[X3LU] Mayhem 2.9.13

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Captain Teamwork
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Re: [X3LU] Mayhem 2.8.1d

Post by Captain Teamwork » Sat, 18. May 19, 20:54

Joubarbe wrote:
Sat, 18. May 19, 16:56
The Read More page.....

Maybe play the mod for an hour, and look for scripts afterwards... There are a lot of scripts already included.
I think your mod is great man. Wasn't trying to say it isn't. I just like to have a few things like carrier management available. It would be easier for me for someone to just point me in the right direction but I can just go looking for myself which is what I wind up doing most of the time anyway.

From what I gather this mod has been updated so many times I really can't tell what is included or not. Is there a MAYHEM guide somewhere I don't know about?

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Joubarbe
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Re: [X3LU] Mayhem 2.8.1d

Post by Joubarbe » Sat, 18. May 19, 21:07

Seriously dude, read the stuf... There is a "Recommended mod" with a Carrier Management mod recommended, and a section that gives you some tip and points you towards the in-game encyclopedia.
This is a hard mod; this is a rude non-ergonomic game.

Captain Teamwork
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Re: [X3LU] Mayhem 2.8.1d

Post by Captain Teamwork » Sun, 19. May 19, 10:50

Joubarbe wrote:
Sat, 18. May 19, 21:07
Seriously dude, read the stuf... There is a "Recommended mod" with a Carrier Management mod recommended, and a section that gives you some tip and points you towards the in-game encyclopedia.
This is a hard mod; this is a rude non-ergonomic game.
Has anyone done a let's play vid or anything with MAYHEM?

I've given the mod a go but I'm easily confused :o

shanbahak
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Re: [X3LU] Mayhem 2.8.1d

Post by shanbahak » Mon, 20. May 19, 01:31

Hmm okay so i met same bug with "invisible" ships attacking my trader.

Here is more detailed version of how it happens.
Trader meeting pirates in random sector (lets say, Twisted Skies).
he is getting atacked by specific Pirate Nova, for example.
Trader with poopy pants jumping away, launching drones, giving distress signal.
He jumps again and again while spamming distress about being attacked (new distress for each sector he jumps).
He wont respond to other commands, will continue his nonstop jumping and spamming Sos messages.
Also it adds some freezes / lag, in couple minutes fps starting to drop.
And messages will start to merge together, into creepy gibberish.

His original attacker, Pirate Nova - is freezing on spot, with "attacking trader" command.
No response for anything, you can poke it, shoot it, roll it, whatever it wont respond.

If you kill that original frozen Pirate Nova, trader will calm down, issue fixed.

If you missed that exact moment, ship and original sector - you're screwed, this stuff will continue to spam non-stop.
You need to find original attacked, frozen in first sector.
Probably can be "fixed" by killing trader, but you still need to catch him lol.

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Joubarbe
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Re: [X3LU] Mayhem 2.8.1d

Post by Joubarbe » Mon, 20. May 19, 03:56

Hmm, thanks shanbahak for the report. That's interesting! I don't know if that's a known bug of MK3 Trader Improved, but it does seem to only affect UTs. I'll keep an eye on that, but the debugging complexity on that one is high (ie. you cannot see "inside" a running script).

To be honest, MK3 Improved is a bit too complicated to my taste. That's a big script, and maybe I'll replace it with something else at some point.

DarkAleks
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Re: [X3LU] Mayhem 2.8.1d

Post by DarkAleks » Tue, 21. May 19, 00:42

Playing this mod for second week (second in-game day). Really like it so far, all new mechanics, dynamic wars, even story. I had 10 UT and encountered same bug with one of them being attacked and non-stop jumps from sector to sector with spam messages. Easiest solution was to self-destruct this ship. Not a big deal. Another issue I encountered, my "Collect Wares in Universe" transport was switched to DA after some time. 2 times now. Not sure, what was the trigger. May be when he got attacked? Everything else is being played smoothly, thanks for the mod!

omega062
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Re: [X3LU] Mayhem 2.8.1d

Post by omega062 » Wed, 22. May 19, 00:53

@Joubarbe Thanks for great MOD! X3+LU+MAYHEM is the game I was looking for years. I am a few days in the game and I have two questions.

1, I have two groups of M7. Xenon C and Hayabusa. I found Hayabusa is much more likely to collide with station while attacking it. Basically every one or two stations, I will lose one Hayabusa while C is doing much better. I have lost 9 Hayabusa while only lost 2 C. All killed by colliding with stations. (OOS can solve it but it kills fun). Is this a known bug? Any way to avoid it?
.
2, Regarding the maneuverability of M2. M2 in the game seems to have some problem to move correctly. When attacking ship or station, it will just move directly towards the target at full speed. If the target station is on its way by chance, M2 will just rush into the station and doesn't stop and turn around. If it passed the target, it won't stop and turn around. It will just keep moving at full speed and leave the target further and further away. In my current game, I have both Ray and Pteranodon, both of which have same problem. I tried to use Pteranodon in LU game to attack a station. It can correctly turn around when getting close to a station. I think this is definitely a bug in MAYHEM.

Thanks again for the great MOD!

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Joubarbe
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Re: [X3LU] Mayhem 2.8.1d

Post by Joubarbe » Wed, 22. May 19, 03:20

Well, both issues seem related. I never had such problem (or I didn't notice), and no one reported that earlier, to my knowledge. The problem is that collision avoidance is managed by the game, it's hardcoded.
Did you disable Bounce by any chance?

omega062
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Re: [X3LU] Mayhem 2.8.1d

Post by omega062 » Wed, 22. May 19, 03:41

Joubarbe wrote:
Wed, 22. May 19, 03:20
Well, both issues seem related. I never had such problem (or I didn't notice), and no one reported that earlier, to my knowledge. The problem is that collision avoidance is managed by the game, it's hardcoded.
Did you disable Bounce by any chance?
Bounce is enabled. I installed 2.8.1d.

An easy test is to ask a Pteranodon to attack a missile production station, calling from 15 km away. One Pteranodon will not be able to kill the station before it flies away from it. If Pteranodon can stop and turn around, that means patch 2.8.1d is good and I need reinstall my game.

EDIT: I went ahead do this test and turn on SETA to observe. It actually did turn around after flying far far away. Guess I can live with that. Just retreat and recall. :)

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Hector0x
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Re: [X3LU] Mayhem 2.8.1d

Post by Hector0x » Sat, 25. May 19, 13:29

First three episodes of the tutorial series are up. They cover gameplay before setting up the first sector.
https://www.youtube.com/playlist?list=P ... r_marXo4RQ
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Joubarbe
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Re: [X3LU] Mayhem 2.8.2

Post by Joubarbe » Sat, 25. May 19, 15:10

And to go with that, 2.8.2 released. That's a very small update, but important nonetheless (randomizing array in a proper way is important...).

Thanks Hector0x! I'm gonna watch that right now!
EDIT: You really should advertise your videos on the other threads, maybe even X4's :) (and Discord / Reddit / Steam!)

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Hector0x
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Re: [X3LU] Mayhem 2.8.2

Post by Hector0x » Sat, 25. May 19, 20:35

Joubarbe wrote:
Sat, 25. May 19, 15:10
You really should advertise your videos on the other threads, maybe even X4's :) (and Discord / Reddit / Steam!)
Yeah i've thought about that. But probably after the playlist is a bit longer. I don't want too much people start playing now and then having to wait until the next video.
Just hope you don't roll out another big version that makes everthing outdated. But Mayhem seems feature complete to me. Otherwise i wouldn't have touched the record button. :lol:
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Joubarbe
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Re: [X3LU] Mayhem 2.8.2

Post by Joubarbe » Sat, 25. May 19, 21:51

You know you can see the local merchants' stuff without docking into any station, right? :)

fiby
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Re: [X3LU] Mayhem 2.8.2

Post by fiby » Sat, 25. May 19, 22:14

having a positive rep with a faction i notice some ships are still red while others from the same faction is white. is this intended or a bug?

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Hector0x
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Re: [X3LU] Mayhem 2.8.2

Post by Hector0x » Sun, 26. May 19, 13:26

Joubarbe wrote:
Sat, 25. May 19, 21:51
You know you can see the local merchants' stuff without docking into any station, right? :)
Good to know. I think i even have used it before. Will mention that. But you have to be in sector, right? No way to automate it.

@fiby: Could it be the police? Or if you went from negative to positive reputation with that race.
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