[X3LU] Mayhem 3.21b
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13
8379 should be localized from Game Creator\mayhem_data\template_8379-L044.xml. I doubt this file will ever change, so you just have to replace it with your localized version whenever I update the mod.
All the text the Game Creator uses will be in an external file later. That includes some texts in 9970, but the sector names are coming from mayhem_data\sector_names_stream1.txt and ...stream2.txt. So you'll need to translate these two files.
I'll change the XML files to use utf-8 as encoding.
All the text the Game Creator uses will be in an external file later. That includes some texts in 9970, but the sector names are coming from mayhem_data\sector_names_stream1.txt and ...stream2.txt. So you'll need to translate these two files.
I'll change the XML files to use utf-8 as encoding.
Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13
Thank you very much for the information and for your work.
Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13
Already a playable testbed? You're rolling strong!
I'm going to try a slow paced taxi game and observe economy and faction-play. Probably rolling a dice to choose a starting race
Can you already estimate if a restart will be necessary after upcoming feature patches? (or if it would be recommended)
I'm going to try a slow paced taxi game and observe economy and faction-play. Probably rolling a dice to choose a starting race
Can you already estimate if a restart will be necessary after upcoming feature patches? (or if it would be recommended)
Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13
This really is a "Playground", and this really is an alpha. You're going to get bored quickly. You can't even conquer a sector without cheating.
Yes, restart will be mandatory for each future version. My current development version (with Xenons!) is already incompatible.
Don't expect a serious game at this stage. Instead, expect tears of joy before the magic of random galaxies, and all the tiny little ships that obey the one superior will of Pandas. Nothing more.
Yes, restart will be mandatory for each future version. My current development version (with Xenons!) is already incompatible.
Don't expect a serious game at this stage. Instead, expect tears of joy before the magic of random galaxies, and all the tiny little ships that obey the one superior will of Pandas. Nothing more.
Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13
Alright, sounds fine. Cheatspawning my armada in 3...2...1...
Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13
And I did a mistake by not including the changes I've made to Create Station of the cheat menu. It still uses the vanilla spawning system. If you really want a station, you have to use the script editor and hit R while highlighting Mayhem.BuildStation. It doesn't matter much anyway, because the Outpost menu is still the same as in Mayhem 2, and that's not good.
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Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13
Big up Joub.
If you manage to implement all the features on the moddb page yu will have made my favourite game ever.
Maximum respect for still working on this!
If you manage to implement all the features on the moddb page yu will have made my favourite game ever.
Maximum respect for still working on this!
Do Hippos Eat Giraffes?
Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13
Good afternoon.
Mayhem 2.9.13
Tested on the English version as well.
If I perform Import / Export several times, then we get this.
JB - JB - JB - JB - - in satellite name
Can this be fixed?
Thanks.
Mayhem 2.9.13
Tested on the English version as well.
If I perform Import / Export several times, then we get this.
Spoiler
Show
Can this be fixed?
Thanks.
Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13
Wow... No idea where that's coming from. "JB" doesn't ring a bell to me.
Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13
Lib.Cmd.JumpBeaconPositionCheck
Code: Select all
= wait 1 ms
$Station = find station: sector=[SECTOR] class or type=[Station] race=null flags=[Find.Nearest] refobj=[THIS] maxdist=300 maxnum=1 refpos=null
if $Station
$x = $Station-> get x position
$y = $Station-> get y position
$z = $Station-> get z position
[THIS]-> set position: x=$x y=$y z=$z
$Name = [THIS]-> get name
$Name = strip colour from string: $Name
$Name = sprintf: fmt='JB - %s', $Name, null, null, null, null
[THIS]-> set name to $Name
end
= wait 1 ms
$x = [THIS]-> get x position
$y = [THIS]-> get y position
$z = [THIS]-> get z position
$OriginalPosition = [THIS]-> get position as array
$ScriptName = get script name
= wait 1 ms
while [THIS]-> exists
if is a new script version available
$null = null
START $null-> call script 'Lib.Gen.RunScriptWhenFinished' : ScriptName=$ScriptName TaskWatch=0 TaskRun=0 ObjectWatch=[THIS] ObjectRun=[THIS] arg1=null arg2=null arg3=null arg4=null arg5=null
return null
end
if not [THIS]-> is in active sector
$CurrentPosition = [THIS]-> get position as array
$Distance = get distance: position array1=$OriginalPosition array2=$CurrentPosition
if $Distance > 1
[THIS]-> set position: x=$x y=$y z=$z
end
end
= wait 60000 ms
end
return null
Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13
Hmm, yep, a script from Litcube. It is called from Z.EmpireCopy.Import line 1527 and 1528. I don't really know the point of this script.
Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13
i lurk i watch i salivate as Mayhem evolves
Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13
Code: Select all
Ascension......... CHECK
Xenon Invasions... CHECK
New Missions...... CHECK
Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13
Hi all, been having a lot of fun with this mod! But I've started having a problem with DAs not acquiring energy cells from either of my two solar plants in sector.
These DA orders worked fine before, and it's suddenly stopped working with no changes. One of my plants has over 20k Ecells so that can't be the problem...I heard about exporting and importing but it resets all my faction rep?
I've tried deleting and remaking, and clearing the list and just adding it by itself to see what happens. They just sit on the job while their description merely says 'Dock Agent'. No waiting for cargo or anything like that.
Does anyone have any advice for this? I'd hate to lose this game...
These DA orders worked fine before, and it's suddenly stopped working with no changes. One of my plants has over 20k Ecells so that can't be the problem...I heard about exporting and importing but it resets all my faction rep?
I've tried deleting and remaking, and clearing the list and just adding it by itself to see what happens. They just sit on the job while their description merely says 'Dock Agent'. No waiting for cargo or anything like that.
Does anyone have any advice for this? I'd hate to lose this game...
Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13
Nevermind, blacklist!! Doh!Tilon wrote: ↑Wed, 4. Mar 20, 02:28Hi all, been having a lot of fun with this mod! But I've started having a problem with DAs not acquiring energy cells from either of my two solar plants in sector.
These DA orders worked fine before, and it's suddenly stopped working with no changes. One of my plants has over 20k Ecells so that can't be the problem...I heard about exporting and importing but it resets all my faction rep?
I've tried deleting and remaking, and clearing the list and just adding it by itself to see what happens. They just sit on the job while their description merely says 'Dock Agent'. No waiting for cargo or anything like that.
Does anyone have any advice for this? I'd hate to lose this game...
Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13
Just read your ModDB post on Mayhem 3. Your progression is AWESOME and highly inspirational, please keep it up!
Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13
Code: Select all
Main plot......... CHECK
Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13
I'm going to put a version 2 tag on them. Let your imagination flow freely
Main plot is gonna be good, i can feel it. It's fitting that Terran/ATF conquer most of the gameworld in a typical Mayhem 2 game. They became a megacorp. We are outcasts. On to new meadows!
Main plot is gonna be good, i can feel it. It's fitting that Terran/ATF conquer most of the gameworld in a typical Mayhem 2 game. They became a megacorp. We are outcasts. On to new meadows!
Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13
Hello there! Do you plan on updating the version on moddb or will the next update be the beta?
Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13
I don't plan on releasing another alpha. Right now my plan is:
- Work on performance.
- Revision of all menus (I still have menus from Mayhem 2).
- New marines.
- Fleet improvements.
So yeah, next phase is beta testing. All features will be there, but radical changes could still apply (I've already made one: the AI won't use jump beacons).
- Work on performance.
- Revision of all menus (I still have menus from Mayhem 2).
- New marines.
- Fleet improvements.
So yeah, next phase is beta testing. All features will be there, but radical changes could still apply (I've already made one: the AI won't use jump beacons).