[X3LU] Mayhem 2.7.6

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
lostProfitssssArrgh
Posts: 161
Joined: Tue, 22. Aug 17, 13:14

Post by lostProfitssssArrgh » Mon, 28. Aug 17, 15:20

More on the MLCC dock problem:

I was looking at Mayhem.BuildStation.xml

line 144:

Code: Select all

if ($type == {Argon OTAS McCallum Equipment Dock} OR $type == {Argon OTAS Starliner Equipment Dock}) AND $owner == [Player]

= $station-> call script 'Lib.Cmd.InstallMLCC' : Install=[TRUE]

end
So I open open Lib.Cmd.InstallMLCC.xml and take a look. Neither of those two scripts mention the local var 'mayhem_repairSanctuary'.

I'll keep looking...

lostProfitssssArrgh
Posts: 161
Joined: Tue, 22. Aug 17, 13:14

Post by lostProfitssssArrgh » Mon, 28. Aug 17, 15:33

Bumping because I'm a big dumb455...

I had to go through the code to find out that there is an option to specify which sanctuary the MLCC ships should go to for repairs. :headbang:

I can't tell if I actually changed this myself or if it defaulted to Y-Alpha.

My apologies for the mess,
LPA



UPDATE : I ran a 'search in files' for the string "mayhem_repairSanctuary". It is only mentioned in Lib.Cmd.MLCC.S.Retreat.xml and Menu.DWM.SM.xml...

In conclusion : the default behavior IS to set the repair sanctuary to the one nearest to Legend's Home.

VincentTH
Posts: 5711
Joined: Wed, 6. Nov 02, 21:31

Post by VincentTH » Mon, 28. Aug 17, 17:56

@JOubarbe

Thanks for the fix. Weird bug eh?

Minor workaround for someone:

I took over Split Fire and could not build any stations. The error said there were hostile ships in the sector. After scratching my head for quite some times, I figured that those "hostile ships" were those navigation beacons that the pirates left behind, although they showed up as blue icon (i.e. non-hostile).

The workaround is to destroy them all.

Hope this helps someone!!!!!

User avatar
Joubarbe
Posts: 3556
Joined: Tue, 31. Oct 06, 13:11

Post by Joubarbe » Mon, 28. Aug 17, 18:11

I'll fix that as well. You're a bug magnet :)

mib666007
Posts: 74
Joined: Fri, 27. Jan 12, 05:32

Post by mib666007 » Fri, 1. Sep 17, 22:36

SO I did the "from scratch" start. Claimed a sector(Unknown Sector Omega), the one I used in a game many patches before. Before I knew it, Argon was killing my base with a fleet. Do they attack me at neutral reputation? Also how do I see my "threat level"?
Image

User avatar
Joubarbe
Posts: 3556
Joined: Tue, 31. Oct 06, 13:11

Post by Joubarbe » Fri, 1. Sep 17, 22:38

Yeah, 0 is hostile.

Threat level, you don't. (will change in future)

lostProfitssssArrgh
Posts: 161
Joined: Tue, 22. Aug 17, 13:14

Post by lostProfitssssArrgh » Sat, 2. Sep 17, 05:49

@Joubarbe

Got a question and a few observations (read: opinions) for you.

1. What's the time-base for the OCV invasion global var? I'm not sure whether I changed that by mistake but it seems they haven't pestered me for longer than usual (12-36 hrs right?).


2. Some suggestions for 2.2.0:

- Easy game start (mentioned earlier) : factions don't claim single-gate Unknown Sectors. PX starter ship? (no rev. engineering, see below)
- Specialty re-rolls : either give the player a one-time choice (should come blank) or remove entirely. They're exploitable as it is (reload).
- OCV ships unavailable to the player, period. They're too OP, especially the Os. I guess that also implies removing the Kyon weapons as well.
- Don't forget about the Normal start exploit...
- Same as above wr/t research exploit.
- I have some doubts about the large OWP docking 20 fighters. That's potentially 160 fighters. I might be biased because of the Os though.

Hope this helps, and thanks again for all the fun :)
-lpa

unforged
Posts: 5
Joined: Wed, 30. Aug 17, 18:49

Post by unforged » Mon, 4. Sep 17, 02:02

Trying to decide if I want to play LU with Mayhem or not, especially given that Phanon+ and Rev+ are bugged. @Joubarbe: could we get some idea of your time schedule/progress regarding 2.2.0? Not to pressure or be ******, just don't want to start a Mayhem playthrough if the update is around the corner.

User avatar
Joubarbe
Posts: 3556
Joined: Tue, 31. Oct 06, 13:11

Post by Joubarbe » Mon, 4. Sep 17, 08:19

2.2.0 is a long-term project, and I have other priorities right now. It won't happen before months.

unforged
Posts: 5
Joined: Wed, 30. Aug 17, 18:49

Post by unforged » Mon, 4. Sep 17, 14:54

Joubarbe wrote:2.2.0 is a long-term project, and I have other priorities right now. It won't happen before months.
Cool. Thanks a lot for the quick reply!


edit: any chance of a patch before 2.2.0 to keep Terran/ATF allied? :P

fia168
Posts: 10
Joined: Wed, 13. Apr 16, 06:57

Post by fia168 » Tue, 5. Sep 17, 18:36

Did you think that you would remove all missile ships from the game? In my opinion, they have only problems.

Jeames
Posts: 7
Joined: Wed, 4. Nov 15, 12:40

Post by Jeames » Thu, 7. Sep 17, 05:03

Hi, my dock-agents (gather/supply) don't interact with my solar power plant. My energy cell source is set to the SPP, and a freighter manages to collect the energy, but it leaves me unable to automatically supply crystals. Also, I have multiple of both dock-agent types, and I constructed factories before and after without said issues. Is there anything I'm doing wrong?

The save file, if of interest.
https://www.mediafire.com/file/ns3xi6a5rbonuho/X01.sav

Sirrobert
Posts: 1185
Joined: Wed, 21. Aug 13, 13:55

Post by Sirrobert » Thu, 7. Sep 17, 07:41

Jeames wrote:Hi, my dock-agents (gather/supply) don't interact with my solar power plant. My energy cell source is set to the SPP, and a freighter manages to collect the energy, but it leaves me unable to automatically supply crystals. Also, I have multiple of both dock-agent types, and I constructed factories before and after without said issues. Is there anything I'm doing wrong?

The save file, if of interest.
https://www.mediafire.com/file/ns3xi6a5rbonuho/X01.sav
Stations are supplied by Station Agents. Dock Agents only manage goods in the dock.
Use the IDN for what you want.
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris

Jeames
Posts: 7
Joined: Wed, 4. Nov 15, 12:40

Post by Jeames » Thu, 7. Sep 17, 09:09

Sirrobert wrote:
Jeames wrote:Hi, my dock-agents (gather/supply) don't interact with my solar power plant. My energy cell source is set to the SPP, and a freighter manages to collect the energy, but it leaves me unable to automatically supply crystals. Also, I have multiple of both dock-agent types, and I constructed factories before and after without said issues. Is there anything I'm doing wrong?

The save file, if of interest.
https://www.mediafire.com/file/ns3xi6a5rbonuho/X01.sav
Stations are supplied by Station Agents. Dock Agents only manage goods in the dock.
Use the IDN for what you want.
The latest version uses dock-agents for supplying and collecting from stations in the same sector as the home sanctuary, and this feature works fine for every station except the SPP.

User avatar
Joubarbe
Posts: 3556
Joined: Tue, 31. Oct 06, 13:11

Post by Joubarbe » Thu, 7. Sep 17, 09:21

Did you set the import/export thresholds accordingly?

@Sirrobert: local versions of IDN are now included in Mayhem.

Post Reply

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