[X3LU] Mayhem 3.21b

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Joubarbe
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Re: [X3LU] Mayhem 3.4b

Post by Joubarbe » Fri, 2. Oct 20, 20:54

Please provide a savegame + galaxy of this behavior. I only have tomorrow Saturday to fix that, and I probably mess something up if you see those Traders trying to dock. They're probably looping on something, and you should never have a full station of traders.

I cannot debug anything magically, either one of you must upload his savegame with these reproducible lags. Thanks.

Favorgalaxy
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Re: [X3LU] Mayhem 3.4b

Post by Favorgalaxy » Fri, 2. Oct 20, 21:14

Joubarbe wrote:
Fri, 2. Oct 20, 20:54
Please provide a savegame + galaxy of this behavior. I only have tomorrow Saturday to fix that, and I probably mess something up if you see those Traders trying to dock. They're probably looping on something, and you should never have a full station of traders.

I cannot debug anything magically, either one of you must upload his savegame with these reproducible lags. Thanks.
Here is the link galaxy + save.
Thanks for your time!

https://drive.google.com/drive/folders/ ... sp=sharing

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Joubarbe
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Re: [X3LU] Mayhem 3.4b

Post by Joubarbe » Fri, 2. Oct 20, 21:18

Access forbidden, you need to make it public. Also please tell me in what sector you see the Traders. If you've already erased them and fixed the bug, it's no use.

Favorgalaxy
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Re: [X3LU] Mayhem 3.4b

Post by Favorgalaxy » Fri, 2. Oct 20, 21:34

Joubarbe wrote:
Fri, 2. Oct 20, 21:18
Access forbidden, you need to make it public. Also please tell me in what sector you see the Traders. If you've already erased them and fixed the bug, it's no use.
Sorry, fixed)

No, this is saving before I decided to clean them.
In each sector where there is a trading station, somewhere there are more of them, somewhere a little less, but everywhere there is a congestion, even in the sector with xenons

https://drive.google.com/drive/folders/ ... sp=sharing

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Joubarbe
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Re: [X3LU] Mayhem 3.4b

Post by Joubarbe » Fri, 2. Oct 20, 21:44

Ok thanks I'll look into it.

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Joubarbe
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Re: [X3LU] Mayhem 3.4b

Post by Joubarbe » Fri, 2. Oct 20, 22:54

Do you play with a Russian version? I mean, a version of Mayhem translated in Russian?

Some of your sectors have a vanilla description, that is a sign of either a bad install or a bad translation.

Favorgalaxy
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Re: [X3LU] Mayhem 3.4b

Post by Favorgalaxy » Fri, 2. Oct 20, 23:16

Joubarbe wrote:
Fri, 2. Oct 20, 22:54
Do you play with a Russian version? I mean, a version of Mayhem translated in Russian?

Some of your sectors have a vanilla description, that is a sign of either a bad install or a bad translation.
Yes, I play on the Russian version, I installed the Mayhem 3.3c mod with translation, but after that I installed 3.4 -> 3.4b, so the game is now half English, half Russian)

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Re: [X3LU] Mayhem 3.4b

Post by 4square425 » Sat, 3. Oct 20, 03:49

So the truce worked, bringing my reputation to 0 with the Split. However, almost immediately I got two reputation hits from something. It might be a TS firing its turrets when trying to dock at a now neutral Split station or a patrol shooting at a Cartographer, but I'm not sure how to avoid this while I scramble to get a mission done with the Split to get my reputation to at least rank 1. I tried turning the TS's turrets off, removing my patrol groups from the border sectors and setting the Split to friend, but am still getting down to rank -2.

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Re: [X3LU] Mayhem 3.4b

Post by Hector0x » Sat, 3. Oct 20, 07:46

4square425 wrote:
Sat, 3. Oct 20, 03:49
I got two reputation hits from something.
Check if the Split are currently allied with someone else.

I experienced something similar with the Paranid. Always had some patrols killing pirates in their sectors to grind rep. At one point the Paranid allied with the Argon after they lost a sector.
- Argon cartographers rebuild satellites in Paranid sectors
- my patrol starts killing Argon satellites
- each Argon satellite kill caused 2.000 rep loss with Paranid

This can be really nasty because you don't get a message until you loose a reputation rank. And it won't be obvious what the cause was. Since factions always sign a truce after each sector conquest there is no way you can keep track of who is allied to whom. If you want to avoid this you have to cease any passive rep grinding with patrols and focus on getting your rep by helping out in big battles.

Over the very long run, once you attack 1 faction the truces it signs with others can easily draw those factions in too. To safely reset your reputation you need to be passive and keep any armed ship in your own sectors for an extended period of time. Thats another reason why i almost never arm my civilian ships. (main reason is that they would fight back instead of fleeing)

Edit: make sure that you set Split to friendly immediatly and also SEND it to the entire property

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Re: [X3LU] Mayhem 3.4b

Post by Joubarbe » Sat, 3. Oct 20, 09:50

@Favorgalaxy: You've used some cheats, and there is a Trading Station in Void Of Opportunity, where there shouldn't be. I don't think your lags have anything related to those experienced by Kaiww. You should wait for the translation to be updated before loading your game with the latest Mayhem version.

I'm still investigating though. For some reasons they don't seem to find any trading opportunities, and my script is very consuming when they're endlessly looking for a trade.

EDIT: And all your company Traders have no homebase, so I don't understand that either. Any translation needs script modification, so there's maybe something wrong with that somewhere. For now, I won't release any hotfix, because I really don't get what is going on in your game.

@Kaiww: I think there's something in the background that causing the slow downs. There's not much going on after 2, 3 hours of game, and again, the only time someone reported a similar problem was due to a bad install (correction: and another time where the guy was not clicking "Run" in the Galaxy Generator, but he only generated the galaxy and launched the game). You don't start in Argon Prime, right? Also take a look at company Trading stations, if you have a high number of ships around, not doing anything, I'll know I've messed up something in 3.4, but I now highly doubt it.

@squaredPoney: Yeah, sorry about that. Too unpredictable to be fixed. It's actually realistic, in the real world, when someone sign a Truce, it generally doesn't last long :)

Favorgalaxy
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Re: [X3LU] Mayhem 3.4b

Post by Favorgalaxy » Sat, 3. Oct 20, 10:49

Joubarbe wrote:
Sat, 3. Oct 20, 09:50
@Favorgalaxy: You've used some cheats, and there is a Trading Station in Void Of Opportunity, where there shouldn't be. I don't think your lags have anything related to those experienced by Kaiww. You should wait for the translation to be updated before loading your game with the latest Mayhem version.

I'm still investigating though. For some reasons they don't seem to find any trading opportunities, and my script is very consuming when they're endlessly looking for a trade.

EDIT: And all your company Traders have no homebase, so I don't understand that either. Any translation needs script modification, so there's maybe something wrong with that somewhere. For now, I won't release any hotfix, because I really don't get what is going on in your game.

@Kaiww: I think there's something in the background that causing the slow downs. There's not much going on after 2, 3 hours of game, and again, the only time someone reported a similar problem was due to a bad install (correction: and another time where the guy was not clicking "Run" in the Galaxy Generator, but he only generated the galaxy and launched the game). You don't start in Argon Prime, right? Also take a look at company Trading stations, if you have a high number of ships around, not doing anything, I'll know I've messed up something in 3.4, but I now highly doubt it.

@squaredPoney: Yeah, sorry about that. Too unpredictable to be fixed. It's actually realistic, in the real world, when someone sign a Truce, it generally doesn't last long :)
Yes, I used cheats to speed up the start of the empire, but I added a trading station before creating the game, using editing, I changed the location from one sector to another.
You are right to wait, but the change in trade offers was very tempting)
I continued the game in this galaxy after deleting most of the merchant ships, and there were no problems, except that the merchant companies again create stuck ships and after a while the sinking begins again.
There was a similar problem in the previous galaxy, but I did not edit or use cheats there. Unfortunately, there is no save
I also ran into another problem there, when factions do not want to sell ships to me, since there are no resources and this is in each sector, provided that resources are from 50,000 and I am denied building 1 (m 5), but when pressed, it is generated in a queue and so on with a lot I was able to bring it to 40+, and all this was built by the faction for itself, the ships I selected. Perhaps the problem is that through the sector menu, I looked through the station and there almost all the resources are reserved for export, and so in every sector, and after missing many hours, no one came and did not transport the resources. In this sava, I did not try to build them from others, so I adjusted the galaxy for convenience. Later I'm going to carry out missions to simulate this problem. It started even earlier, even before 3.3, but it was also tested in 3.3. Perhaps these two problems are related.

It's strange that there is no home base, I have all agents for each outpost and only 5 merchants are also assigned to one. Loaded to check
Thanks for trying to figure it out, sorry if this is just my problem. If so, I will reinstall everything to the English version to have the latest updates.

vince8290
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Re: [X3LU] Mayhem 3.4b

Post by vince8290 » Sat, 3. Oct 20, 10:54

Hi Joubarbe, thanks for the great work on mayhem.

I am having a similar problem as Favorgalaxy.

I'm 3.5 days into the game.
Lags forced me to tune SETA down to 600% and now 300% and even then, it is struggling now.
I am also experiencing increasing lags when playing even with no SETA (in battles, even relatively small ones, 20-30 ships)

Granted I generated a large galaxy but after seeing Favorgalaxy's post I checked in my game and I seem to be having a similar problem :
Most trading stations are full or almost (8 or 9/10) and have a large number of trader ships (10-20-30) around probably waiting to dock ?
I also have problems docking myself to these stations because they are full.

If this problem persist, the game will be totally unplayable within 1 gameday.

I just threw my grain of salt here because I have the same problem as Favorgalaxy, but I am using the english version, unmodified, with no cheats or additional mods.
If that helps at all, here is the galaxy and savegame.
https://drive.google.com/file/d/1_iCIAE ... sp=sharing

Good luck and thanks

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Joubarbe
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Re: [X3LU] Mayhem 3.4b

Post by Joubarbe » Sat, 3. Oct 20, 10:58

Ok thanks Vince, this will be helpful.

EDIT: Forget about the no homebase thing, it's actually normal.
EDIT 2: The game actually builds them endlessly, because they have no homebase (a little trick needed to make each company an independent race), and Trading stations are always considered having not enough Traders. I don't know why it never caused a problem before.
EDIT 3: God this really had a snowball effect... Every trader that was trying to dock at a full Trading station was increasing the lag even more. Bootiful.

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Re: [X3LU] Mayhem 3.4c

Post by Joubarbe » Sat, 3. Oct 20, 13:43

Mayhem 3.4c released
changelog wrote:
  • 3.4c: Company Traders were being built endlessly, leading to exponential lags after some time. After updating, all company Traders will be removed in your game, and they will slowly going to be rebuilt over time. A new 9972 t-file has been added to adjust the number of Traders per Trading station (default to 5).
  • 3.4c: Performance could be affected by Traders that were not being able to find any trade opportunities. Now, when this is the case, the Trader wait at least 5 minutes instead of continuously looking for a job.
If your game was laggy, those lags should disappear instantly after updating. If it's not the case, please insult me harshly on this thread.

Favorgalaxy
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Re: [X3LU] Mayhem 3.4c

Post by Favorgalaxy » Sat, 3. Oct 20, 13:51

Joubarbe wrote:
Sat, 3. Oct 20, 13:43
Mayhem 3.4c released
changelog wrote:
  • 3.4c: Company Traders were being built endlessly, leading to exponential lags after some time. After updating, all company Traders will be removed in your game, and they will slowly going to be rebuilt over time. A new 9972 t-file has been added to adjust the number of Traders per Trading station (default to 5).
  • 3.4c: Performance could be affected by Traders that were not being able to find any trade opportunities. Now, when this is the case, the Trader wait at least 5 minutes instead of continuously looking for a job.
If your game was laggy, those lags should disappear instantly after updating. If it's not the case, please insult me harshly on this thread.
Thank you for the fix!
Now I'm back on SATE 10 x again
Let's see how it will be in a long time

UPD: after a while, about 20 TL appeared at each trading post and stood motionless, but after a couple of minutes they disappeared. after about an hour of playing time, they reappeared and after a couple of minutes they disappeared .. and so it repeats. This does not significantly affect performance, only small delays in appearance. in the same sector as saving .. maybe it's just me ..
https://drive.google.com/drive/folders/ ... sp=sharing

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Re: [X3LU] Mayhem 3.4d

Post by Joubarbe » Sat, 3. Oct 20, 16:18

Mayhem 3.4d released

It fixes 3.4c... Tell me if it's all good.

vince8290
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Re: [X3LU] Mayhem 3.4c

Post by vince8290 » Sat, 3. Oct 20, 17:35

Joubarbe wrote:
Sat, 3. Oct 20, 13:43
Mayhem 3.4c released
changelog wrote:
  • 3.4c: Company Traders were being built endlessly, leading to exponential lags after some time. After updating, all company Traders will be removed in your game, and they will slowly going to be rebuilt over time. A new 9972 t-file has been added to adjust the number of Traders per Trading station (default to 5).
  • 3.4c: Performance could be affected by Traders that were not being able to find any trade opportunities. Now, when this is the case, the Trader wait at least 5 minutes instead of continuously looking for a job.
If your game was laggy, those lags should disappear instantly after updating. If it's not the case, please insult me harshly on this thread.
You're such a hero !
Thanks Joubarbe

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Re: [X3LU] Mayhem 3.4b

Post by 4square425 » Sun, 4. Oct 20, 00:45

Hector0x wrote:
Sat, 3. Oct 20, 07:46

Edit: make sure that you set Split to friendly immediatly and also SEND it to the entire property
Is there a different menu to do that besides the Console and Global Commands? I changed the Split to Friend in both, plus chose "Transmit to all reachable properties". My fighters still went after a Split Cartographer even after I got to Rank 3 reputation from a lucky pirate kill in their space. The Split also aren't currently allied with anyone.

Essentially, while I can keep my ships out of Split territory before I regain some rep, I need to do something about Split non-military ships (especially Cartographers) entering my sectors and being shot down.

https://i.imgur.com/8iR4NiD.jpg
https://i.imgur.com/WILkV1X.jpg
https://i.imgur.com/CsqtGHy.jpg

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Hector0x
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Re: [X3LU] Mayhem 3.4d

Post by Hector0x » Sun, 4. Oct 20, 09:05

No, the Global commands and transmitting them are the two steps i had in mind.
And your Busters are still going after the Split cartographer? That seems wrong.

You are using the patrol command, right? Seems like you have to restart it on all patrols for the friend/foe settings to get updated. Thats a bummer.

I have switched over towards using less fleets by utilizing the new sector monitoring feature in fleet settings. Maybe try that.
Seems like i should finally tag my Hunter Group video as outdated. Never liked how it turned out anyway. It's convoluted with info about pirates and confusing and outdated fleet settings.

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Re: [X3LU] Mayhem 3.4d

Post by 4square425 » Sun, 4. Oct 20, 17:28

It's likely a fleet thing then, as the fighters from a carrier are also going after cartographers. I'll try resetting the patrol command after sending the global one.

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