[X3LU] Mayhem 3.21b

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4square425
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Re: [X3LU] Mayhem 3 BETA 6 (Hotfix 2)

Post by 4square425 » Fri, 29. May 20, 02:46

Joubarbe wrote:
Fri, 29. May 20, 01:57
4square425 wrote:
Fri, 29. May 20, 01:51
The Boron, who I have positive reputation with, are starting to attack my Advanced Satellites, specifically one in my sector and another in one of theirs. I'm invading an Argon sector adjacent to both of the Advanced Satellite sectors, but it's the Boron who are attacking. The Boron are also currently foes with the Argon.
Task Force?
Ah yes, a single Barracuda. I should read the encyclopedia more carefully. I guess it won't be too much of a reputation hit to destroy one raider.

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Joubarbe
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Re: [X3LU] Mayhem 3 BETA 6 (Hotfix 2)

Post by Joubarbe » Fri, 29. May 20, 08:41

Tomsoneeta wrote:
Fri, 29. May 20, 00:32
I was testing M7 Kvasir ships today on xenon and pirate stations. The ships stopped right before the weapons range, so they were just sitting in front of station doing nothing.
I had to move them manually closer in the range of the weapons to start firing at the station (ships had Photon Artillery Arrays and NO extra engine tuning)

Also wanna be sure if its intended, the Kvasir faces straight towards the station, firing only the front (turrets) weapons like fighter ships, not moving around and using side or up/down turrets. (Mayhem 3 BETA 6 Hotfix 1)
So, about that... I have now implemented a behavior that I think is good. If the ship is a Huge Ship (M1, M2, M7, TL), and if the target is a station, the ship will circle around the station, assuming that the player sets its turrets to Attack enemies (I don't like changing turret orders by script). The circling will randomly be either clockwise or counter-clockwise.

I still don't know if that's a good idea. I kinda like the big capital ships making a full-stop to fire, but that's causing some problems. Another solution would be to move the ship to any random point around the station, which should, most of the times, put him in good position to make a side attack.

EDIT: Actually I've got a third option that looks a bit weird, but is more efficient. The ship goes to a random point around the station (over 64 possible positions), and rotate endlessly around a static pivot, firing at the station at the same time. All turrets are used, and the chances of hitting other hostiles is maximized.

EDIT 2: Let's be consistent and give the choice to the player:

Code: Select all

<t id="224">0</t> <!-- Capital ships VS station tactics. 0: the ship rotates around itself while firing, 1: the ship makes a full stop, 2: the ship circles around the station. (default: 0) -->
(from the 9972 t-file)
0 by default, that's my "third option" explained above. Note that 1 never puts the ship facing the station, it's always a side attack.

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Joubarbe
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Re: [X3LU] Mayhem 3 BETA 6 (Hotfix 2)

Post by Joubarbe » Fri, 29. May 20, 09:33

Leshak wrote:
Thu, 28. May 20, 17:56
UPD: noticed that names don't update in task status. Example. Same with fleet.
Cannot reproduce. When I change the name of the ship I'm protecting, its name is instantly updated in the order status as well.

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Joubarbe
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Re: [X3LU] Mayhem 3 BETA 6 (Hotfix 2)

Post by Joubarbe » Fri, 29. May 20, 09:38

Question: are jump beacons expensive enough? 10 jumpdrive cores, it was 20 at some point, but decided to reduce it.

Tomsoneeta
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Re: [X3LU] Mayhem 3 BETA 6 (Hotfix 2)

Post by Tomsoneeta » Fri, 29. May 20, 12:40

IMO Jump beacons maybe got expensive when I researched M7 ships, so all crystals are going into heavy shields and heavy weapons. Probably when I build like 5+ Crystal factories Jump beacons are going to be cheap.

About full-stop to fire at the station, I also like that idea if you have a lot of capital ships in the fleet so they don't try to avoid each other. Just isn't effective with only 3-5 M7 ships firing only front turrets at the station and that's my fault. For big fleet is great idea.

Got to say, with the remove of jumpdrives, fleet battles feels more legit and fun for me, knowing I will most likely lose some big ships. Emergency jump was kinda cheaty for me, It had no real consequence getting into battles, where ship would just jump away at low shields.

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Re: [X3LU] Mayhem 3 BETA 6 (Hotfix 2)

Post by Leshak » Fri, 29. May 20, 13:03

Joubarbe wrote:
Fri, 29. May 20, 09:33
Leshak wrote:
Thu, 28. May 20, 17:56
UPD: noticed that names don't update in task status. Example. Same with fleet.
Cannot reproduce. When I change the name of the ship I'm protecting, its name is instantly updated in the order status as well.
I reproduced it just now: Before -> After. Tried to rename through vanilla rename, "Colour ship name" and "Global ship naming". Results are the same... so:
Galaxy+save?

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Re: [X3LU] Mayhem 3 BETA 6 (Hotfix 2)

Post by djmidex » Fri, 29. May 20, 13:11

@Joubarbe,
1. please check this out: a fleet of my Penatrons (20 fighters) was ordered to patrol Njs Deception. Then i changed patrol sector to Shadows End and the fleet started moving to its destination, BUT, only the leader used jump beacon, others decided to fly with oldschool manner. save before reaching jump beacon: https://yadi.sk/d/MYVFWPNC94oL8A
2. Is there any legal reason for carrier not to launch ships? some king of block maybe. My Hayabusa does not launch fighters, cant provide the savegame at the moment

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Joubarbe
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Re: [X3LU] Mayhem 3 BETA 6 (Hotfix 2)

Post by Joubarbe » Fri, 29. May 20, 13:13

If I try to rename the player ship, it doesn't work. If I restart the same command on your wingman (Escort: Protect Me), and change player ship name, it works. That's weird, and I cannot do anything about it.

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Joubarbe
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Re: [X3LU] Mayhem 3 BETA 6 (Hotfix 2)

Post by Joubarbe » Fri, 29. May 20, 16:16

djmidex wrote:
Fri, 29. May 20, 13:11
@Joubarbe,
1. please check this out: a fleet of my Penatrons (20 fighters) was ordered to patrol Njs Deception. Then i changed patrol sector to Shadows End and the fleet started moving to its destination, BUT, only the leader used jump beacon, others decided to fly with oldschool manner. save before reaching jump beacon: https://yadi.sk/d/MYVFWPNC94oL8A
2. Is there any legal reason for carrier not to launch ships? some king of block maybe. My Hayabusa does not launch fighters, cant provide the savegame at the moment
1. This is now fixed. All player ships will dynamically reevaluate their leader's position in the next version. In your game, just issue a Fleet: Rally To command on the leader's position in Shadows End, and they should realize that they can use the jump beacon.

2. I don't aggressively take control of player ships. If your carrier is not in a fleet, or is not directly attacked, ordering your carrier to attack a target will not launch your fighters.

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Hector0x
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Re: [X3LU] Mayhem 3 BETA 6 (Hotfix 2)

Post by Hector0x » Fri, 29. May 20, 17:04

Loading all crystals minerals and ores @ maximum quantity get's stuck when the courier has a full cargohold. He doesn't skip the task.
save
check courier in Ceo's Doubt

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XenonArchitect7
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Re: [X3LU] Mayhem 3 BETA 6 (Hotfix 2)

Post by XenonArchitect7 » Fri, 29. May 20, 17:29

Joubarbe wrote:
Fri, 29. May 20, 09:38
Question: are jump beacons expensive enough? 10 jumpdrive cores, it was 20 at some point, but decided to reduce it.
I have a jump beacon in every sector, 5 more in storage, and 2-3 in my TL at all times. And I have like 5 out in NPC sectors (around day 4 in my game, 1 core factory built around day 2.5). I think they are WAY too cheap, although increasing the price would make them even harder to get started with. But having dozens of them diminishes their strategic value as well as removed the need to place them in smart locations (just put them everywhere).

Would it be possible to make each new beacon cost an increasing amount of cores, like claiming sectors in Mayhem 2? That's probably an unreasonable request however. I'm curious what others think.

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Edna
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Re: [X3LU] Mayhem 3 BETA 6 (Hotfix 2)

Post by Edna » Fri, 29. May 20, 18:26

Mayhem 3 has a little bit difference to the stages Mayhem 2 has. As it is now, there are five (or four) stages, each stage giving you a problem to solve:

Stage 0 - Ascension
Goal: Get through the first challenge, to get your Ryu.

Stage 1 - Claiming the first sectors
Goal: Find a suitable sector for your first outposts and set them up

Stage 2 - Establishing economy and setting up first defenses
Goal: Build stations, freighters and enough military to defend the freighters

Stage 3 - Research
Goal: Build expensive research stations and research all the ships you will need for the next steps (usually: one TL, freighters with either more speed or more cargo capacity or less maintenance cost, a M5 because you won't be fast enough to scan any except the Xenon N, your choice of M4 and M3 for fighting and bigger ships)

Stage 4 - Fleet
Goal: Build up your fleets to destroy pirate bases and Xenon stations with hopefully minimal losses

Stage 5 - Conquer
Goal: Take over sectors and destroy all the bad stuff Joubarbe throws as you


The JD Cores are usually produced once the first research station is dropped, as they have similar construction costs for the station. Meaning you really need to build the economy first to get all the resources. Producing JD Cores is cheap, though, given you only need E-Cells (Beta 4 H1, correct me if it's different now) and as such, the station can fabricate the parts infinitely. You only need to reach midgame. I think that's what makes them so hilariously cheap. By the time you can afford producing a JDC factory, you already have a running economy. Meanwhile, there are some unused resources like the colored minerals from mining, and black crystals also have only so many applications. In my playthrough, Yellow-, Blue- and Green Crystals are the most used ones, simply to reduce maintenance costs, while you literally only need two black crystals to get the Transmuter, once.

Maybe you can use the minerals or the black crystals for JBs. Or pirate bases offer overtuning for black crystals, up to three times for speed, etc.
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Joubarbe
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Re: [X3LU] Mayhem 3 BETA 6 (Hotfix 2)

Post by Joubarbe » Fri, 29. May 20, 18:35

Maybe it's time for Xenons to become a little more annoying.

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alexalsp
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Re: [X3LU] Mayhem 3 BETA 6 (Hotfix 2)

Post by alexalsp » Fri, 29. May 20, 19:05

XenonArchitect7 wrote:
Fri, 29. May 20, 17:29
That's probably an unreasonable request however. I'm curious what others think.
Complication of the game, not always good. In Mayhem you should play, not pass excruciatingly.

and

No text is visible if it should be displayed.

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Zaitsev
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Re: [X3LU] Mayhem 3 BETA 6

Post by Zaitsev » Sat, 30. May 20, 00:52

Joubarbe wrote:
Thu, 28. May 20, 06:59
@Zaitsev: In X3\addon\t\9972-L044.xml, you'll find these two lines that could help you:

Code: Select all

		<t id="66">86400</t> <!-- How often the threat level is increased by 1 point. (default: 86400) -->
		<t id="134">1</t> <!-- Threat at which the OCV can start invading your sectors. (default: 1) -->
Forgot about the config file. I scrapped my original idea and went with something else that ended up working, but I might still fiddle around with the config file a bit anyway. Thanks for the reminder. :)

*returns to story ideas and theorycrafting*
I'm sorry, I can't hear you over the sound of how awesome I am :D

DiDs:
Eye of the storm Completed
Eye of the storm - book 2 Inactive
Black Sun - Completed
Endgame - Completed

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Re: [X3LU] Mayhem 3 BETA 6 (Hotfix 2)

Post by Betelgeuse97 » Sat, 30. May 20, 03:54

I just dropped a jump beacon down and I did nothing after. Upon looking at a courier supposed to return to the sector with the jump beacon, I noticed that it didn't take the jump beacon and flew through the gates instead. What steps am I missing for them to use it?

4square425
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Re: [X3LU] Mayhem 3 BETA 6 (Hotfix 2)

Post by 4square425 » Sat, 30. May 20, 06:34

Betelgeuse97 wrote:
Sat, 30. May 20, 03:54
I just dropped a jump beacon down and I did nothing after. Upon looking at a courier supposed to return to the sector with the jump beacon, I noticed that it didn't take the jump beacon and flew through the gates instead. What steps am I missing for them to use it?
Do you have a second one for it to link to?

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Hector0x
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Re: [X3LU] Mayhem 3 BETA 6 (Hotfix 2)

Post by Hector0x » Sat, 30. May 20, 17:46

Is it possible to distribute a lot of missles evenly on a group of existing ships which don't already have a missle resupply setting? With the supply software this was possible but it seems to be gone in Mayhem 3. I can create another template with missle resupply setting and then template-outfit all ships. But this takes a lot of individual clicks.

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Joubarbe
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Re: [X3LU] Mayhem 3 BETA 6 (Hotfix 2)

Post by Joubarbe » Sat, 30. May 20, 18:03

It's not possible. Would it be a good idea to have a Global supply menu? Like global naming, where you apply one resupply configuration to selected ships? Then you would either use the resupply drone or the supply fleet ship.

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Re: [X3LU] Mayhem 3 BETA 6 (Hotfix 2)

Post by aurelcourt » Sat, 30. May 20, 18:51

Joubarbe wrote:
Sat, 30. May 20, 18:03
It's not possible. Would it be a good idea to have a Global supply menu? Like global naming, where you apply one resupply configuration to selected ships? Then you would either use the resupply drone or the supply fleet ship.
A specific "Supply Template" that would only change the resupply type and number of missiles/consumables on the ships it is applied to...? That'd be cool :-)

With an access via personal console (next to "templates").

But then.... using it is complicated because so many options...? :gruebel:

- making a command usable from the ship itself : "Get Resupplied" -> opens the Resupply Menu, choose resupply template and find resupply ship
- making a command usable from a selection of ships (fleet?/ owned ships? / landed ships? / ships in sector ?)
- and then again, how to filter it ? by ship type ? by ship template?
- how to avoid 100 clicks when dealing with a big fleet ? (anything more than 10 enter enter enter enter enter is starting to get tedious...)

Imagine the scenario : I have a fleet with 40 M3 interceptors (anti-fighters), 40 M3 heavy fighters (anti M3/M6), 20 bombers M3 (anti caps), and multi task M6s ... (+ a few capitals but nothing that really need to get "templated").
If I want to change the resupply setting of my 40 M3 interceptors only... how would that work?

If that scenario can be addressed with less than 10 clicks, then we'd have an awesome tool to work with indeed !! :-)

But that would require a LOT of thought I fear... :(
(although nothing Joubarbe couldn't manage :twisted: ... but would it be worth the trouble... :gruebel: )

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