[X3LU] Mayhem 3.21b

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Shuulo
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Post by Shuulo » Mon, 2. Jul 18, 22:30

NEW: Bartering overhaul. All Trading Stations now only sell police licenses, but they host many local merchants who sell crafting resources. A list of all local merchants is available in your personal console.
How this will influence availability of resources from currently random trading stations? Playing Race-specific start was hard anyway, now without the resources in the stations itll be even more harder.
I understand that barter can give all needed resources, but you cannot delegate bartering to your TSs from sanctuary.

Fureimuu
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Post by Fureimuu » Mon, 2. Jul 18, 22:58

Shuulo wrote:
NEW: Bartering overhaul. All Trading Stations now only sell police licenses, but they host many local merchants who sell crafting resources. A list of all local merchants is available in your personal console.
How this will influence availability of resources from currently random trading stations? Playing Race-specific start was hard anyway, now without the resources in the stations itll be even more harder.
I understand that barter can give all needed resources, but you cannot delegate bartering to your TSs from sanctuary.
With changes to resources required for station-building and SPPs no longer requiring crystals it's now possible to become self-sufficient much earlier. The bonus TS ship in aliance start will most likely be rebalanced too (it's contents ofc). Let's wait and see what 2.5.0 looks like, if something is not right we can always leave feedback for mr. Panda.

Cheers.

Happyblue
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Post by Happyblue » Tue, 3. Jul 18, 04:54

I guess I never really had a desire to collect people before needing them for my Sanctuaries so this is probably a Vanilla thing. But the "collect all astronauts" command ping pong all over the map and bypass astronauts to only go back to them later. Real time consuming and annoying when doing it early game in a player ship. I now have an Angel that does it OOS but anyone know of a script that more intelligently collects bailed pilots?

brendon867
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Post by brendon867 » Tue, 3. Jul 18, 05:25

Happyblue wrote:I guess I never really had a desire to collect people before needing them for my Sanctuaries so this is probably a Vanilla thing. But the "collect all astronauts" command ping pong all over the map and bypass astronauts to only go back to them later. Real time consuming and annoying when doing it early game in a player ship. I now have an Angel that does it OOS but anyone know of a script that more intelligently collects bailed pilots?
Accept trade missions, pick them up, take them to your sanctuary, unload them. Easy way to max a population very quickly.

Happyblue
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Post by Happyblue » Tue, 3. Jul 18, 10:34

Brilliant! I'll try that. thank you.

Ghost140
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Post by Ghost140 » Tue, 3. Jul 18, 15:23

brendon867 wrote:
Happyblue wrote:I guess I never really had a desire to collect people before needing them for my Sanctuaries so this is probably a Vanilla thing. But the "collect all astronauts" command ping pong all over the map and bypass astronauts to only go back to them later. Real time consuming and annoying when doing it early game in a player ship. I now have an Angel that does it OOS but anyone know of a script that more intelligently collects bailed pilots?
Accept trade missions, pick them up, take them to your sanctuary, unload them. Easy way to max a population very quickly.
I imagine this is pandas reaction:

Image

and that there will be a change to 2.5 bugfixes soon.

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Joubarbe
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Post by Joubarbe » Tue, 3. Jul 18, 16:09

Problem is that I can't think of something to counteract this behavior. But uh... You're mean if you do that!

brendon867
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Post by brendon867 » Tue, 3. Jul 18, 16:28

Joubarbe wrote:Problem is that I can't think of something to counteract this behavior. But uh... You're mean if you do that!
I swear in the encyclopedia you tell us to do that as well as collecting astronauts lmfao, Hence the only reason I started doing it, If it's not intended I wont do it, Just limit trade missions to transporting of a single person, then It doesn't become viable.

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Joubarbe
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Post by Joubarbe » Tue, 3. Jul 18, 16:53

By trade missions, you mean the vanilla missions you pick up in stations right? The ones that tell you to transport X passengers to another station?

brendon867
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Post by brendon867 » Tue, 3. Jul 18, 17:48

Yeah those ones, so it shouldn't be too hard hopefully haha

Fureimuu
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Post by Fureimuu » Tue, 3. Jul 18, 18:19

RIP easy money on high trading ranks?

brendon867
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Post by brendon867 » Tue, 3. Jul 18, 19:08

Fureimuu wrote:RIP easy money on high trading ranks?
He shouldn't need to remove them, only limit the amount of passengers you get, and yeah they're a bit OP once you get a decent trade rank, 1-2m for 30 seconds of work haha, Then again we can just abuse optimal parallel tasks and make wildfire missiles, 25MG shields and concussion impulse gens and make 400-600m on day 1

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Joubarbe
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Post by Joubarbe » Tue, 3. Jul 18, 20:16

No, I won't touch them.

Image

Too many things to balance already...

("BETA" actually means "ALPHA", as only the v17 has all the features implemented)

Fureimuu
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Post by Fureimuu » Tue, 3. Jul 18, 21:42

Open beta hype?

phoenixfire53
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Post by phoenixfire53 » Tue, 3. Jul 18, 22:33

Hey I think I found a bug in Logistics. It appears that having a distribute job set to wait for full cargo load doesn't respect the 10 second timeout. DAs wait in the job indefinitely.

In Danna's Chance, job 10 is logged as 1/1, claimed by DA#4 (Waiting for cargo). This DA will sit there until a full cargo load comes in, then process the job.

In Sanctity of corruption, job 7 is logged as 2/3, claimed by DA#2,#3 (Waiting for cargo). Oddly enough When a spare TS attempts to fill the 3rd slot, it respects the timeout and moves on to another job.


http://www.mediafire.com/file/ng0fj5mdr ... 1.sav/file

dreamer2008
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Post by dreamer2008 » Wed, 4. Jul 18, 09:53

"NEW: New visuals for sectors. Compilation of LU and IEX backgrounds. Credits to Moonrat, the designer of IEX (Litcube doesn't need credits, he's above that). Note: the solar system is now realistic. " :O . Wow, great news. Everything else about the next patch sounds awesome, but this is my favorite part.

brunohxcx
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Post by brunohxcx » Wed, 4. Jul 18, 23:34

I installed the extra factory upgrade on my sanctuary, now i discovered it cant have it to level up further, there is anyway to remove this upgrade? or my sanctuary is fadded to stay on lvel 4 forever?

I have doubts about a lot of those upgrades, any kind of ingame info about them could be nice..

Happyblue
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Post by Happyblue » Thu, 5. Jul 18, 01:43

There is a list of the Sanctuary upgrades and what they do in the in-game encyclopedia.

Fureimuu
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Post by Fureimuu » Thu, 5. Jul 18, 06:59

brunohxcx wrote:I installed the extra factory upgrade on my sanctuary, now i discovered it cant have it to level up further, there is anyway to remove this upgrade? or my sanctuary is fadded to stay on lvel 4 forever?

I have doubts about a lot of those upgrades, any kind of ingame info about them could be nice..
I leveled up to 5 without any issues last time I played. Extra factory support is non-refundable, otherwise it would be easy to exploit.

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Joubarbe
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Post by Joubarbe » Thu, 5. Jul 18, 08:29

I think he meant the max. number of perks. 4 by default. More if you have permanent wars. More in 2.5.0 if you do stuff to Betty.

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