[Mayhem 3.21b] Zero Hour 1.10a

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Hector0x
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Re: [Mayhem 3.21b] Zero Hour 1.10a

Post by Hector0x » Wed, 8. Mar 23, 15:38

Joelnh wrote:
Wed, 8. Mar 23, 14:25
Is there a way to kick start the OCV?
certain settings in 'addon/t/9973-L044.xml' can boost them

Try these:

double OCV ship spawn rate:
<t id="20">50</t> <!-- general OCV construction cycle multiplier

faster invasions:
<t id="57">0</t> <!-- OCV and Xenon invader fleets extra waiting time between station kills.

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Re: [Mayhem 3.21b] Zero Hour 1.10a

Post by Joelnh » Thu, 9. Mar 23, 12:54

Hector0x wrote:
Wed, 8. Mar 23, 15:38
Joelnh wrote:
Wed, 8. Mar 23, 14:25
Is there a way to kick start the OCV?
certain settings in 'addon/t/9973-L044.xml' can boost them

Try these:

double OCV ship spawn rate:
<t id="20">50</t> <!-- general OCV construction cycle multiplier

faster invasions:
<t id="57">0</t> <!-- OCV and Xenon invader fleets extra waiting time between station kills.
Thank you , I always forget that OCV settings can be tweaked as well since I never adjusted them before.

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Re: [Mayhem 3.21b] Zero Hour 1.10a

Post by Ashakar » Tue, 14. Mar 23, 22:46

First off, I'd like to say thanks to Joubarbe and Hector0X for creating a really fun set of mods for X3. Its a shame X4 is missing all of these additions (such as all the fleet control options, which are super useful).

What program do ya'll use to modify/make all the scripts that you use? I tried using X-studio, but I end up getting a bunch of <Unrecognised Command> lines throughout some of the scripts, which prevent me from recompiling them. Is there an easy way to fix this, or do ya'll do all of your scripts mods using the in-game script editor?

What I'm really trying to do, is to figure out a way that I can implement an option to upgrade your outposts (which would take a huge amount of resources, say 100-200k of each of the main 6 resources), so that we can have two extra tiers of outposts (the first that gives 9 huge docks, using the "stations\others\argon_player_headquarter_scene", and then a final upgrade that uses the "stations\Cadius\USC\Headquarters_Scene" that gives you 18 huge docks. I can already incorporate those scenes into unused dock IDs in the Tdocks file, but the hard part for me at the moment is being able to go through all the scripts, create the new menus, and make all the edits necessary to not cause any bug issues (especially with the X-studio issues). I also envision that these upgrades could come with a few other potential boons (or malices), such as higher populations (or increased influx to support military operations), higher potential specialization levels, support for additional (or less) stations, or maybe even an additional production queue for ships/lasers. You could even add some of these options as perks that are only selectable once upgraded and we could choose how to allocate our "upgrade" perks once the upgrade is completed. Potential malices could include initial reductions in specialization levels (or resetting to 0), less trade and agent slots (as these are pure military complexes), less tax potential on population (we give tax breaks to military personnel), faction relation hits for bordering factions (Militarizing border zones makes people uncomfortable, and double the hit if you upgrade in a Dejure zone), along with taking your outpost production queues offline for the time of the upgrades (which could take hours/days, which you could define in a T-file).

I also think you could go the other way, and upgrade other outposts to be more like full fledged trading/market hubs instead of military industrial complexes, where you basically give up the Huge docks and the production queues, but could have increased numbers of general, trade, and mining agents assigned, potentially population bonuses and increased tax rates, and more station support slots (or maybe allows for upgraded stations with enhanced production outputs).

The other issue comes in allowing the AI to do these things. However, I'm not sure the AI would even be able to put the differences into play effectively.

At some point I'm also going to look into the research system to see what can be done to spice that up a little. Right now, its basically research a good fighter, then an M6, Then focus on getting a M1/2/7. There isn't much of an incentive to research multiple different types of the same class of ships right now.

right now I did just shortcut and replace the current outposts with the one with 9 huge docks, and it sure does make building and re-supplying a fleet with multiple huge ships much easier, especially a group of M7Ms.

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Re: [Mayhem 3.21b] Zero Hour 1.10a

Post by Hairless-Ape » Wed, 15. Mar 23, 16:09

Ashakar wrote:
Tue, 14. Mar 23, 22:46
I tried using X-studio, but I end up getting a bunch of <Unrecognised Command> lines throughout some of the scripts, which prevent me from recompiling them.

You must install the Custom.SyntaxV1.3.5 to use X-Studio for Mayhem 3. Put it in the root folder of X-studio. I don't remember where to find it.

I also think you could go the other way, and upgrade other outposts to be more like full fledged trading/market hubs instead of military industrial complexes, where you basically give up the Huge docks and the production queues, but could have increased numbers of general, trade, and mining agents assigned, potentially population bonuses and increased tax rates, and more station support slots (or maybe allows for upgraded stations with enhanced production outputs).

I believe there's options you can set in the 9972/9973 xml files for number of agents (company traders) and population growth and tax rates.

The other issue comes in allowing the AI to do these things. However, I'm not sure the AI would even be able to put the differences into play effectively.

At some point I'm also going to look into the research system.... There isn't much of an incentive to research multiple different types of the same class of ships right now.

I totally agree. Unfortunately it is a product of the unsavory practice of "balancing" ships, which IMO detracts from the uniqueness of each race. There should be vastly more of a rock-paper-scissors mentality when it comes to balancing ships across races, forcing you to adapt your ship building selection based on what the enemy is bringing, rather than based solely on price/performance. No one gets it.

right now I did just shortcut and replace the current outposts with the one with 9 huge docks, and it sure does make building and re-supplying a fleet with multiple huge ships much easier, especially a group of M7Ms.

Yea, I occasionally have the same problem.. Dock a couple M7's and next thing I know, my TL won't go home :) It's easy enough to work around, but yea, instead of just the little outposts, it would have been nice to also be able to build a large outpost similar to the old HQ's or something of that nature. Truthfully, a LOT of what made Mayhem 2 fun was removed when Mayhem 3 was created. Joubarbe added some very cool features, but he also nerfed a great many others that were incredibly fun for some of us. No more gambling. No more weapons platforms. No more being scanned by a cop in space for illegal cargo, hugely nerfed ship selection.. Some great things came from X3, but just because I grew a couple new arms doesn't mean I don't want my missing leg back.

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Re: [Mayhem 3.21b] Zero Hour 1.10a

Post by Joelnh » Wed, 15. Mar 23, 20:17

Just found this link, didnt test the downloads....

http://litcubeswiki.rf.gd/luwiki/wiki/i ... nload.html

Can also try this :
http://web.archive.org/web/202008081852 ... p/Download

I have all the files saved from years ago and if needed can put online somewhere

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Re: [Mayhem 3.21b] Zero Hour 1.10a

Post by Joelnh » Thu, 16. Mar 23, 12:59

I am curious, does anyone know where Litcube went?
Hopefully he is ok and just not gaming right now.

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Re: [Mayhem 3.21b] Zero Hour 1.10a

Post by Ashakar » Fri, 17. Mar 23, 20:37

Is there an easy way to turn off the constant "evasive maneuvers" for huge ships (M1/M2/M7). I can't stand that they don't sit still in a formation like all the smaller ships (M3/M6) and are way more prone to crashing into me than actually avoiding enemy fire.

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Re: [Mayhem 3.21b] Zero Hour 1.10a

Post by Hairless-Ape » Sun, 19. Mar 23, 18:36

Ashakar wrote:
Fri, 17. Mar 23, 20:37
Is there an easy way to turn off the constant "evasive maneuvers" for huge ships (M1/M2/M7). I can't stand that they don't sit still in a formation like all the smaller ships (M3/M6) and are way more prone to crashing into me than actually avoiding enemy fire.
Not sure entirely what circumstances or conditions you are referring to.

I can say however, that if you tell a capital ship to attack a station, it sort of tends to weave in and out in a most unproductive and dangerous manner that seems to have no value. I may be missing something, but that's what I've observed. One thing I change in the 9972-L044.xml (settings) file is ID#224. "No-main-turrets-ships VS Station tactics". I set this to a value of "1", which says "the ship makes a full stop". Seems to work much better for those caps.

I've also found that I'll lose capital ships quite regularly due to collisions into debris, or other ships when I'm in sector and frankly, it gets annoying. So what I do, is every time I build a capital ship, I'll go into the cheat menu and set that ship for "NO COLLISIONS". Unless I'm in one and expect it to jump through a gate (which it won't if you have collisions off), this setting seems to be a far better choice period. I may add this to the 'release' of things I'm making and giving to Hectorx for inclusion in his next major release. Not sure yet.
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Re: [Mayhem 3.21b] Zero Hour 1.10a

Post by Hector0x » Mon, 20. Mar 23, 07:46

Capships with only turrets and no main guns are supposed to 'circle' around big targets and fire broadsides.
Technically they select waypoints around a station. But the actual flight path vectors are not curved (like in X4).
So the ships are turning a lot. Their rotation rate is higher than vanilla to help a bit.

Problem with full stop alternate tactics (t-file) are blind spots where certain turrets cannot fire.

Problem with disabling collisions is that it also affects bullet impacts. So the ships become invulnerable during in-sector combat.

If a capship crashes with a station mayhem can detect this and create a copy. Maybe this can be extended to debris.

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Re: [Mayhem 3.21b] Zero Hour 1.10a

Post by Hairless-Ape » Mon, 20. Mar 23, 16:30

Why don't cap ships that have no main guns simply pull up and stop perpendicular to a target and start firing broadsides?
I don't see why they have to have any flight vectors around a station, as there's no advantage to hitting one side or the other and it only introduces collisions.

I can see that no-collisions may affect "bullets", and that might very well spoil the true outcome.
However, that's only bullets right? not beam weapons.. So it's not totally invulnerable. I've lost a LOT of M7's while in-system and never noticed a difference tbh, but it makes sense that there is a difference
so maybe it's not a "good" solution. I guess I'd still prefer a lame solution though, if it prevents caps from self-destructing on a station or frankly, each other.

Ultimately, other than stopping caps from circling stations, I'd agree that maybe there's something better that could be done in the collisions detection as you've said.
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