[X3LU] Mayhem 3.21b

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Joubarbe
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Post by Joubarbe » Wed, 15. Aug 18, 16:22

So... After hours spent on this sh*t, and because everyone in the video game industry is interesting about Mayhem... Here are the results of my tests:

Tri-Beam Cannons and Phased Array Laser Cannons seems to cause the game to crash when they're fired from an OWP (I didn't test other ships). In the savegame I "debugged" (the one posted earlier by camaro71179), two pirates (TS) are coming from a gate (east) and they immediately are at range of the OWP. The crash occurs very quickly after they appear in the active sector (2 or 3 seconds). If the OWP is removed before they enter, no crash. If the weapons are changed to anything but Tri-Beam Cannons and Phased Array Laser Cannons, no crash.

I have no fix, because I cannot guarantee the safety of my tests. If they were proven to be right, the fix would be easy: no Tri-Beam or Phased Array for OWPs.
You can try for yourself, make your own tests, but right now, I'm gonna take a nap!

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ussdefiant
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Post by ussdefiant » Wed, 15. Aug 18, 18:25

quick question: For the plot mission that wants you to kill 3 Battle Group M6s, do they have to be from the race the corp giving you the mission hates?

canila
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Post by canila » Wed, 15. Aug 18, 18:27

Hi all. I see at the top of the first screen that 2.6.2 (when It is released) will have an option to turn off the OCV. Is there anyway to do it now?

Fureimuu
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Post by Fureimuu » Wed, 15. Aug 18, 19:00

canila wrote:Hi all. I see at the top of the first screen that 2.6.2 (when It is released) will have an option to turn off the OCV. Is there anyway to do it now?
Play OCVless gamestart, that's the only way.

canila
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Post by canila » Wed, 15. Aug 18, 19:37

Ok, cheers.

tatakau
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Post by tatakau » Wed, 15. Aug 18, 20:53

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Last edited by tatakau on Wed, 12. Jun 19, 11:05, edited 1 time in total.

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Joubarbe
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Post by Joubarbe » Wed, 15. Aug 18, 21:23

Don't forget the other factors. An OWP right near a gate shooting at pirate TS at the exact time they come to the sector. It can be other things too. But that's all I can find right now.

And you said earlier that your game crashed before. How do you know it was not because of that?

Sirrobert
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Post by Sirrobert » Wed, 15. Aug 18, 21:35

Just speculating, but might be something about those bullets hitting the gate?
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Shepp
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Post by Shepp » Wed, 15. Aug 18, 21:53

Joubarbe wrote:It does not crash when the Tri-Beam hits. I'd say it's when the target is destroyed by a Tri-Beam bullet (shot from the OWP). Which is weird, because as far as I know, the explosion effect has nothing to do with the bullet.
Does that mean that the Tri-Beam is the culprit or that it just happens to inflict enough damage to destroy the pirate ship quickly? Is it possible that the pirate ship being destroyed so soon after spawning in the sector is causing the crash? Maybe the game is trying to initiate all of its scripts and it being destroyed before its done is causing the crash?

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Joubarbe
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Post by Joubarbe » Wed, 15. Aug 18, 22:07

At that point, your guess is as good as mine. If you have regular crashes, I would suggest to try to play a good amount of time without Tri-Beams and Phased Arrays.

I think the fact that the OWP is very near to the gate is partly responsible for this bug. In what manner, I don't know.

The only crashes I experienced were in mid-game. And that's in mid-games that you start to have several OWPs, so that comforts me into this idea. But it could totally be something else.

ussdefiant
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Post by ussdefiant » Thu, 16. Aug 18, 00:08

Oh dear, the plot wants me to escort a TL from Spires Of Elusion all the way to The Moon? While shooting things that drop my Terran rep? Interesting Challenge for my M6 + 6 Scimitars...

camaro71179
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Post by camaro71179 » Thu, 16. Aug 18, 03:48

Hey Joubarbe, First, thanks for all your efforts.

To answer your earlier question, no, I have no other mods installed. Just litcubesU. Mayhem and the no-steam.exe.

I was heading down same road that this is a mid (early-mid) game issue. I have started over several times now and from what I recall I start to settle in, feel all warm and fuzzy and then the first crash hits.

I also, was looking at the OWP's as a main issue as it happened around them more often. I hesitate to see say this, as I can't remember fully, but I think it happened without them as well. Regardless of that. As soon as 2.6.2 drops I'm going to start over again, see how far I get and then take much better notes on the crashing (if it still happens). I may also try and start over and play it on my wife's computer and see if I get any different results.

For now I'm still playing along a LitcubeU game to see if I can get it to crash

In the end, hats off to you for your efforts and for a great mod.

Argustone
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Post by Argustone » Thu, 16. Aug 18, 12:08

A few things.

Bug: I use Tri-Beams on my LOWPs and have had no issues with them destroying ships. I also use them on my Deimos (Paranid is life) no issues with crashing.

Weapons: WHY!? I love having to min/max my weapons. Reverting back to the original just brings back the boring system of which weapon is best? Phased Array Laser Cannon. As well whats wrong with special effects on weapons, Another thing that helps create variety in fitting! My ships/OWPs will all be single fit weapons now. That's boring...

The change on perks is a much welcome change!
What is accession? I've yet to do it, Scared of what the next level of threat will bring...

Threat: Is the point of auto increasing threat to push turtles to expand and not worry about it as much? Because from my experience, and my friend (Got someone new to play the game) It's causing us to be in more fear of expanding as we don't know if going up a threat will make the next wave impossible...

Please don't ruin my LOWP's special configurations, It was wonderful figuring out the fittings based on special effects, certain dmg types!

Edit: Thanks for removing Asteroid Data missions, I've accidentally accepted one or 2 of those before... o7 credits. Again, I'm really scared of the weapon change... :cry:

Did you remove the ability to combine asteroids?

Edit2:
CHANGE: The quantity of wares sold by local merchants scales with your threat level. Also, they can now sell Advanced Satellites, Disintegrator rifles and colored crystals.

This addition creates a problem where you can't actually buy wares due to the cargo size being far to much! Love the addition of this though, Helped so much in the early game trying to find pesky resources. Good for foe starts as well!

Edit3: There seems to be a bug with my Deimos. There isn't a command for collecting all marines. I was able to do it in an M6. Not sure if it's M7s.
Should probably finish my post before posting...

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Joubarbe
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Post by Joubarbe » Thu, 16. Aug 18, 12:45

The anti-hull / anti-shield system is imbalanced in two ways. Firstly, the AI does not use it properly and even though I would have thought that "things would mixed fine with the number of ships", that's not the case. A smart turret script on each ship would be needed, and the performance would take a serious hit. Secondly, some weapons are not properly balanced between their hull damage and shield damage.

"Reverting back to the original just brings back the boring system of which weapon is best?" Yeah, well... It was already the case, except that you got one best for anti-hull, and one best for anti-shield. The best weapon is generally the most expensive when it comes to damage, but I often prefer weapons with faster rate of fire and lower energy consumption. So... it's all about your personal taste.

Yeah, it was cool having to mix anti-hull and anti-shield, I agree. But the other points made me change my decision after all. And I don't regret it.

Combining asteroids is still possible. You need the Plutarch thing.

The volume of wares that a local merchant can buy or sell is limited to 20,000 (and I say volume, not quantity). Ok it requires the best TS, but it's doable.

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Joubarbe
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Post by Joubarbe » Thu, 16. Aug 18, 14:37

Image

Only available to Acquire jobs. Respects all thresholds. Checks all resources. Synchronized to local Distribute jobs.
Last edited by Joubarbe on Thu, 16. Aug 18, 14:45, edited 1 time in total.

Fureimuu
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Post by Fureimuu » Thu, 16. Aug 18, 14:39

tatakau wrote:Hmm, I'm not sure. I usually have 24 IC and 24 PALC on my OWPs, and it's never crashed because of that.
You have some strange OWPs ... I always thought it can only carry 4 PALCs in the back. Side bays only support TBCs / CFAs / GCs / etc. , no? Talking about Large OWPs.

"There seems to be a bug with my Deimos. There isn't a command for collecting all marines. I was able to do it in an M6. Not sure if it's M7s.
Should probably finish my post before posting..."

Yeah that thing exists and I'm pretty sure it's a vanilla bug. Ares has no pickup commands as well.

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Joubarbe
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Post by Joubarbe » Thu, 16. Aug 18, 17:19

Fixed. Vanilla restrictions indeed (not a bug). I don't see the point.

Fureimuu
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Post by Fureimuu » Thu, 16. Aug 18, 17:26

@Joubarbe, don't you think adding more weapons support for OWPs would be a good idea? For example if you are roleplaying a Terran / ATF, you can't use their weapons on OWPs.

I also don't understand why CFAs are supported, but FAAs aren't. Doesn't make much sense unless there is some "historical background" to that.

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Joubarbe
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Post by Joubarbe » Thu, 16. Aug 18, 17:29

Agree. Will do.

Update on the OWP crash: I'm under the impression that it happens when a heavy gun with drawback effect (vs TS and smaller) manage to push back the ship into the gate. I also notice that the crash occurs when drones have been launched.

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Tenlar Scarflame
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Post by Tenlar Scarflame » Thu, 16. Aug 18, 18:05

Hey @Joubarbe! I'm giving Mayhem a try, and so far I'm enjoying what I'm seeing. I'm a little lost on how to acquire ships and stations in the Sanctuary-less starts, though, besides claiming abandoned vessels. Any guidance you can offer?
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