[X3LU] Mayhem 3.21b

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Joubarbe
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Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13

Post by Joubarbe » Thu, 27. Feb 20, 18:24

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.

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alexalsp
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Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13

Post by alexalsp » Thu, 27. Feb 20, 22:08

Thank you very much for the information and for your work. :x3: :thumb_up: :thumb_up: :thumb_up:

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Hector0x
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Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13

Post by Hector0x » Fri, 28. Feb 20, 15:17

Already a playable testbed? You're rolling strong! :thumb_up:

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 :boron: :paranid: :split: :teladi:
Can you already estimate if a restart will be necessary after upcoming feature patches? (or if it would be recommended)

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Joubarbe
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Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13

Post by Joubarbe » Fri, 28. Feb 20, 15:33

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.

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Hector0x
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Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13

Post by Hector0x » Fri, 28. Feb 20, 15:44

Alright, sounds fine. Cheatspawning my armada in 3...2...1...

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Joubarbe
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Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13

Post by Joubarbe » Fri, 28. Feb 20, 16:17

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

Post by TomRobinson » Fri, 28. Feb 20, 18:52

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!
Do Hippos Eat Giraffes?

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alexalsp
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Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13

Post by alexalsp » Sat, 29. Feb 20, 13:21

Good afternoon.

Mayhem 2.9.13

Tested on the English version as well.

If I perform Import / Export several times, then we get this.
Spoiler
Show
Image
JB - JB - JB - JB - - in satellite name
Can this be fixed?

Thanks.

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Joubarbe
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Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13

Post by Joubarbe » Sat, 29. Feb 20, 15:26

Wow... No idea where that's coming from. "JB" doesn't ring a bell to me.

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alexalsp
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Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13

Post by alexalsp » Sat, 29. Feb 20, 21:36

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

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Joubarbe
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Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13

Post by Joubarbe » Sat, 29. Feb 20, 22:49

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.

myrmidon
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Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13

Post by myrmidon » Sun, 1. Mar 20, 02:01

i lurk i watch i salivate as Mayhem evolves

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Joubarbe
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Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13

Post by Joubarbe » Tue, 3. Mar 20, 17:14

Code: Select all

Ascension......... CHECK
Xenon Invasions... CHECK
New Missions...... CHECK

Tilon
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Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13

Post by Tilon » Wed, 4. Mar 20, 02:28

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...

Tilon
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Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13

Post by Tilon » Wed, 4. Mar 20, 03:46

Tilon wrote:
Wed, 4. Mar 20, 02:28
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...
Nevermind, blacklist!! Doh!

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Edna
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Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13

Post by Edna » Thu, 5. Mar 20, 16:19

Just read your ModDB post on Mayhem 3. Your progression is AWESOME and highly inspirational, please keep it up! :)
Image

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Joubarbe
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Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13

Post by Joubarbe » Sat, 7. Mar 20, 10:24

Code: Select all

Main plot......... CHECK
I spent 4 hours last night designing the new marine system on my little papers. Gonna be good! The gear will be completely removed after all. Sorry Hector0x, I didn't want to break your tutorials at first, but all the great stuff you've shown about the economy and the marines will be broken :( (I'm definitely going to keep Mayhem 2 around though)

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Hector0x
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Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13

Post by Hector0x » Sat, 7. Mar 20, 11:07

I'm going to put a version 2 tag on them. Let your imagination flow freely :D
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!

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Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13

Post by Fureimuu » Sat, 7. Mar 20, 15:13

Hello there! Do you plan on updating the version on moddb or will the next update be the beta?

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Joubarbe
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Re: [X3LU] Mayhem 3 "Playground" Alpha & Mayhem 2.9.13

Post by Joubarbe » Sat, 7. Mar 20, 18:44

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).

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