[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
XenonArchitect7
Posts: 110
Joined: Fri, 5. Jul 19, 07:19

Re: [X3LU] Mayhem 2.9.3

Post by XenonArchitect7 » Mon, 15. Jul 19, 00:24

Hey I'm playing Mayhem 2.9.3, and I think I found a bug with the "defend station" missions. In my game, every single Xenon sector is empty (after many hours of playing) because the Xenon shipyards weren't really respawning ships. Same for pirates. I wanted an easy M7 to board (not in the middle of a massive battle group), so I started a "Defend Station" in Goner Territory and killed all the enemies except for a lone Xenon Q. I boarded the Q and left it alone in the Goner sector where no NPCs would kill it. The Q was not going to be able to destroy the station any time soon without its escort, so my marines had plenty of time to complete their mission. Now that I have the Q as my own ship, the mission remains stuck in my mission log. There are no ships left to defeat because I captured the last one. However, if I ever try to abort the mission, the Mission Director deletes my Q by jumping it out of existence. So I have to keep the mission running forever to keep my Q. I think it's because the mission deletes all the ships if the player cancels the mission, and boarding does not remove the ship from whatever list the ship is stored in for the mission purposes. :gruebel:

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

Re: [X3LU] Mayhem 2.9.3

Post by Joubarbe » Mon, 15. Jul 19, 00:35

Haha, vanilla missions. Egosoft design :) I guess the ship is tested for Neutral Race, but not Player. Problem is you can also board a ship in vanilla. Anyway, nothing I can do about it, sorry!
And yeah, Xenon and Pirates are very calm (not all empty though). I don't know why, 2.9.0 did that. For me it's not an issue, because it's seriously reduce the number of ships in the game, and I don't know if anyone of you noticed, but performances are better (I highly recommend the No Trail graphic option to further increase the impact). The universe has way too many ships (and inefficient, but that's another problem).

User avatar
XenonArchitect7
Posts: 110
Joined: Fri, 5. Jul 19, 07:19

Re: [X3LU] Mayhem 2.9.3

Post by XenonArchitect7 » Mon, 15. Jul 19, 01:00

Thanks for the quick reply! I suppose I could slog through the addon\director directory until I find the right file to look at and try to make it so ships don't get deleted when the mission is aborted, but that would create the ability to call in your own pirate/xenon invasions out of thin air...

On the other hand, I just reached the point in the story where you need a whopping 25,000 Nividium to proceed, and I have no idea how to do that. Is there an intended way to go about this, or does anyone have any good strategy for it? I'm planning to load up a carrier with mining fighters and go on a grand tour of the universe looking for a mobile mining spot that yields Nividium, because all my sectors with miners in them have not yielded any of it yet.

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

Re: [X3LU] Mayhem 2.9.3

Post by Joubarbe » Mon, 15. Jul 19, 01:24

Spoiler
Show
Put 10 miners into the same sector and wait for the Great Purple Response.


User avatar
dvenum
Posts: 33
Joined: Thu, 4. Jul 19, 12:53
x3ap

Re: [X3LU] Mayhem 2.9.4

Post by dvenum » Mon, 15. Jul 19, 14:40

Thanks for your job. Its a magical.

sigurhel
Posts: 29
Joined: Thu, 11. Jul 13, 16:25
xr

Re: [X3LU] Mayhem 2.9.3

Post by sigurhel » Mon, 15. Jul 19, 16:15

sepa wrote:
Sun, 14. Jul 19, 00:17
Just found a bailed M6 full of marines - all were 'Unknown object' and Neutral race.
Another issue is that on every bailed ship the weapons seem to be in wrong order - the ones that should be in turrets are mounted on main, in first slots. Rough guess - looks like array is reversed?
Also found a Hyperion sitting next to bailed TS. I claimed TS, Hyperion remained calm (did not turn hostile as it used to be in previous releases) - the issue is that it kept sitting there even when the claimed TS flew away.
I bought a M6 from a corp (used) it had marines aboard. All named "Unknown Object". Same bug?

p.s. Is there a way to rename marines, or do I get the honor of throwing unknown objects at my enemies? d.s.

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

Re: [X3LU] Mayhem 2.9.4

Post by Joubarbe » Mon, 15. Jul 19, 16:32

This bug has been fixed in 2.9.4.
Do not use them, they don't exist :)

EDIT: and yeah, you can rename your marines in the personal console. But again, destroy them, they are broken.

IceExplosive
Posts: 50
Joined: Sun, 13. Jul 14, 22:40
x3ap

Re: [X3LU] Mayhem 2.9.4

Post by IceExplosive » Tue, 16. Jul 19, 06:44

Hello, need just a little advice. Is there any meaningful way to find local traders with ship components (chips, computers, quantum tubes)?... I simply can't find any, not even in chip/computer factories. Or is it just a mere random luck?

Hoped to get some this way, since Paranids Hi-tech transports never had any, but it seems that I have the very same bad luck with traders as well. :-D

LatoDiafol
Posts: 16
Joined: Sat, 13. Jul 19, 12:11
x3ap

Re: [X3LU] Mayhem 2.9.4

Post by LatoDiafol » Tue, 16. Jul 19, 08:49

IceExplosive wrote:
Tue, 16. Jul 19, 06:44
Hello, need just a little advice. Is there any meaningful way to find local traders with ship components (chips, computers, quantum tubes)?... I simply can't find any, not even in chip/computer factories. Or is it just a mere random luck?

Hoped to get some this way, since Paranids Hi-tech transports never had any, but it seems that I have the very same bad luck with traders as well. :-D
I find that race transporters rarely have anything in them. Best place to look is in LU company transporters. e.g. terracorp, jonferco,nmmc etc. Their transporters can quite often be TM vessels too so you can board them to grab the full stock.

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

Re: [X3LU] Mayhem 2.9.4

Post by Joubarbe » Tue, 16. Jul 19, 09:17

Use local merchants while you're not self sufficient. There's a special screen in the Personal console.

CherryWood
Posts: 1
Joined: Sun, 23. Jun 19, 21:56
x3ap

Re: [X3LU] Mayhem 2.9.4

Post by CherryWood » Tue, 16. Jul 19, 12:50

Hi, Great, great mod! Thx for it!

I've encountered a few things:

- When I have -2/-1 relations with a faction, my sanctuary dock agents are getting themselves killed in their restricted core sectors. I tried to blacklist all those sectors, but they are still trying to get through them to stations in sectors behind.

- New Crystal Fabs L that are spawning in sectors have 183,330 meatstakes resource capacity. With a normal TS having a capacity for about 3000 its a bit overkill :)

Also, I have a question about trading (I'm new to this). I would like to keep a few NPC factories supplied. How is a best way to do that? As stations agents/courtiers seems to be limited to player stations only, and I wasn't able to find an option in dock agent sellers job to specify a sector or at least their jumprange, so they're going everywhere, I'm a bit clueless.

User avatar
alexalsp
Posts: 1823
Joined: Fri, 18. Jul 14, 05:28
x4

Re: [X3LU] Mayhem 2.9.4

Post by alexalsp » Tue, 16. Jul 19, 14:06

Hail Joubarbe.
Tell me please, where can I get the syntax file for Mayhem to the X-Studio program?

Or, if you have the file, could you provide it?

When I open the script, in the code I see: <Unrecognized Parameter>

Thank.

User avatar
alexalsp
Posts: 1823
Joined: Fri, 18. Jul 14, 05:28
x4

Re: [X3LU] Mayhem 2.9.4

Post by alexalsp » Tue, 16. Jul 19, 14:07

Hail Joubarbe.
Tell me please, where can I get the syntax file for Mayhem to the X-Studio program?

Or, if you have the file, could you provide it?

When I open the script, in the code I see: <Unrecognized Parameter>

Thank.

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

Re: [X3LU] Mayhem 2.9.4

Post by Joubarbe » Tue, 16. Jul 19, 15:12

@CherryWood:
- If the sector is on their way, you can't do much about it. Pathfinding calculations are heavy on performance. You can always escort them, or make way...
- Storage capacity aren't something I can change independently. You can change the import threshold however, in order to minimize the minimum number of meatsteaks your agents will bring in.
- DA and UT respect the jump range of their homebase. Other than that, there are no automatic options to target specific NPC stations.

@alexalsp: http://litcube.xtimelines.net/wiki/index.php/Download, section "Other Tools".

User avatar
alexalsp
Posts: 1823
Joined: Fri, 18. Jul 14, 05:28
x4

Re: [X3LU] Mayhem 2.9.4

Post by alexalsp » Tue, 16. Jul 19, 17:41

Joubarbe wrote:
Tue, 16. Jul 19, 15:12

@alexalsp: http://litcube.xtimelines.net/wiki/index.php/Download, section "Other Tools".
Thank you, but I have it. I thought you had additional syntax for mayhem.

Sadly :(

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

Re: [X3LU] Mayhem 2.9.4

Post by Ophidian » Wed, 17. Jul 19, 00:50

"Also found a Hyperion sitting next to bailed TS. I claimed TS, Hyperion remained calm (did not turn hostile as it used to be in previous releases) - the issue is that it kept sitting there even when the claimed TS flew away"


I've encountered that bug as well frequently. Ships will just stop and stare at a bailed ship waiting.

They may not attack when you claim it but they will sit there after. I can't confirm for how long. I haven't checked. I assume at some point they get destroyed or called back to do something?

User avatar
dvenum
Posts: 33
Joined: Thu, 4. Jul 19, 12:53
x3ap

Re: [X3LU] Mayhem 2.9.4

Post by dvenum » Wed, 17. Jul 19, 08:23

Ophidian
Not about bailed ships only. If ship going to gate or dock, him enemy will freeze for unknown time.

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

Re: [X3LU] Mayhem 2.9.4

Post by Joubarbe » Wed, 17. Jul 19, 10:29

Ideally, I'd like to have a savegame taken at the moment the ship is going to slow down to 0 speed and freeze. I have a few theories about this bug, and it's possible there are multiple causes.

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

Re: [X3LU] Mayhem 2.9.4

Post by Joubarbe » Wed, 17. Jul 19, 17:34

Apparently, it seems that frozen ships are stuck on "!fight.attack.enemiesrange.land" (no attack target and [COMMAND_PATROL]). I've changed many tiny things in 2.9.4, so it may have fixed it (and stuck ships would be pre-2.9.4 things). The "invisible laser tower" was actually a pretty serious bug, so I don't know how much impact it really had. I've spent the last hour trying to reproduce the bug, without success. I've especially tried to make a ship bail when under attacked by a patrolling ship, such as Military or Task Force, because they seem to be particularly affected by this issue ("!job.patrol" may have been the cause), but they wouldn't get stuck.

Anyway, an E/I would surely reset the frozen ships. If after the E/I, some ships are still getting stuck, then the problem is elsewhere.

Post Reply

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