[X3LU] Mayhem 3.21b
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Thank you for answering.
After some searching i saw that the tail/trail question was quite common.
I don't understand why it's such a must have?? to me it's like cockpits - trails look a bit old and when longer than those of slowest ships you can see what's it's made of = a bit spoiling immersion. They at least should get an update of their visuals.
Sad that everyone has to play with it.
Was about to post a submod, but it went bad at some point (when decided to do a new tech system) and never finished it. Too much dirty excel for me.
So it isn't the problem. I went into a Tship file, something went wrong, got some errors in the editor.
No idea which Tship is the last or even if editing Tship is what should be done and droped until i have the motivation to come back.
Still see sohnen in war ministry thing... As i understand - you can't do anything about that and it doesn't play any role as you don't see it everywhere 24/7
EDIT: tryed to export my empire to see some changes's effect. But seems not to work - no message ingame that it works, no "log" file in /t and a discovered in argon prime at import start.
What the file name it's supposed to generate exactly?
No idea of what could go wrong...
After some searching i saw that the tail/trail question was quite common.
I don't understand why it's such a must have?? to me it's like cockpits - trails look a bit old and when longer than those of slowest ships you can see what's it's made of = a bit spoiling immersion. They at least should get an update of their visuals.
Sad that everyone has to play with it.
About editing 412 ships - once a balance didn't suit me - i edited 386 units(all params) twice in rise of nations(39-45GW mod).Not without modding the game files. Given that there are 412 ships in the game and you have to do it for every single one of them, all I can say is good luck.
Also, since it's a vanilla problem it won't go away if you remove the engine trails, it will just be less visible. The game will still "stutter" from time to time when you use SETA.
Was about to post a submod, but it went bad at some point (when decided to do a new tech system) and never finished it. Too much dirty excel for me.
So it isn't the problem. I went into a Tship file, something went wrong, got some errors in the editor.
No idea which Tship is the last or even if editing Tship is what should be done and droped until i have the motivation to come back.
That's horrible.Terran stations are evil.
Changed the name from game start, no problem =)Your faction takes its name from the player's pilot name, so yes. Default hotkey is p, then m.
Still see sohnen in war ministry thing... As i understand - you can't do anything about that and it doesn't play any role as you don't see it everywhere 24/7
EDIT: tryed to export my empire to see some changes's effect. But seems not to work - no message ingame that it works, no "log" file in /t and a discovered in argon prime at import start.
What the file name it's supposed to generate exactly?
No idea of what could go wrong...
Mayhem E/I is independent, you need to download it (first page). The generated file name is addon\t\8424-L044.xml.
The name of your faction internally is indeed Sohnen. You cannot change that. The only thing that you can do is to change your player name, which has only an effect on the map, on the sectors you own.
The name of your faction internally is indeed Sohnen. You cannot change that. The only thing that you can do is to change your player name, which has only an effect on the map, on the sectors you own.
THat was it!
For some reasons forgot to install Litcube's E/I. Now it worked!
Think i didn't think about: when you augment the research costs by 2, the price apply also to already researched ships... that require you finish the research now. Tricky
EDIT:
- After reading 20 pages of forums and some reddits, as a relatively new player to some aspects of X3 and totally new player to mods - can't understand how this Nemesis blueprints and diplomacy works...
My guess: You want specific blueprints (my case terran) - You have to attack terrans to lower reputation to get good reputation with some corporation to get the blueprints. Right?
But the Nemesis is a ship. It is there for interaction? Some communication? Missons? WHat's the role?
- Tryed some settings changes in the two "customization" files.
The idea was to make the Mayhem slower (AI Empire side) to get more time for player adaptation(of all sorts). Thus, while combat is supposed to happen less often, it's supposed to involve more ships at once on the other hand.
It's supposed to be:
Bigger ship groups, generally a bit less ships around the universe(supposed "a bit")
Slower ship production/replacement
Longer lasting and less changing alliances
BUT there is a problem, i can't farsee many consequences of some settings/barely understand what they exactly do.
Could anyone take a look and, if possible, help me understanding what was configured wrong to reach my main goal.
Didn't manage to make spoilers work
http://i.imgur.com/Ws0YMyR.png
PS: Is another blueprint system for ships/weapons(that are just there to research by default) planned?
Maybe buy/sell or some sort of tech tree?
Scanning feels like 'hunting' while you're supposed to rule an empire...
For some reasons forgot to install Litcube's E/I. Now it worked!
Think i didn't think about: when you augment the research costs by 2, the price apply also to already researched ships... that require you finish the research now. Tricky
EDIT:
- After reading 20 pages of forums and some reddits, as a relatively new player to some aspects of X3 and totally new player to mods - can't understand how this Nemesis blueprints and diplomacy works...
My guess: You want specific blueprints (my case terran) - You have to attack terrans to lower reputation to get good reputation with some corporation to get the blueprints. Right?
But the Nemesis is a ship. It is there for interaction? Some communication? Missons? WHat's the role?
- Tryed some settings changes in the two "customization" files.
The idea was to make the Mayhem slower (AI Empire side) to get more time for player adaptation(of all sorts). Thus, while combat is supposed to happen less often, it's supposed to involve more ships at once on the other hand.
It's supposed to be:
Bigger ship groups, generally a bit less ships around the universe(supposed "a bit")
Slower ship production/replacement
Longer lasting and less changing alliances
BUT there is a problem, i can't farsee many consequences of some settings/barely understand what they exactly do.
Could anyone take a look and, if possible, help me understanding what was configured wrong to reach my main goal.
Didn't manage to make spoilers work
http://i.imgur.com/Ws0YMyR.png
PS: Is another blueprint system for ships/weapons(that are just there to research by default) planned?
Maybe buy/sell or some sort of tech tree?
Scanning feels like 'hunting' while you're supposed to rule an empire...
You can also get blueprints by using the Data Scanner.Mr.YaR wrote:THat was it!
For some reasons forgot to install Litcube's E/I. Now it worked!
Think i didn't think about: when you augment the research costs by 2, the price apply also to already researched ships... that require you finish the research now. Tricky
EDIT:
- After reading 20 pages of forums and some reddits, as a relatively new player to some aspects of X3 and totally new player to mods - can't understand how this Nemesis blueprints and diplomacy works...
My guess: You want specific blueprints (my case terran) - You have to attack terrans to lower reputation to get good reputation with some corporation to get the blueprints. Right?
But the Nemesis is a ship. It is there for interaction? Some communication? Missons? WHat's the role?
- Tryed some settings changes in the two "customization" files.
The idea was to make the Mayhem slower (AI Empire side) to get more time for player adaptation(of all sorts). Thus, while combat is supposed to happen less often, it's supposed to involve more ships at once on the other hand.
It's supposed to be:
Bigger ship groups, generally a bit less ships around the universe(supposed "a bit")
Slower ship production/replacement
Longer lasting and less changing alliances
BUT there is a problem, i can't farsee many consequences of some settings/barely understand what they exactly do.
Could anyone take a look and, if possible, help me understanding what was configured wrong to reach my main goal.
Didn't manage to make spoilers work
http://i.imgur.com/Ws0YMyR.png
PS: Is another blueprint system for ships/weapons(that are just there to research by default) planned?
Maybe buy/sell or some sort of tech tree?
Scanning feels like 'hunting' while you're supposed to rule an empire...
...
Mayhem nemesis concept does not refer to the Nemesis ship of X3. A nemesis is a visceral enemy. The more you kill one company nemesis ships, the more you get reputation with that company. Then you can unlock the blueprint market, but it's clearly for mid-game; not early-game. Scanning is your only way of acquiring new blueprints in early-games.
Before changing the game mechanics, maybe try to understand them. You changed many things that will completely make your game static, and the universe boring. Make small changes first, try to evaluate the consequences. Modding shouldn't be epidermal.
Bigger ship groups? change the 9971 file, not 9972.
Slower ship production? For NPC, change the line "id=15" (it's a divider, so higher number = faster production). For player, change "id=6".
Less changing alliances? id 29 and 30.
Mayhem nemesis concept does not refer to the Nemesis ship of X3. A nemesis is a visceral enemy. The more you kill one company nemesis ships, the more you get reputation with that company. Then you can unlock the blueprint market, but it's clearly for mid-game; not early-game. Scanning is your only way of acquiring new blueprints in early-games.
Before changing the game mechanics, maybe try to understand them. You changed many things that will completely make your game static, and the universe boring. Make small changes first, try to evaluate the consequences. Modding shouldn't be epidermal.
Bigger ship groups? change the 9971 file, not 9972.
Slower ship production? For NPC, change the line "id=15" (it's a divider, so higher number = faster production). For player, change "id=6".
Less changing alliances? id 29 and 30.
Thank you for the information.
Since my last post i've found settings close to what suits me.
Export/Import + Config files are great!
Some forgotten and risen questions about configs:
Number of AI shipyards at start(10):
1)Do other shipyards spawn later on?(if Y - what conditions?)
1.1)As i understand, shipyards spawn ships ever T amount of time.
What else do they do?
2)Equilibrium cycle(id:34,35,36) details please?
2.1)id=37: augmenting this shouldn't it make ship groups moving around bigger?
Or does this also impact quality?
EDIT: doing some test with the 9971 file.
PS: A primitive import/export+licensed poduction mechanic would rock)))
As an addition, of course, keeping also the research/blueprint system and resources as a central aspect.
Bug?: When E/I - miner ships are empty(resources) after import
Since my last post i've found settings close to what suits me.
Export/Import + Config files are great!
Some forgotten and risen questions about configs:
Number of AI shipyards at start(10):
1)Do other shipyards spawn later on?(if Y - what conditions?)
1.1)As i understand, shipyards spawn ships ever T amount of time.
What else do they do?
2)Equilibrium cycle(id:34,35,36) details please?
2.1)id=37: augmenting this shouldn't it make ship groups moving around bigger?
Or does this also impact quality?
EDIT: doing some test with the 9971 file.
PS: A primitive import/export+licensed poduction mechanic would rock)))
As an addition, of course, keeping also the research/blueprint system and resources as a central aspect.
Bug?: When E/I - miner ships are empty(resources) after import
How to customize gameplay values?
Note: when it says "line X", it means "the line that starts with '<t id=X'", where X can be any number.
addon/t/9971-L044.xml
This file manages the various templates the AI uses to build up its battle fleets. These templates are built by each AI shipyard, depending on the player threat (ie: the number of sectors he has conquered).
Let's take a look at line 1:
Means: "At threat 1, build three M7s, one to three M8s and one to three TMs." As you can see, templates accept a min/max couple of values. If more than one line is about the same threat level, a random line among them will be chosen by the AI shipyard:
In the default file, these three lines are about three different templates that can be randomly chosen by the AI when the player owns 1 sector (threat == 1).
Keep in mind that building M1s will add about 30 more fighters into each battle, thus decreasing overall performances.
Keep also in mind that all ships have an internal cost, even if the AI has infinite resources. That means that bigger ships will take longer to be built, based on their average price.
addon/t/9972-L044.xml
OCV templates can be customized in addon/t/9973-L044.xml.
Note: when it says "line X", it means "the line that starts with '<t id=X'", where X can be any number.
addon/t/9971-L044.xml
This file manages the various templates the AI uses to build up its battle fleets. These templates are built by each AI shipyard, depending on the player threat (ie: the number of sectors he has conquered).
Let's take a look at line 1:
Code: Select all
<t id="1">1|3|M7|1.3|M8|1.3|TM</t>
Code: Select all
<t id="1">1|3|M7|1.3|M8|1.3|TM</t>
<t id="2">1|8.10|M6|2.4|M8|2.4|TM</t>
<t id="3">1|1|M7|3.5|M6|1.3|M8|3.4|TM</t>
Keep in mind that building M1s will add about 30 more fighters into each battle, thus decreasing overall performances.
Keep also in mind that all ships have an internal cost, even if the AI has infinite resources. That means that bigger ships will take longer to be built, based on their average price.
addon/t/9972-L044.xml
- line 2: I don't recommend changing this setting if you only want to modify the speed rate at which ships are built. This value affects several other things. See line 5/6.
- line 3/4: All resources cost are based on these two single factors. If you change it, all resources will be affected. Higher value = cheaper objects.
- line 5/6: If you want to change how fast your ships and stations are built, modify these lines. See line 15 for NPC ship time cost divider. Higher values = faster construction.
- line 8: How fast food is consumed in each Sanctuary.
- line 10/11/12: Higher values = faster research.
- line 13: Higher value = longer scan.
- line 14: By default, 10 shipyards are built for each faction. When a shipyard of faction X is destroyed, an other one will be built in a random sector owned by faction X. That means that if faction X owns enough sectors (10 in this case), it will always have 10 shipyards at any moment of the game. A sector can never have more than one shipyard.
- line 15: How fast AI ships are built. See line 6 for player ships.
- line 16: Having a short invasion delay is a bad idea, because all attackers of the previous invasion will generally be called back, cancelling a part of their current progress.
- line 19: How often reiforcements are called when needed (non-cumulative).
- line 29/30: Alliances. At each cycle (600 seconds by default), each race has X% chances of getting a new ally (4 by default). Only neutral races can become allies.
- line 34/35/36: This is where Mayhem gets cheaty "Equilibrium" is the internal name of a feature that makes some modification to the warscore depending on the current situation. For instance, if we keep default values, when an attacker is leading an invasion into a sector with no Big Ship defenders (M8 to M2), an additional 200 points will be added to the warscore in favor of the attacker, every 900 seconds. This is an easy way to influence the speed of invasions.
- line 37: Each Mayhem ship has an internal strength score. If the combined strength of a battle fleet does not exceed this value, it will not be sent on mission. This is mainly to avoid defenders going suicide one-by-one into the attacker fleet. Reminder: each battle fleet is bound to a single shipyard. The score of a ship depends on its function: attacker or defender. See addon/scripts/Mayhem.GetShipValue.xml to see the actual values. FYI, a fighter worth about 10 points, and a M2 500 points.
- line 38: Whether or not the food quantity of each Sanctuary should be displayed on the Properties screen.
- line 48: Useful if you want more M1 in battle, but don't want to lose performances.
OCV templates can be customized in addon/t/9973-L044.xml.
Last edited by Joubarbe on Tue, 11. Jul 17, 19:40, edited 1 time in total.
Woah!
Beaucoup plus de details que prévu!
Much more details than expected!
Joubarbe magic =) Thanks for the tutorial
Intuitively coming questions after tweaking/testing things:
1-Could id="40" and id="49" get min/max values in the name of random?
I mean what does that require to be done?
2-Could there be a negative id="49" - as if something went wrong during research process?
3-May research get running costs?(with maybe min/max for random)?
Mean when research station is working it takes some cash/energy sells?
Beaucoup plus de details que prévu!
Much more details than expected!
Joubarbe magic =) Thanks for the tutorial
Intuitively coming questions after tweaking/testing things:
1-Could id="40" and id="49" get min/max values in the name of random?
I mean what does that require to be done?
2-Could there be a negative id="49" - as if something went wrong during research process?
3-May research get running costs?(with maybe min/max for random)?
Mean when research station is working it takes some cash/energy sells?