[X3LU] Mayhem 3.21b

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brendon867
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Re: [X3LU] Mayhem 2.9.6

Post by brendon867 » Tue, 23. Jul 19, 08:48

Seems like the other missions are coming through fine and I can progress them, just not the Goner one hmm

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Joubarbe
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Re: [X3LU] Mayhem 2.9.6

Post by Joubarbe » Tue, 23. Jul 19, 09:05

Yeah that's fixed for the next version. The E/I messed things up a bit.

brendon867
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Re: [X3LU] Mayhem 2.9.6

Post by brendon867 » Tue, 23. Jul 19, 10:02

Joubarbe wrote:
Tue, 23. Jul 19, 09:05
Yeah that's fixed for the next version. The E/I messed things up a bit.
They were brand new games on the fresh 2.9.6 patch, any way I can solve this for my current save?

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Joubarbe
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Re: [X3LU] Mayhem 2.9.6

Post by Joubarbe » Tue, 23. Jul 19, 10:21

You can wait for the next patch.

EDIT: Mayhem 2.9.6b

brendon867
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Re: [X3LU] Mayhem 2.9.6

Post by brendon867 » Tue, 23. Jul 19, 13:01

Joubarbe wrote:
Tue, 23. Jul 19, 10:21
You can wait for the next patch.

EDIT: Mayhem 2.9.6b
Thanks! do I need to E/I this? Oh btw, that bug where fighters stop attacking and you cant use jump and dock in sector command, if you can make so when you claim a ship it becomes a dock master/UT it seems to fix the problem and make the bailed ships work as intended, I don't know if there's a way to implement that so I'll leave it for you to decide, just something I realised

Also I installed the fix, but for some reason I'm in EoL and goners still wont message me and give the next part

winsomniak
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Re: [X3LU] Mayhem 2.9.6b

Post by winsomniak » Tue, 23. Jul 19, 15:11

Hello!

Having a lot of fun with this mod. I'm as far as beating the first OCV invasion and expanding a bit. However, I have a problem: I cannot figure out how to get UTs to actually work! Every time I activate a UT, I get an immediate mail for the UT "unhandled exception 0, credits earned: null". I've managed with dock agents thus far but my ascension requires 10 active UTs.

Any ideas?

EDIT: I figured it out. I "merged" the Mayhem mod folder which preserves new files but does not replace anything that's been updated from litcubes. I've amusingly been playing some sort of half functional amalgamation and still having fun. Yeesh. Things are working now.
Last edited by winsomniak on Tue, 23. Jul 19, 15:50, edited 1 time in total.

brendon867
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Re: [X3LU] Mayhem 2.9.6b

Post by brendon867 » Tue, 23. Jul 19, 15:41

winsomniak wrote:
Tue, 23. Jul 19, 15:11
Hello!

Having a lot of fun with this mod. I'm as far as beating the first OCV invasion and expanding a bit. However, I have a problem: I cannot figure out how to get UTs to actually work! Every time I activate a UT, I get an immediate mail for the UT "unhandled exception 0, credits earned: null". I've managed with dock agents thus far but my ascension requires 10 active UTs.

Any ideas?
My UT's have been iffy too they only fuel for 7 jumps and once their energy gets low they go into a delivering energy cells state that's permanent. Have you checked to see you're not missing any trading extensions for your TPs?

winsomniak
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Re: [X3LU] Mayhem 2.9.6b

Post by winsomniak » Tue, 23. Jul 19, 15:51

brendon867 wrote:
Tue, 23. Jul 19, 15:41
winsomniak wrote:
Tue, 23. Jul 19, 15:11
Hello!

Having a lot of fun with this mod. I'm as far as beating the first OCV invasion and expanding a bit. However, I have a problem: I cannot figure out how to get UTs to actually work! Every time I activate a UT, I get an immediate mail for the UT "unhandled exception 0, credits earned: null". I've managed with dock agents thus far but my ascension requires 10 active UTs.

Any ideas?
My UT's have been iffy too they only fuel for 7 jumps and once their energy gets low they go into a delivering energy cells state that's permanent. Have you checked to see you're not missing any trading extensions for your TPs?
My issue appears to have been installation related. The unhandled exception 0 message, while contained in an ingame mail sortof tipped me off since no one else was complaining.

Tomsoneeta
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Re: [X3LU] Mayhem 2.9.6

Post by Tomsoneeta » Tue, 23. Jul 19, 23:54

Joubarbe wrote:
Tue, 23. Jul 19, 08:11
@Angrybiscit: The Xenon/Pirate quietness seems to have been introduced in 2.9.0 for no obvious reason. I've started a new game in 2.9.6, and things seems to be better. An E/I would solve this issue, if it's really solved. Don't hesitate to leave a feedback.
Hi, E/I did solve the issue but after saving, quitting and loading back in to the game, the same issue comes back (in my game).

Also, is it possible that some of this "quietness" issue affects other races too? I have a feeling after E/I xenon/pirate fix, other races started going more aggressive to each other (going in war more often) and taking unclaimed sectors faster.
Otherwise its mostly peaceful universe (started on Normal Start, Fighter, 11 hours in).

brendon867
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Re: [X3LU] Mayhem 2.9.6b

Post by brendon867 » Wed, 24. Jul 19, 00:42

E/I ruined my sact in circle of labor, heres the save, it's stuck on 0 pop and wont gain anymore for some reason, is there any way to cheat my population for this bugged base?

https://drive.google.com/open?id=1jX1Z2 ... skIyN_V4C9
Last edited by brendon867 on Wed, 24. Jul 19, 02:18, edited 1 time in total.

rw602
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Re: [X3LU] Mayhem 2.9.6b

Post by rw602 » Wed, 24. Jul 19, 02:02

Hi, about the ships getting stuck when their target bails, found this is caused by Mayhem.Signal.Bailed (secondary signal SIGNAL_CAPTURED). Removing the script call to Mayhem.CopyShip (deletes ship and spawns a copy of it) in Mayhem.Signal.Bailed.Action is by itself enough to prevent any stuck ships due to target bailing - I have reverted/removed the changes to various scripts that were related to this bug (!fight.targeting, !fight.attack.object.std, !plugin.acp.fight.attack.object, !fight.attack.enemiesrange.land) and I am not using the new script Mayhem.Bail (reissue orders to attacker formation when target bails thing) or the most recent version of Cmd.BailMaybe that goes with it. I know you just patched this issue, but this solution might be worth a look anyway.

Also found Mayhem.SetTurrets running one more turret task on the ship that it should (ship with 2 turrets would run turret scripts on tasks 1,2 and 3, a ship with 6 turrets would run turret scripts on tasks 1-7 etc).
to fix it edited this:

Code: Select all

$turrets = $ship -> get number of turrets
  while $turrets > 0 
    if $defense
      if $ship -> get amount of ware Combat Command Software MK2 in cargo bay
        $ship ->start task $turrets with script !turret.missiledefense.std and prio 100: arg1=$turrets arg2=null arg3=null arg4=null arg5=null
      else
        $ship ->start task $turrets with script !turret.protect.std and prio 100: arg1=$turrets arg2=null arg3=null arg4=null arg5=null
      end
    else
      $ship ->start task $turrets with script !turret.killenemies.std and prio 100: arg1=$turrets arg2=null arg3=null arg4=null arg5=null
    end
    dec $turrets =
  end
to this:

Code: Select all

$turrets = $ship -> get number of turrets
  while $turrets > 1
    dec $turrets = 
    if $defense
      if $ship -> get amount of ware Combat Command Software MK2 in cargo bay
        $ship ->start task $turrets with script !turret.missiledefense.std and prio 100: arg1=$turrets arg2=null arg3=null arg4=null arg5=null
      else
        $ship ->start task $turrets with script !turret.protect.std and prio 100: arg1=$turrets arg2=null arg3=null arg4=null arg5=null
      end
    else
      $ship ->start task $turrets with script !turret.killenemies.std and prio 100: arg1=$turrets arg2=null arg3=null arg4=null arg5=null
    end
  end

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Joubarbe
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Re: [X3LU] Mayhem 2.9.6b

Post by Joubarbe » Wed, 24. Jul 19, 08:17

Removing Mayhem.CopyShip will introduce other problems and strange behavior from bailed ships (ships getting attacked as soon as you capture it, among other things). Plus you're also removing "Mayhem.Task.Claimeable" from what I understand. Anyway, for me, this issue is fixed.

Good catch for the turrets.

@brendon867: I can't do much without your previous savegame, before the E/I.

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Hector0x
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Re: [X3LU] Mayhem 2.9.6

Post by Hector0x » Wed, 24. Jul 19, 09:52

Tomsoneeta wrote:
Tue, 23. Jul 19, 23:54
Also, is it possible that some of this "quietness" issue affects other races too? I have a feeling after E/I xenon/pirate fix, other races started going more aggressive to each other (going in war more often) and taking unclaimed sectors faster.
Otherwise its mostly peaceful universe (started on Normal Start, Fighter, 11 hours in).
It can sometimes seem that way. In the early game you will see short bursts of extreme activity, because nearly all shipyards of a certain faction reach the requirements for an invasion at the same time. Shortly after that all shipyards of the next faction and so on. You will have very long stretches of seamingly no activity. This levels itself out later in the game, when new shipyards get built, old ones destroyed. Battlegroups being decimated from Xenons, etc. New invasions will happen more frequently and irregular.

E/I also resets all invasions. Many shipyards will already be sitting on a lot of ships and money after import, and they burn it quick.

sigurhel
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Re: [X3LU] Mayhem 2.9.6b

Post by sigurhel » Wed, 24. Jul 19, 11:58

Note: god 1 mod extra installed Maydef 1.2

I am having some problems with Fleets and also with ship "Attack x" commands.
Scenario: harassing enemy in a sector. Enemy has 40 something fighters, some M6, some TMs, couple of M7s and 4 M2s. I jump in a fleet leader (M2).

Fleet invade: Fleet mostly ignore enemy ships and go for stations, ignoring ships
Fleet attack: They attack that target, then go for stations, ignoring ships
Fleet protect (fleet leader): Fleet mostly goes for closest station, ignoring ships

Well fleet commands are a problem here, I want to kill ships, not stations. Try broadcast

Broadcast: Attack all. Most ships go for closest station to them
Broadcast: Protect (fleet leader). Most ships go for closest station to FL

Single ship: Attack all. Most ships go for closest station to them, ignoring ships

Preferred scenario: All M7/M6 attack closest ship to the fleet leader so fleet can be grouped up.
Second scenario: Attack all prioritizes ships ....

I am loosing lot of ships, because they or me being dumb .. they charge stations and get slaughtered on the way there. While watching the fleet leader die in a fire.

What can I do to actually get them to target ships? Can I achieve preferred scenario?
Do I need to skip Fleets and go full MLCC? Because there is way to much micro harassing enemy sectors efficiently atm.

(Noticed that I have Mayhem 2.9.4, will upgrade to 2.9.6b and try again)

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Hector0x
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Re: [X3LU] Mayhem 2.9.6b

Post by Hector0x » Wed, 24. Jul 19, 12:03

sigurhel wrote:
Wed, 24. Jul 19, 11:58
What can I do to actually get them to target ships? Can I achieve preferred scenario?
Do I need to skip Fleets and go full MLCC? Because there is way to much micro harassing enemy sectors efficiently atm.
Guard or Patrol are the commands you are looking for. They don't target stations. You can also perform a Call to Arms and just move the commander. Soon i will upload the two final videos of my series with tips for every fleet command.

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Joubarbe
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Re: [X3LU] Mayhem 2.9.6b

Post by Joubarbe » Wed, 24. Jul 19, 13:21

Yesterday, for the next patch, I've updated the command description for both fleet commands (use "i" when you highlight a command to have some info):

Call To Arms:
This command will make the fleet commander call all ships assigned to its fleet to repair if needed and if possible, join up and be ready for fleet orders. Each ship will resupply from other ships of the same fleet before joining the leader, if one of the party has a Transporter Device or if docking is possible. It will also look for a local Sanctuary or Solar Power Plant. This command affects all ships, including those who are "currently not with fleet". This command is useful to reorganize your fleet and automatically assign fighters to your carriers. A second call may be useful if all your ships were not in the same sector or if your fighters are not properly assigned to your carriers. Note that this command makes all ships escort the leader and can therefore as an attack command.
Guard:
This command will order the fleet commander to defend the sector and keep it clear from any hostiles. This command also acts like 'Attack All Enemies'.
That being said, maybe Guard should be renamed "Attack All Enemies"... (EDIT: done)

aurelcourt
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Re: [X3LU] Mayhem 2.9.6b

Post by aurelcourt » Wed, 24. Jul 19, 14:22

New Fleet System works quite well indeed, but I feel it's missing a few bits to make it awesome (and overcome MLCC completely) :


1) "Call to arms" works great in many aspects except the "repair" part : if ships are not in a sanctuary sector, and don't have enough fuel, they just start flying there for repairs, even if it's on the other side of the world...
> any possibility to work around this behaviour? Like for exemple designating a "tug ship" (TL/TM/M7/M1) that would bring these damaged fighters home for repairs?

> other way : new command "Repair Fleet" = all damaged fighters dock again and associated carriers (TM/M7/M1) jump to nearest shipyard sanctuary to repair them (MLCC-like) + all bigger ships jump as well if damaged (they refuel before from fleet supply ship if needed).
A standard "Call to Arms" afterwards would then bring the fleet back together again !


2) Same kind of stuff when ships are out of fuel... but feels like I've managed a way aound as I assigned a fully loaded Ecells TS as my "fleet refuelling truck"...


3) I'd love a "Fleet Return Home" > calls off fighters to dock and jump back to home sector/station -- ships with insufficient fuel will first "ask" for a refuel from fleet supply ship.


4) "Emergency retreat" > No docking : full PANIC immediate jump (or fly if no fuel) to nearest non-ennemy sector. (ABORT !! ABORT !! ABORT !! :-) )


5) New M7/M1 equipement : Maintenance Bay -- allows "on site" repairing for fighters (if their hull>25%), up to a maximum 80% hull (any more repairs would require the "Repair Fleet" as mentioned above)
Uses new command : "Fleet : maintenance" and requires associated M7/M1 to carry ship building components in sufficient quantity (same as sanctuary repairs without efficiency bonus). (maybe M7/M1 would need to be fleet leader to facilitate the command)
> M7/M1 would undock its fighters, then all damaged fighters would dock there and get 80% repaired. -- "Call to Arms" after to go back to normal fleet setup.
> fighters damaged to <25% hull can't be repaired "on site" and would need to be tugged home with the other command above.


6) New Maintenance Ship to perform on-site basic repairs on M6 and bigger? (same idea as introduced in 5) ...to be adapted)


7) Nothing to do with fleets : any possibility to hide some factories from the property menu? Once you start expanding it's getting very messy !



Any thoughts on these ideas? :-)

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Joubarbe
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Re: [X3LU] Mayhem 2.9.6b

Post by Joubarbe » Wed, 24. Jul 19, 15:30

3/ Join Fleet does that.
7/ Not possible.

sigurhel
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Re: [X3LU] Mayhem 2.9.6b

Post by sigurhel » Wed, 24. Jul 19, 15:52

Joubarbe wrote:
Wed, 24. Jul 19, 13:21
... snip ...
Guard:
This command will order the fleet commander to defend the sector and keep it clear from any hostiles. This command also acts like 'Attack All Enemies'.
That being said, maybe Guard should be renamed "Attack All Enemies"... (EDIT: done)
Please let this be "Attack all Enemy ships", will go bonkers if the fleet tries to make love with stations like with the other commands.

My preferred scenario would be to have 2 separate commands for attack all, 1 for "all stuff" and 1 for "ships only".

sigurhel
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Re: [X3LU] Mayhem 2.9.6b

Post by sigurhel » Wed, 24. Jul 19, 15:53

Would like to add that I am having awesome fun with X3 again, might be bitching some about fleets. But man Mayhem is great!

Thank you so much dear Sir Joubarbe!!

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