I love LU and playing it I found a few (very small) issues that in my opinion can make it even better. There are very small/simple changes so they should work fine but make a backup of your saves before using them. I'll update the list here as I add them.
Installation
- Install LU, version 1.7.0 or higher. WARNING For earlier LU versions use the earlier versions of the pack (found on the nexusmods page).
- Download the installer and run it. Select which components/changes you want. Install inside the X3 game directory (where you have x3ap_n.exe).
Changes
NOTE: some of these changes have been available in separate archives too but I only support their latest versions as included in the installer.
- Player corporation name setting
I have extended the Player Console to make it possible to set your own corporation name, then every time LU tries to automatically name a ship it will prefix it with your corporation name. It tries to be smart and for ship names that already contain the homebase, it will strip out the corporation name from the homebase for building the ship name so it doesn't show twice. I find that this helps with the roleplaying and game immersion.
For example, if you set your corporation name to "Acme" it will name your ships like this:- Acme UT 003 Caiman Adv
- Acme ST 002 Mercury SF
- Acme SA Headquarters 001 Snotra -- homebased to Acme Headquarters
- Acme FR 1st Fleet HQ 003 Snotra -- homebased to Acme 1st Fleet HQ an OTAS Starliner Equipment Dock
This feature is a bit more intrusive, it seems to work fine in my game but I may not have tested all usecases, let me know if you encounter any problems. - Collect Lasertowers Command
New Special ship command for collecting all lasertowers in a sector, similar to how "Collect wares in sector" works. Requires Transporter Device. Good when paired with the "Ring of Fire" deployment command.
- Configurable prefix for autorenamed ships -- made obsolete by the player corporation name feature
- Universal sun intensity information (similar to the Asteroids page)
- Ship Compendium OTAS Reputation Check Fix
OBSOLETE: This has been fixed in LU 1.4.8. Please update to latest LU version and don't use this file.
This should fix the Ship Compendium from always showing OTAS ships as "white" (available for purchase) when in fact the required Argon reputation would not allow to. It was confusing and it made this otherwise awesome tool a tiny bit less useful.
Download: link - Access the Template Manager and MLCC console from the Player Console
X3AP (+LU) already requires us to assign and remember many hotkeys so I try to reduce them where possible. As I don't think I ever need to access the Template Manager or the MLCC Console quickly in the midst of battle, this change adds them to the Player Console. You can still assign and use their hotkeys if you want. - Extended ship blueprint information
OBSOLETE: This feature is included in LU 1.6.0. Please update to latest LU version.
When the ship licenses page shows that my HQ has capacity only for 1 or 0 ships of some type, I hate having to go through every ware in my HQ and in the blueprint and compare them one by one until I find which ware is the limiting factor. So I changed the blueprint information page (the one displayed when you select a ship from the ship licenses page) to display the HQ capacity to build that ship for each ware. So now you can directly see which ware is limiting you.
Also, I have made another small change to the ship licenses page but one that I find very useful. When you click on the "Dockware Manager" (to open the HQ Dockware Manager) from the license page, when you exited it it did not go back to the license page so I changed it to go back to the license page. This way it's easier to setup your HQ dockware capacities based on the requirements of a certain blueprint by making it faster to go back and forth between the HQ dockware page and the detailed blueprint information. - Blueprint manager
OBSOLETE: This feature is included in LU 1.6.0. Please update to latest LU version.
When you start having lots of blueprints (especially some of which you purchased accidentally) it becomes a bit annoying seeing all those irrelevant blueprints in the LU ship licenses page or in the HQ build interface. I added a new "Blueprint manager", a window that can be opened from the LU licenses page and allows you to move your HQ blueprints to a separate, "archived", set of licenses. This way you can easily clean the HQ blueprints and if you change your mind just use the "Blueprint manager" to move them back to the HQ.
NOTE: if you install this it also includes the Extended ship blueprint information change described above.
WARNING: This script obviously messes up with your HQ blueprints, make a backup of your games before you start using it and report any issues. Also, it's not supported by LU Export/Import so before you do an E/I make sure to move all archived blueprints back to the HQ otherwise you WILL lose those. - MLCC more target options
OBSOLETE: This feature is included in LU 1.6.0. Please update to latest LU version.
As I started to build a fleet and setting it up with MLCC I quickly encounter an issue: the MLCC escort tasks allow to assign that one type of ships can escort a single class of escorted ships. So I can setup all my Setantas to escort all M7s (including M7Ms and M7 light carriers) but once I started to acquire M1/M2s they would be ignored by the Setantas. One option is to add different types of M6s to my MLCC docks and assign each type a different type to be escorted but I don't really like any other M6 plus I would need to provide the headquarters with new laser types than what the Setantas use.
So I added an additional Escort target option "Capital Ships" and by using it you can configure your MLCC Escort tasks to protect any huge ships (M7, M7M, M1, M2). Existing MLCC code logic will automatically allocate the available escort ships equally to each escorted ship.
I also added the "Corvettes" target for Assault/Carrier/Bomber targets so you can have a task like this configured to attack only M6 ships. - Fixed 'Security' ships show/hide toggle for carried ships
OBSOLETE: This feature is included in LU 1.6.0. Please update to latest LU version.
The show/hide toggles for UT/ST ships and ships assigned to a MLCC are very useful to remove the property window clutter once you get to a certain empire size. However, the show/hide toggle seems broken with ships homebased to a MLCC carrier. This is a very simple change that fixes that issue. - Display total per-sector asteroid yield and remove refresh stuttering
OBSOLETE: This feature is included in LU 1.6.0. Please update to latest LU version.
This extends the existing Player Console -> Asteroids window to display total per-sector yield. In practice, with Saturn Complex Hubs, I found I care much more of total sector yields than of individual asteroid yields. The per-asteroid yields are still there.
I also changed the code to not update the Asteroids page automatically every second. This was introducing stuttering in my game when almost every other LU window I can think of doesn't introduce stuttering and is uber fast. Anyway, by making this change now the Asteroids page won't be refreshed with real-time data if you just stare at it. You have to either change one search option in it or just close/reopen it. - MLCC Assist Screen Selection Save
OBSOLETE: This feature is included in LU 1.6.0. Please update to latest LU version.
This makes the MLCC Assist screen save the current selection so next time you open it, it will remember the ship types selection from last time. I found this to be very useful in my game where for 90% of the sorties I do not need to call upon the M7Ms with their expensive and overpowerful torpedoes. - Revelation Patrol Groups
OBSOLETE: This feature is included in LU 1.6.0. Please update to latest LU version.
Originally, the OCV ships that are defending an OCV sector, would try to intercept any invading ship independently, resulting in ships reaching their target in the order of how fast they were making it possible to take down a large OCV defending fleet with a much weaker force. I changed this behavior so that all OCV ships try to escort the next larger class of ships up until M2s and only the M2s will try to intercept the invading enemy. You are now forced to battle against whole M2 + escort ships battle groups to defeat an OCV sector.
NOTE: because of their relatively slow speed, it's possible to draw out the M2s (and accompanying escort ships) away from the OCV station and then attack and destroy the OCV station before they can come back. I will fix this issue in an update to this script so that at least one battle group is always kept to defend the OCV station. - Revelation Attack All Enemies
OBSOLETE: This feature is included in LU 1.6.0. Please update to latest LU version.
This fixes the OCV defensive logic to not ignore lasertowers/satellites installed by the player or the other races. Having a player satellite in an OCV sector is indeed very useful but unrealistic for the OCV to completely ignore these.
NOTE: This automatically includes the Revelation Patrol Groups change. - Better Capital Ship Attack Run
OBSOLETE: This feature is included in LU 1.6.0. Please update to latest LU version.
This changes the code used when capital ships (ships without main lasers) try to intercept/attack another ship in-sector. The original code uses the "move to position" command to place the capital ship at the side of the enemy to fire its broadside weapons, however, the "move to position" command doesn't take a timeout so if the enemy is killed or moves around, the capital ship is still slowly moving towards the position it was told to go to. This can result in the capital ship being "stuck" moving in that direction for minutes.
I added a new library script that simulates "move to position" with a timeout. I've tested it extensively and it seems to significantly improves on this problem but there still are times (usually when doing collision avoidance) when a capital ship may be "stuck" trying to maneuver for some time. - Better MLCC Assist Jump Positioning
OBSOLETE: This feature is included in LU 1.6.0. Please update to latest LU version.
This changes the way ships are layed out in space when jumping in a MLCC Assist sortie (if the player has a jumpbeacon and selects the jump to beacon option). Previously ships would try to find a random position on the plane in front of the player where they wouldn't be too close to each other. The check for how close the ship was to other ships was very limited (only considered ships at maximum 2km from the potential random position) and so for very large ships (M2+) this would miss out on ships that may still be too close (a Cyclops needs about 3km free space around it). Then, when issuing the MLCC Go order, these large ships would waste the first 10-15 minutes trying to manouver to get away from being so close to other ships.
I made 2 main changes to this code:- it will try to find ships that may be too close to the current ship at a larger distance (fixing the M2+ issue described above)
- it will try to position ships on a "spiral" pattern, in front of the player ship, instead of randomly trying to find a position (I love how well/organized that looks, try it out with lots of M6s!)
- Ware Capacity Percentage Calculation Fix
OBSOLETE: This feature is included in LU 1.6.0. Please update to latest LU version.
When storing certain wares (ex. Energy Cells) in very large quantities (over 24mil units or so), the ware percentage calculation (to determine the percent of the ware relative to the Dockware Manager capacity setting) overflows 32 bit integers and you get a negative percentage value. This happens in 3 places that I am aware of and that this should fix:- Dockware Manager display, only a cosmetic issue
- Freighter command script, this results in many problems with the ship logic, documented in the change README file
- Dock Agent command script, similar issues as with the Freighter script
- Drop Wares Command
OBSOLETE: This feature is included in LU 1.6.0. Please update to latest LU version.
New Trade ship command to drop all unused wares carried by a player ship when docked at a player dock. The ship will drop everything except installed wares or any wares needed to satisfy the ship resupply settings.
After using a TL with the "Collect wares in sector" command to clear whole sectors, I prefer to just drop everything at my HQ where I already have Dock Agents that will sell anything not needed by the HQ instead of docking at a NPC equipment dock and using the "Sell Spare Equipment" command. - Higher Direct Deposit Limit
OBSOLETE: This feature is included in LU 1.6.0. Please update to latest LU version.
Very simple change, increases the Direct Deposit station command upper threshold limit to 1000 (from 100) millions. I found the 100 millions limit very small in late game. - Total Asset Value
OBSOLETE: This feature is included in LU 1.6.0. Please update to latest LU version.
This adds new option to the Player Console menu to compute the total player asset valuation. It currently includes:- player account
- station wares and station accounts
- player ship values and ship wares/equipment/upgrades
- Saturn Complex Hub installed factories