321 but in the game it's listed as 128/193.

SirNukes
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Post by SirNukes » Fri, 22. Jun 18, 23:42

In game numbers are misleadingly labeled, showing damage/second instead of bullet damage.

phoenixfire53
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Post by phoenixfire53 » Sat, 23. Jun 18, 00:15

Ah got it, much appreciated.

Sorry, one more. Where can I find the resource inputs file for the various products in the Sanctuary? Is that in one of the t files?

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Joubarbe
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Post by Joubarbe » Sat, 23. Jun 18, 14:13

Some of you wanted a 2.5.0 teaser:

Image Image Image

Work in progress, very early stage, don't expect this update soon.

Falcrack
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Post by Falcrack » Sat, 23. Jun 18, 14:21

hmmm. I never really got into boarding much in X3. Might have to give it a try someday.

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