[X3LU] Mayhem 3.21b

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Joelnh
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Post by Joelnh » Fri, 3. Jun 16, 18:11

I have noticed that bounties aren't always cleared when a ship bails. So when I claim it, it has an active bounty. It doesn't happen often. Anyone else experienced this?
Maybe another bounty clear can kickoff when claiming a ship?

I just started a new game last night, I haven't seen this yet in the new game.

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El.
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Post by El. » Fri, 3. Jun 16, 18:18

Joelnh wrote:I have noticed that bounties aren't always cleared when a ship bails. So when I claim it, it has an active bounty. It doesn't happen often. Anyone else experienced this?
Should add that even if I redeem newly claimed ship those stupid beer hunters will damage my property in case they are already on a mission.
Last edited by El. on Fri, 3. Jun 16, 18:21, edited 1 time in total.
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Sirrobert
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Post by Sirrobert » Fri, 3. Jun 16, 18:21

worsin wrote:Im now +5 with Split but im finding that a lot of their fleet still show up red for me.

I of course have them set to friends and i can dock and purchase items in their stations its only parts of their fleet that display like this.

Im finding this the case with anyone except my home faction "Argons"

Is this intended or do i perhaps have an issue with my game ie mod conflict etc?
Let me guess, primary the Battle Group fleets?
That's a vanilla issue, if you see a ship for the first time, relationships sometimes fail to upgrade.
It only happens when you see the ships in person. When you look at the sector map while one of your assets is in sector, but not you, everything shows up at the correct relationships.

So when exploring new sectors, either send a scout through and monitor it (have it drop a satellite and everything will be blue), or enter the sector yourself, drop a satellite, leave, and look at that sector's map
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris

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El.
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Post by El. » Fri, 3. Jun 16, 18:46

How to get a lot of credits and fun at the early stage? Robbery can give you both!
The only things you need are team of 9-10 marines trained in some skills a little and M6. Whom will we rob? Merchants of course!
Enemy Weapon Dealers (TM/M6) sometimes have a lot of valuable stuff aboard and no escort.

Marines
[ external image ]

Prize
[ external image ]
Last edited by El. on Fri, 3. Jun 16, 22:10, edited 1 time in total.
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worsin
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Post by worsin » Fri, 3. Jun 16, 18:53

Joubarbe wrote:Are you kidding ? You're blaming me for not wanting to do a proper job with my mod, and then when I want to reproduce the bug, you ignore my request ? It's not specifically for you that I want to reproduce the bug, it's for the entire community ; I'm a modder.
I meant no disrespect i did not realize you were not just requesting it to help me.

Here is a save
https://www.dropbox.com/s/bnklsxbgld7sqh5/X02.sav?dl=0

Im happy to help you improve it any way i can :)

Also mods used are:

LU 1.7
Anarkis-LUEdition-ADS-270LU
CockpitmodforLU
EasyConnect 1.1
LU Alternate Gate Graphics
MK3_Improvement_LU_0.6.1b
Satellites Monitoring 1.6b
ShipBrowser-1.2.2

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El.
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Post by El. » Fri, 3. Jun 16, 18:56

Without eucalyptus leaves your apologizing looks disingenuous.
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worsin
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Post by worsin » Fri, 3. Jun 16, 21:08

El. wrote:Without eucalyptus leaves your apologizing looks disingenuous.
That would be because it wasn't an apology. It was a clarification on why I did not supply a save file when asked.

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Joubarbe
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Post by Joubarbe » Sat, 4. Jun 16, 11:51

Now that Mayhem 2.0 has 43 more scripts than Mayhem 1.12, I can talk a little bit about it!

Discussion #1: Invasions!

In Mayhem 1, the invasions are pretty static. At each tick, a random shipyard instantaneously spawn a ship, and when the Battle Group is big enough, it moves to a nearby enemy sector to try to conquer it by destroying all stations.

In Mayhem 2.0, things are way more complex. The whole system has been rewritten and there's a basic AI. But first, it's important to know that all shipyards build their ships, and this takes time. The time needed to build a ship depends on its average price. That means that every shipyard is independent, in terms of production.

Shipyards produce their ships depending on a customizable template file and on the threat level of the player. In other words, the game evolves around the player and the difficulty of the invasions is dynamic.

[ external image ]

There is a new concept in Mayhem 2.0 which concerns the type of wars. There are two kind: the clean war, and the dirty war. When two Commonwealth empires fight each other for the control of a sector, they do it according to some rules, or code of honor, but also because their main objective is to improve their economy. So in clean wars, stations do not get destroyed. There's always an attacker, and a defender, and the first to reach a certain war score (depending on the sector) conquers the sector and all its stations.

No races are left besides in Mayhem 2.0. Yakis and Xenons are always leading dirty wars (but Xenons do not build invasion ships), Pirates have a special independent war score (which increases with targets of opportunity), and OCV randomly appears to launch deadly waves against all stations in the universe (those waves appear extremely rarely). Goners have also a role to play.

All battles are dynamic, meaning that a race can call for reinforcements, or an attacker can be called back to defend a sector in danger. They can also call for allies, if they have any. Alliances can be made through random events when two empires are in "peace" (truce is maybe a better word), because when an invasion is over, and all claimed sectors have been either captured or defended, there's a minimum delay before another invasion can occur. Note that alliances are dynamic ; there are only two static alliances : Argon/Goner and Terran/ATF (which now acts as an independent race). Note also than during the periods of peace, the two empires get back to a neutral relation.

A new "Ministry Of War" UI will let you monitor all this.

As a player, you can only lead dirty wars, because you're not part of the Commonwealth. The system is about the same as in Mayhem 1: you destroy all stations and you hit a hotkey to conquer the sector.

Below: the new map! Not many changes from Mayhem 1. Note that shipyards are dynamically created when you start a new game (all races own the same number of shipyards).

[ external image ]
Last edited by Joubarbe on Sun, 5. Jun 16, 13:28, edited 1 time in total.

Sirrobert
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Post by Sirrobert » Sat, 4. Jun 16, 12:26

Sounds amazing. Also means you can cripple a race's invasion powers by destroying shipyards?
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris

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Joubarbe
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Post by Joubarbe » Sat, 4. Jun 16, 12:45

Would be too easy. Shipyards are rebuilt, 1 shipyard max per sector.

And shipyards are only meant to build invasion ships (and job ships). You cannot buy anything from them. More on that later.

Sirrobert
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Post by Sirrobert » Sat, 4. Jun 16, 13:10

I see, so separate invasion shipyards and ship buy yards? I'm thinking a variation of the support shipyards that are currently build in some taken sectors?
I am intrigued
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris

Joelnh
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Post by Joelnh » Sat, 4. Jun 16, 13:23

sounds very good so far.... if it's the same as Mayhem 1 then shipyards can be destroyed permanently in every sector except the home sectors.
so you can push a race that far back then they will only have 1 shipyard to produce invasion ships.

but with alliances that will be more difficult.

If I help one side in a war , will my rep reset when truce is called ?
if so, only bad rep or bad and good ? or up to player ?

will Mayhem 2 have any of your other mods implemented into it?
i.e. XMR, Mercenaries, etc.

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Joubarbe
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Post by Joubarbe » Sat, 4. Jun 16, 13:49

@Sirrobert: no :)

@Joelnh: It's not the same as Mayhem 1. As I said, shipyards are rebuilt. Reputation of the player still works as vanilla ; no rep reset. You help no one in Mayhem 2 (or anyone if you want), there's no more concept of allegiance.

What made me quit XM-R is that I tried to include many mods into one. Very bad idea. Besides, the code is awful. Anyway, no, I won't include my other mods, and currently, the bounty system is on standby. I'm not satisfied with it in its current state.

Joelnh
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Post by Joelnh » Sat, 4. Jun 16, 14:05

I can understand that, the better you get at coding the harder it is to work on older code. rewriting the whole thing to clean it up would take a long time.

you thinking of expanding on the bounty system or complete overhaul of it ?
a few ideas pertaining to bounties.
more varied ship type, quantity and weapons.
maybe some kha'ak return as bounty hunters.
bounty hunter agents in some stations, you can clear bounty here or put bounty on someone.
when you have a bounty hunter chasing you, you have a chance to buy them off. either making them neutral, or turning them on their employer for a short time.
any way to link the bounty to the pilot ?
so if ship bails that has a bounty you have to kill the pilot to get the bounty.
or if they bail and you capture them and bring them to a military station of the race giving the bounty you get a bonus.

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Joubarbe
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Post by Joubarbe » Sat, 4. Jun 16, 14:16

Stop talking about those godforsaken Kha'aks :) If Litcube doesn't reimplement them, I won't.

No, I'm thinking of removing the bounty system. This is imbalanced as sh*it, because some ships, especially Pirates and Xenons, are extremely lucky (or doesn't get enough attention from military ships), and can therefore worth a lot of reputation/credits for a few efforts. Once you have a good fleet and logistics, you can go from reputation -2 to +6 in one battle.

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Joubarbe
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Post by Joubarbe » Sun, 5. Jun 16, 18:52

1.13 released

Just a few bugs fixed during the development of Mayhem 2.

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Joubarbe
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Post by Joubarbe » Mon, 6. Jun 16, 11:37

Discussion #2: Production.

In Mayhem 2, you do not belong to any existing race, you are a Sohnen, an outsider, whose homeworld has been destroyed by the OCV in an other universe. But you managed to flee with some people and some resources ; you used one of the OCV's portal, leaving behind you some precious technologies, like cloaking.

As a Sohnen, you have a very good knowledge of engineering and your people are able to build ships and stations from resources.

Production in Mayhem 2 is very different from the vanilla game. What I wanted to do is to decrease the value of credits to force the player to conquer new sectors and to build a complex logistics system. SCHs are good ; they extend Complex Hubs but due to the amount of credits it requires to build an anti-OCV fleet, they kinda break the logistics feeling you had in vanilla. And it's normal, because building so many stations would be unmanageable at the end. So in my opinion the problem is about how we produce stuff in X3, and because I can't change some crucial elements without breaking everything, I decided to make credits a lot less important, so the player can be a little bit more "at the level" of the rest of the universe, i.e without building billion-dollars factories that no one other than the player can make. SCHs are therefore deactivated (as well as normal hubs).

Concretely, that means that in Mayhem 2, you have to build your ships and stations from your sanctuaries, with various resources such as Ore, E-Cells, Oil, Teladianium, Computer Components, etc. Building ships and stations require some time, and manpower. I kept the idea of "refugees" in Mayhem 2, but they are way more important than before. Firstly, they only ask for food. If they don't have any, they start to die. Secondly, the more people you have, the faster your constructions will be. Simple. There's no more happiness, tier-level resources or sabotage.

Building lasers and missiles first requires you to initiate some time-consuming research projects, in a Research station. One laser/missile no more requires one specific station. There are a few general factories from which you choose what ware you want to produce. For instance, if you want to build a Particle Accelerator Cannon, you build a Light Weapons Complex, then choose the PAC as a product.

So again, the idea with that new production system is to deeply change the way the player economy works, without breaking what is already existing in the game. You are your own race in a chaotic universe and you don't need the others as much as in vanilla.

[ external image ]
Last edited by Joubarbe on Wed, 28. Sep 16, 11:46, edited 1 time in total.

Sirrobert
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Post by Sirrobert » Mon, 6. Jun 16, 11:46

That looks amazing, I'm in love
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris

Kual
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Post by Kual » Mon, 6. Jun 16, 15:43

Let's say I am interested... :D

How do you get those resources for the sanctuaries? Ordinary complexes?

Looking forward to more information, sounds fascinating so far.

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Zaitsev
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Post by Zaitsev » Mon, 6. Jun 16, 16:55

How are the production rates on these weapon complexes? I'm asking because in my last game I had two size 400 SCHs churning out torpedoes so that restocking my missile boats wouldn't take forever, and vanilla stations tend to be a gigantic frame rate hog. If the Mayhem complexes can compete at least somewhat, then I will probably play the heck out of this mod. On the other hand, if I have to fill an entire sector with complexes and never visit again because being IS turn the game into a slideshow, then I'm suddenly less interested ...
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