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[X3LU] Mayhem 2.1.3
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lostProfitssssArrgh





Joined: 22 Aug 2017



PostPosted: Mon, 28. Aug 17, 15:20    Post subject: Reply with quote Print

More on the MLCC dock problem:

I was looking at Mayhem.BuildStation.xml

line 144:
Code:

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...

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lostProfitssssArrgh





Joined: 22 Aug 2017



PostPosted: Mon, 28. Aug 17, 15:33    Post subject: Reply with quote Print

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.

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VincentTH



MEDALMEDALMEDAL

Joined: 06 Nov 2002
Posts: 5395 on topic

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PostPosted: Mon, 28. Aug 17, 17:56    Post subject: Reply with quote Print

@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!!!!!

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Joubarbe





Joined: 31 Oct 2006
Posts: 2633 on topic
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PostPosted: Mon, 28. Aug 17, 18:11    Post subject: Reply with quote Print

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


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mib666007





Joined: 27 Jan 2012
Posts: 64 on topic

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PostPosted: Fri, 1. Sep 17, 22:36    Post subject: Reply with quote Print

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"?


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Joubarbe





Joined: 31 Oct 2006
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PostPosted: Fri, 1. Sep 17, 22:38    Post subject: Reply with quote Print

Yeah, 0 is hostile.

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


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lostProfitssssArrgh





Joined: 22 Aug 2017



PostPosted: Sat, 2. Sep 17, 05:49    Post subject: Reply with quote Print

@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 Smile
-lpa

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unforged





Joined: 30 Aug 2017



PostPosted: Mon, 4. Sep 17, 02:02    Post subject: Reply with quote Print

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.

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Joubarbe





Joined: 31 Oct 2006
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PostPosted: Mon, 4. Sep 17, 08:19    Post subject: Reply with quote Print

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


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unforged





Joined: 30 Aug 2017



PostPosted: Mon, 4. Sep 17, 14:54    Post subject: Reply with quote Print

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? Razz

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fia168





Joined: 13 Apr 2016
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PostPosted: Tue, 5. Sep 17, 18:36    Post subject: Reply with quote Print

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

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Jeames





Joined: 04 Nov 2015
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PostPosted: Thu, 7. Sep 17, 05:03    Post subject: Reply with quote Print

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

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Sirrobert





Joined: 21 Aug 2013
Posts: 959 on topic

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PostPosted: Thu, 7. Sep 17, 07:41    Post subject: Reply with quote Print

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.


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Jeames





Joined: 04 Nov 2015
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PostPosted: Thu, 7. Sep 17, 09:09    Post subject: Reply with quote Print

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.

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Joubarbe





Joined: 31 Oct 2006
Posts: 2633 on topic
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PostPosted: Thu, 7. Sep 17, 09:21    Post subject: Reply with quote Print

Did you set the import/export thresholds accordingly?

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


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