Thanks for the Christmas gift! Those post-truce changes will make the experience must less frustrating.
What ended up being the cause of the marine corruption bug BTW?
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Thanks for the Christmas gift! Those post-truce changes will make the experience must less frustrating.
Wow, I just found this in a search for something unrelated, and it's been a long time, but I want to follow up on this. I did the release version of the soundtrack for lu, and iirc we used a lot of eve music because it was free at the time. It's hard to find that information these days on the net... maybe the wayback machine? Anyway, funny to see how things morph over time and it ends up that choosing music because "we won't get sued" leads to it "being good music for playing the game" It IS good music to play along to, thoughFureimuu wrote: ↑Sat, 14. Jul 18, 21:31A lot of EVE music is installed with LU (Soundtrack.exe), not sure if that's all tracks though. For example Doomed Forever is playing in Belt of Aguilar. If you want to add more (in case some songs are missing), open galaxy editor and check all sectors' settings. You can change the BGM there.tatakau wrote:I think I read somewhere buried in this thread on or on ModDB that the EVE Online music on CCP's Soundcloud works really well with Mayhem. Or maybe LU. Not sure where I read it.
https://soundcloud.com/ccpgames/sets/ev ... ame-tracks
But if I'm going to be getting a fresh install together for the impending 2.5, I figured I might as well take a stab at bringing in their music.
Do you have any recommended procedures, for what files to replace in the X3>Soundtrack folder?
There's no cap as far as I can tell, but a mobile maintenance kit brings it back to 100%. I tend to do it on M7s, M1s and M2s. There's also the Drydock Outpost perk that eliminates it for ships docked there, so while a fleet isn't in action, it can substantially reduce costs.temetvince wrote: ↑Thu, 24. Dec 20, 20:37I've been considering doing a complete Mayhem 3 run to see how far I can go, but during beta testing I was (perhaps overly) concerned with maintenance. Is there a cap on how expensive it gets on old ships? If I can afford it now on a group of ships, will I always be able to afford it on that same group of ships? The mechanics are a bit alien to me and I know things have probably changed since I last played.
Does it ever make sense to get rid of a ship that you've had for too long due to ongoing cost?
That sums everything up wonderfully. Thank you.4square425 wrote: ↑Thu, 24. Dec 20, 22:16There's no cap as far as I can tell, but a mobile maintenance kit brings it back to 100%. I tend to do it on M7s, M1s and M2s. There's also the Drydock Outpost perk that eliminates it for ships docked there, so while a fleet isn't in action, it can substantially reduce costs.
I know Hector is working on a rebalance mod that eliminates maintenance for non-combat ships, like agents and miners. Since they stay in space practically forever, and you can have many of them, it adds up. I've thought about recycling my oldest ships, but my oldest one at 1145% maintenance is still costing less than a M7 at 100%.
The in-game ship compendium is likely your best bet for ship stats. It is located in the Mayhem player console.Black--Snow wrote: ↑Fri, 25. Dec 20, 05:34I was considering writing a loadout calculator that parses the game files to get the ship & Weapon stats, though I'm not sure where those are stored/written. Can I get a hint, Joubarbe? :3
I'm aware of the ship compendium, but interfacing with the game and reading from the screen is significantly less viable than parsing Mayhem files for ship stats.XenonArchitect7 wrote: ↑Fri, 25. Dec 20, 08:40The in-game ship compendium is likely your best bet for ship stats. It is located in the Mayhem player console.Black--Snow wrote: ↑Fri, 25. Dec 20, 05:34I was considering writing a loadout calculator that parses the game files to get the ship & Weapon stats, though I'm not sure where those are stored/written. Can I get a hint, Joubarbe? :3
If you really want to parse the game files to get a detailed readout of weapon and ship stats, look for Litcube's excel tools on the LU wiki's downloads section. You will first need to know how to extract files out of the cat/dat directories, so it is a bit advanced.
Joubarbe can correct me if I am wrong, but I think it just requires that the outpost have the lasers and shields in its inventory, which can be brought in from other outposts. I think there is also a smart system where completed ships will wait for equipment if it is not readily available and auto-equip once it is.Black--Snow wrote: ↑Fri, 25. Dec 20, 15:21.
Also, does the "Build full template" option in Outposts build and ship the gear from nearby outposts somehow, or does it require a multi-specced single outpost?
They do seem to wait. Is there a way to automatically stock x amount of equipment in an outpost? For example, build 25MJ shields until you have 50, another station imports up to 50 from the producer?XenonArchitect7 wrote: ↑Fri, 25. Dec 20, 15:36Joubarbe can correct me if I am wrong, but I think it just requires that the outpost have the lasers and shields in its inventory, which can be brought in from other outposts. I think there is also a smart system where completed ships will wait for equipment if it is not readily available and auto-equip once it is.Black--Snow wrote: ↑Fri, 25. Dec 20, 15:21.
Also, does the "Build full template" option in Outposts build and ship the gear from nearby outposts somehow, or does it require a multi-specced single outpost?
How do you limit production via logistics? I know you can set things on loop, but "loop until x" is not something I've seen.Joubarbe wrote: ↑Sat, 26. Dec 20, 08:56@Black--Snow
Ship & weapon stats are stored in .cat files only. The compendium is just using functions that access these files.
Full template requires to have the gear inside the Outpost the ship is built from.
With production queue and the logistics screen, you can achieve what you’re trying to do.
maintenance can grow very large over time. But we are mostly talking about ingame days here. As long as you don't run SETA overnight you should be fine.temetvince wrote: ↑Thu, 24. Dec 20, 20:37Is there a cap on how expensive it gets on old ships? If I can afford it now on a group of ships, will I always be able to afford it on that same group of ships? The mechanics are a bit alien to me and I know things have probably changed since I last played.
Does it ever make sense to get rid of a ship that you've had for too long due to ongoing cost?
Black--Snow wrote: ↑Fri, 25. Dec 20, 15:21Also, does the "Build full template" option in Outposts build and ship the gear from nearby outposts somehow, or does it require a multi-specced single outpost?
Now that is an excellently thorough answer. Thanks a lot! I usually go for multi-specced but I thought maybe it was a naive approach and wanted to try spreading them out. The micromanagement is no fun for me. I think I'll run the perk init script on my production outposts and respec them in a way that gives a single production outpost.