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[X3LU] Mayhem 2.3.13
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Joubarbe





Joined: 31 Oct 2006
Posts: 3127 on topic
Location: France
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PostPosted: Wed, 16. May 18, 11:56    Post subject: Reply with quote Print

Well that's how the template system works... It creates a template from a ship model; so no, you cannot remove equipment.


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ProgenitorRhal





Joined: 17 May 2018



PostPosted: Thu, 17. May 18, 00:27    Post subject: Reply with quote Print

I get the impression I am doing something wrong, so I hesitate to ask out of fear of wasting peoples time.

I have followed the install directions for LU and Mayhem to the letter and am using GOG terran war pack v 3.4 (current).

When I load up a new game, normal start, mayhem initializes just fine, i select no to beta asteroids but only the paranids in the starting corridor have shipyards and they are all empty, like nothing in them, no stations no ships, nothing red, only an option to upgrade my current ship.

I Thought this might just be a newb area thing so I cheated to bug test and discovered the universe, added adv sats and tried trading with various other shipyards outside of the noob are, they were all empty as well.

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Joubarbe





Joined: 31 Oct 2006
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PostPosted: Thu, 17. May 18, 08:19    Post subject: Reply with quote Print

Nothing's wrong in your install. Shipyards do not sell stations and ships in Mayhem. You have to craft them inside your sanctuaries. Please refer to the in-game documentation (in the encyclopedia) to know more.


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Lucassl





Joined: 21 Feb 2012
Posts: 11 on topic

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PostPosted: Thu, 17. May 18, 12:14    Post subject: Reply with quote Print

I have found some minor "bug"
I am playing the intruder start, so there is no possibility to buy or equip jumpdrive, but some commands like dock agents makes some ships take energy to supply his jumpdrive, so all my traders got 500 energy cells all the time

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Joubarbe





Joined: 31 Oct 2006
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PostPosted: Thu, 17. May 18, 19:09    Post subject: Reply with quote Print

Indeed, they resupply even if they don't have a jumpdrive installed. Will be fixed.


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Fureimuu





Joined: 02 Feb 2014
Posts: 99 on topic

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PostPosted: Sat, 19. May 18, 16:27    Post subject: Reply with quote Print

Hi everyone!

For my new start I wanted to make OCV ships accessable (through boarding). Where is that thing hidden? TShips doesn't have any of that D:

While studying this I downloaded TShips from LU official site (the one with "more aggressive OCV"), I wanted to compare the one from Mayhem with the LU version. Still couldn't find anything related to aggressiveness.

Are there hidden parameters? I was using T-file editor in X3 editor 2.

P.S I know OCV are not supposed to be captured, I just wanted to add something else to board Smile

Also, I mentioned aggressiveness, but my goal is to get rid of boarding restriction. Used it as an example of something not listed among other stuff (speed / acceleration / etc.).

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Joubarbe





Joined: 31 Oct 2006
Posts: 3127 on topic
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PostPosted: Sat, 19. May 18, 18:27    Post subject: Reply with quote Print

Mayhem is mainly about scripts. The one you're looking for is "Mayhem.Monitor.InvasionOCV.xml", subroutine "CreateOCVShip".

Then you have the following lines:

Code:

$ship-> set bailing disabled on ship: disabled= [TRUE]
$ship-> set boarding disabled on ship: disabled= [TRUE]



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Fureimuu





Joined: 02 Feb 2014
Posts: 99 on topic

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PostPosted: Sat, 19. May 18, 18:52    Post subject: Reply with quote Print

Joubarbe wrote:
Mayhem is mainly about scripts. The one you're looking for is "Mayhem.Monitor.InvasionOCV.xml", subroutine "CreateOCVShip".

Then you have the following lines:

Code:

$ship-> set bailing disabled on ship: disabled= [TRUE]
$ship-> set boarding disabled on ship: disabled= [TRUE]


Thank you very much Smile

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Dr2i





Joined: 12 Feb 2012



PostPosted: Mon, 21. May 18, 09:16    Post subject: Reply with quote Print

Once a race declares an invasion against a player owned sector, do they ever stop? Or do they keep on invading until the player loses that sector?

The split seem to be overly aggressive against my albion beta.


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Ophidian





Joined: 08 Mar 2018



PostPosted: Mon, 21. May 18, 13:38    Post subject: Reply with quote Print

Joubarbe wrote:
Mayhem is mainly about scripts. The one you're looking for is "Mayhem.Monitor.InvasionOCV.xml", subroutine "CreateOCVShip".

Then you have the following lines:

Code:

$ship-> set bailing disabled on ship: disabled= [TRUE]
$ship-> set boarding disabled on ship: disabled= [TRUE]


Is there a modification to a script that will enable researching those ships?

I remember a bug was fixed that prevented you from recycling your basic OCV ship to build more.

People won't be able to make their weapons though... If I remember right they can equip normal weapons.

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Betelgeuse97





Joined: 20 Aug 2011
Posts: 37 on topic

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PostPosted: Mon, 21. May 18, 19:58    Post subject: Reply with quote Print

Dr2i wrote:
Once a race declares an invasion against a player owned sector, do they ever stop? Or do they keep on invading until the player loses that sector?

The split seem to be overly aggressive against my albion beta.

The Ministry of War will say that that race is still attacking your sector. Could be a bug, because I've stopped NPC invasions completely in my sector long before and it still shows.

What really happens is that they'll keep invading until either:
a. You lose the sector.
b. You kill the invasion fleet, its home shipyard, and have either you or someone else take over their sector next to yours.

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Fureimuu





Joined: 02 Feb 2014
Posts: 99 on topic

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PostPosted: Tue, 22. May 18, 14:21    Post subject: Reply with quote Print

Generated asteroids yesterday, ran into an issue: Ocean of Fantasy had a huge pile of debris in one spot on the map, literally inside each other.
I don't know the exact number, but it was high enough to drop my fps to 5-10 at best (no SETA).
Fixable?

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Joubarbe





Joined: 31 Oct 2006
Posts: 3127 on topic
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PostPosted: Tue, 22. May 18, 18:02    Post subject: Reply with quote Print

What the asteroid generator does is that it makes a list of coordinates of all debris and asteroids, sector by sector. Then it destroys everything, and recreates the same patterns in random sectors. That's really procedural.

So no, I don't think I can fix that, because I really don't know why all debris would be at the same spot, as it is never the case in the vanilla universe.


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Fureimuu





Joined: 02 Feb 2014
Posts: 99 on topic

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PostPosted: Wed, 23. May 18, 09:05    Post subject: Reply with quote Print

Joubarbe wrote:
What the asteroid generator does is that it makes a list of coordinates of all debris and asteroids, sector by sector. Then it destroys everything, and recreates the same patterns in random sectors. That's really procedural.

So no, I don't think I can fix that, because I really don't know why all debris would be at the same spot, as it is never the case in the vanilla universe.


I can find the save if you're interested, it's still here somewhere.

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Joubarbe





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PostPosted: Wed, 23. May 18, 10:20    Post subject: Reply with quote Print

I'm not Smile


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