[X3LU] Mayhem 3.7d
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Posts: 183
- Joined: Sat, 20. Aug 11, 17:27
Re: [X3LU] Mayhem 3.6
There is the tepukei TL that spawns when it comes to pick up or drop stuff off at a player's outpost via the orbital storage perk. Can that TL be boarded?
EDIT: off-topic: possible bug. I noticed that my M7C (Ariadne and Tern (from my previous experience) specifically) doesn't launch its fighters when my fleet leader issues a fleet command. However, with normal carriers (and the griffon iirc), the fighters are launched. Considering that these two ships should launch fighters as light carriers, is this a bug?
Steps to reproduce:
- Get an Ariadne, Tern, (and any other M7s that can carry ships). Not sure about griffon but try that too.
- Get a fleet leader other than those two ships. (Something like a Thresher M7 as leader will do.)
- Get a bunch of fighters.
- Assign the mentioned M7Cs and fighters to the fleet leader. The fighters should dock in the M7C.
- With the M7Cs and fighters in the fleet, assign a fleet command to the fleet leader (e.g. invade sector).
- When the fleet leader arrives to the sector, only the fighters not docked in the M7Cs and the fleet leader will attack. The fighters in the M7C (M1 works fine based on previous experience; needs verification for current version?) will not help the leader.
Save and galaxy (they're located in Shore of Infinity): https://drive.google.com/drive/folders/ ... ZGOfduljn6
Also noticed that the marine boarding still leads to corrupt save games, but I still don't know why. I've seen this only one time so far, but will have to board another ship and get both a corrupted save and a save file (don't have that right now).
EDIT: off-topic: possible bug. I noticed that my M7C (Ariadne and Tern (from my previous experience) specifically) doesn't launch its fighters when my fleet leader issues a fleet command. However, with normal carriers (and the griffon iirc), the fighters are launched. Considering that these two ships should launch fighters as light carriers, is this a bug?
Steps to reproduce:
- Get an Ariadne, Tern, (and any other M7s that can carry ships). Not sure about griffon but try that too.
- Get a fleet leader other than those two ships. (Something like a Thresher M7 as leader will do.)
- Get a bunch of fighters.
- Assign the mentioned M7Cs and fighters to the fleet leader. The fighters should dock in the M7C.
- With the M7Cs and fighters in the fleet, assign a fleet command to the fleet leader (e.g. invade sector).
- When the fleet leader arrives to the sector, only the fighters not docked in the M7Cs and the fleet leader will attack. The fighters in the M7C (M1 works fine based on previous experience; needs verification for current version?) will not help the leader.
Save and galaxy (they're located in Shore of Infinity): https://drive.google.com/drive/folders/ ... ZGOfduljn6
Also noticed that the marine boarding still leads to corrupt save games, but I still don't know why. I've seen this only one time so far, but will have to board another ship and get both a corrupted save and a save file (don't have that right now).
Re: [X3LU] Mayhem 3.6
Hello Joubarbe. I can't say with certainty, but if there is no such command for the ship, could you add this:
Collect all containers in the sector.
Thank you.
Collect all containers in the sector.
Thank you.
Re: [X3LU] Mayhem 3.6
You need to have a Looter for that.
Re: [X3LU] Mayhem 3.6
@Betelgeuse97 (and poney guy): do you have an antivirus in the background?
EDIT: Also, have you ever noticed the savegame corruption during a boarding operation, instead of after?
EDIT: Also, have you ever noticed the savegame corruption during a boarding operation, instead of after?
-
- Posts: 183
- Joined: Sat, 20. Aug 11, 17:27
Re: [X3LU] Mayhem 3.6
None so far during the operation, but I've done only two boarding operations. I have to do more (but kind of slow with only 1 EMP use per 4 hours!).
Yes, I have antivirus in the background.
-
- Posts: 183
- Joined: Sat, 20. Aug 11, 17:27
Re: [X3LU] Mayhem 3.6
I just got a corrupted save during a boarding op. Save is uploaded to the same folder I linked at the top of page 579 (this page). Save X01 is before the EMP + boarding operation and (corrupted) save X02 is during the operation. (Save X05 is for the bug regarding M7Cs not launching fighters.)
Re: [X3LU] Mayhem 3.6
Thanks, this will be fixed in 3.7.
-
- Posts: 183
- Joined: Sat, 20. Aug 11, 17:27
Re: [X3LU] Mayhem 3.6
BTW, what does it mean that certain tasks (e.g. acquire blueprint) can be done only once? Each ship will always come with one and only one archive, thus only one blueprint of that ship can be obtained. Does this mean that the "blueprint" task can be done only once in the entire game across all ships or multiple times across unique ships (e.g. you can get the blueprints of a boarded griffon and zeus but not from a 2nd zeus)?
Re: [X3LU] Mayhem 3.6
The task will shown as completed, even if you exfiltrate to reset the current deck.
-
- Posts: 75
- Joined: Fri, 14. Jun 13, 02:52
Re: [X3LU] Mayhem 3.6
I'm using Avast, shall I try it with it off? We'll try to avoid circular references this time.
Re: [X3LU] Mayhem 3.6
No it has nothing to do with that. Serializing data that reference each other was not my brightest idea... But you definitely helped! and for performance improvements too, as your savegame is huge!
-
- Posts: 75
- Joined: Fri, 14. Jun 13, 02:52
Re: [X3LU] Mayhem 3.6
Good to hear, I'm looking forward to succeeding with boarding, plus the improvements to agents and traders.
-
- Posts: 178
- Joined: Fri, 20. Oct 17, 09:20
Re: [X3LU] Mayhem 3.6
Hi,
How do you tell your Agents and Traders to flee and remain docked when a Xenon patrol comes throught my sector?
I tried the flee / move to position / dock commands, but after a few seconds they all revert to their agent/trader command, undock and get blown up... Am I missing something ?
Thanks in advance !
How do you tell your Agents and Traders to flee and remain docked when a Xenon patrol comes throught my sector?
I tried the flee / move to position / dock commands, but after a few seconds they all revert to their agent/trader command, undock and get blown up... Am I missing something ?
Thanks in advance !

Re:
Hi, thanks for this mod. I am really enjoying it thus far.
Thanks.
Regarding this future change, as a very new player, to me this seems to severely diminish the cool factor in the game. Will it be possible to disable this change in my own game once the update rolls out?
Thanks.