[X3LU] Mayhem 3.21b

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

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.8.2

Post by Joubarbe » Mon, 24. Jun 19, 11:55

1. You said "and other races". You saw other races doing nothing as well?

I wouldn't bother restarting a new game if it's only the OCV. At some point, someone will engage them, and they will fight back.

djmidex
Posts: 122
Joined: Wed, 22. Sep 10, 07:41
x4

Re: [X3LU] Mayhem 2.8.2

Post by djmidex » Mon, 24. Jun 19, 12:00

Joubarbe wrote:
Mon, 24. Jun 19, 11:55
1. You said "and other races". You saw other races doing nothing as well?

I wouldn't bother restarting a new game if it's only the OCV. At some point, someone will engage them, and they will fight back.
there were some frozen Argon ships in "Wastelands" sector as well. Also, there is Argon Quasar and 2 Argon transport ship in the center of Treasure Chest, they don`t go anywhere, please check. there is almost no pirate activity in my universe, is it intended? PTNI is too friendly now, i remember the other times :)

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.8.2

Post by Joubarbe » Mon, 24. Jun 19, 13:06

There is a ton of unknown sectors in your universe, did you change that?

djmidex
Posts: 122
Joined: Wed, 22. Sep 10, 07:41
x4

Re: [X3LU] Mayhem 2.8.2

Post by djmidex » Mon, 24. Jun 19, 13:20

Joubarbe wrote:
Mon, 24. Jun 19, 13:06
There is a ton of unknown sectors in your universe, did you change that?
no. i did not do anything. Just started "intruder" gamestart. When OCV claims the sector it becomes neutral. Maybe because of that.

djmidex
Posts: 122
Joined: Wed, 22. Sep 10, 07:41
x4

Re: [X3LU] Mayhem 2.8.2

Post by djmidex » Mon, 24. Jun 19, 14:17

I just watched how OCV G shot 4 transport ships in "Wastelands" sector and they all stopped moving. Looks like an undesired effect of the weapon or something like that.

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.8.2

Post by Joubarbe » Mon, 24. Jun 19, 15:20

No, it's probably something related to the signal scripts I modified in 2.9.0. If you could have a savegame before it happens, that would be very helpful! :)

djmidex
Posts: 122
Joined: Wed, 22. Sep 10, 07:41
x4

Re: [X3LU] Mayhem 2.8.2

Post by djmidex » Tue, 25. Jun 19, 09:36

Joubarbe wrote:
Mon, 24. Jun 19, 15:20
No, it's probably something related to the signal scripts I modified in 2.9.0. If you could have a savegame before it happens, that would be very helpful! :)
savegame: https://yadi.sk/d/G93z-yWi2I4rqA

undock and jump to "Wastelands". There you will see OCV G attacking Light Weapons Complex and some transport ships trying to dock at that station. G attacks transport and it stops

Also, Xenon and Pirate does not seem to produce any ships. Their sectors are empty.

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.8.2

Post by Joubarbe » Tue, 25. Jun 19, 11:10

Mayhem 2.9.0 RC4

Please backup your addon\scripts folder.

RC4 changelog:
* Xenons are more agressive. They will try to invade other sectors more often, and will defend them afterwards.
* Fleet ships refuel before they repair.
* Fleet fighters will search for a new carrier if their current assigned carrier has no more room.
* Forced docking to carrier before jumping, when possible, for all ships.
* Xenons can no longer be set to an Unknown sector.
* Clusters of Unknown sectors are smaller.
* Mayhem now includes my entire scripts folder, including the Cheat package.
Last edited by Joubarbe on Tue, 25. Jun 19, 11:18, edited 2 times in total.

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.8.2

Post by Joubarbe » Tue, 25. Jun 19, 11:13

djmidex wrote:
Tue, 25. Jun 19, 09:36
Also, Xenon and Pirate does not seem to produce any ships. Their sectors are empty.
I cannot reproduce that. Make sure you've installed 10.cat/dat in your addon folder. When I load your game I see Pirates and Xenons. PTNI is very quiet because there's no shipyard in Void of Opportunity (shipyards are randomly spawned).

Thanks for your feedback, your savegame has been very helpful. RC4 should fix frozen ships. It also makes Freighters flee more easily if a big ship is attacking them (they flee to the nearest station, so it's not always the smartest move).

djmidex
Posts: 122
Joined: Wed, 22. Sep 10, 07:41
x4

Re: [X3LU] Mayhem 2.8.2

Post by djmidex » Tue, 25. Jun 19, 12:23

Joubarbe wrote:
Tue, 25. Jun 19, 11:13
djmidex wrote:
Tue, 25. Jun 19, 09:36
Also, Xenon and Pirate does not seem to produce any ships. Their sectors are empty.
I cannot reproduce that. Make sure you've installed 10.cat/dat in your addon folder. When I load your game I see Pirates and Xenons. PTNI is very quiet because there's no shipyard in Void of Opportunity (shipyards are randomly spawned).

Thanks for your feedback, your savegame has been very helpful. RC4 should fix frozen ships. It also makes Freighters flee more easily if a big ship is attacking them (they flee to the nearest station, so it's not always the smartest move).
I am glad to help. Before writing about pirates and xenons, i jumped to " loomankestrats Legacy" and watched if pirate wharf spawns ships. Waited with SETA. No activity. 10.cat/dat is in its place.

djmidex
Posts: 122
Joined: Wed, 22. Sep 10, 07:41
x4

Re: [X3LU] Mayhem 2.8.2

Post by djmidex » Tue, 25. Jun 19, 12:44

Me again) I`ve just installed RC4.
1) I`ve got line "ReadText9999" in Controls Configuration Menu (Interface-Extensions).
2) Frozen ships problem is still there. Much less then in previous build (so far), but i`ve seen at least 2 ships not moving.

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.8.2

Post by Joubarbe » Tue, 25. Jun 19, 15:23

1/ Probably the Cheat Package. I forgot the t file that goes with it.
2/ If you see a ship not moving, that means that at some point, it has been affected by the previous bug. Unfortunately, there's no way to restart frozen ships. If you see a ship making a full stop after installing RC4, then yeah, it's a bad thing.

When did you start this game? Which version? Any E/I in this current game?

Gigaemon
Posts: 7
Joined: Tue, 11. Jun 13, 18:14
xr

Re: [X3LU] Mayhem 2.8.2

Post by Gigaemon » Tue, 25. Jun 19, 16:47

In RC3 and RC4 my crystal fabs aren't working. Maybe it's because the produced quantity is greater than the products storage capacity?
In some races the number of products for crystals are 2400 and others 480 while all have 470 capacity.
Don't see any problems in other type of factories.

Maybe it's time for a clean install? Last time was more than a year.

https://ibb.co/qN4x1f0

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.8.2

Post by Joubarbe » Tue, 25. Jun 19, 17:07

The value of Crystals has been increased, hence the issue. I will rebuild them in final 2.9.0.

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.8.2

Post by Joubarbe » Tue, 25. Jun 19, 18:00

Could you upload your savegame though?

Gigaemon
Posts: 7
Joined: Tue, 11. Jun 13, 18:14
xr

Re: [X3LU] Mayhem 2.8.2

Post by Gigaemon » Tue, 25. Jun 19, 18:29

Joubarbe wrote:
Tue, 25. Jun 19, 18:00
Could you upload your savegame though?
Sure. It's RC3.
https://drive.google.com/open?id=1HNnuq ... 9NGLySoP4n

Gigaemon
Posts: 7
Joined: Tue, 11. Jun 13, 18:14
xr

Re: [X3LU] Mayhem 2.8.2

Post by Gigaemon » Tue, 25. Jun 19, 19:04

Joubarbe wrote:
Tue, 25. Jun 19, 17:07
The value of Crystals has been increased, hence the issue. I will rebuild them in final 2.9.0.
Just edited the TWareT file in cat 10 and decreased the value of crystals to 60.
Now the factory has 1660 product capacity and started running. :D
Thank you

djmidex
Posts: 122
Joined: Wed, 22. Sep 10, 07:41
x4

Re: [X3LU] Mayhem 2.8.2

Post by djmidex » Wed, 26. Jun 19, 00:07

Joubarbe wrote:
Tue, 25. Jun 19, 15:23
1/ Probably the Cheat Package. I forgot the t file that goes with it.
2/ If you see a ship not moving, that means that at some point, it has been affected by the previous bug. Unfortunately, there's no way to restart frozen ships. If you see a ship making a full stop after installing RC4, then yeah, it's a bad thing.

When did you start this game? Which version? Any E/I in this current game?
I Copied RC4 files over RC3 and started a new game, no E/I. What do you suggest, clean install?

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.8.2

Post by Joubarbe » Wed, 26. Jun 19, 08:24

No, clean install rarely fixes anything... That's an urban legend.

Regnier86
Posts: 15
Joined: Tue, 18. Jun 19, 00:06
xr

Re: [X3LU] Mayhem 2.8.2

Post by Regnier86 » Wed, 26. Jun 19, 09:45

Joubarbe wrote:
Mon, 24. Jun 19, 10:56
Regnier86 wrote:
Sun, 23. Jun 19, 06:47
how do you mean "A station should never spawn in a sector the station owner doesn't own." I think you mean faction?
Clean install with Mayhem 2.9.0

Family Whi Neutral to Split
Cahoona Bakery
Cattle Ranch
Argon Computer Plant

Rhonkars Clouds Neutral to Split
Argon Crystal Fab
Is there really the name "Argon" in both "Argon Computer Plant" and "Argon Crystal Fab"? Station names shouldn't include faction, except for Equipment Dock, Trading Stations and Shipyards (ie. "Boron Equipment Dock").
No they are not that was just to highlight which party they are

the command patrol sector is buggy after 1 kill the ships stop moving
a non-destructible ship Baron Battlegroup Segaris 0/800000 Hull and it's still fighting
Ocean of Fantasy Race Unknown but there is one Boron Equipment Dock

will test RC4 on the weekend

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”