[X3LU] Mayhem 3.4d

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Post Reply
User avatar
alexalsp
Posts: 1112
Joined: Fri, 18. Jul 14, 05:28
x4

Re: [X3LU] Mayhem 2.9.13

Post by alexalsp » Sun, 19. Jan 20, 18:58

After some time, the fractions begin to capture sectors.

But if the names of the fractions are translated, then the capture of sectors does not occur.

Also initialization, sector Unknown. If you translate, then at the start of the game the hyper tunnel does not appear. It is necessary to change the name in the main game file and in the script, for example, to "НС".

And now the problem has appeared with boarding. All boarding ends with success. My paratroopers do not receive damage at all.

But boarding must be checked on the new game, to be completely sure.
This is a couple of points from those that were.

And do not be offended by the words, you must understand that English is not my language. Therefore, some text may seem offensive, but it is not.
I appreciate your work. But I would like to play fully in my native language.

Everything is fine, but there are a couple of problems that need to be checked and compared with the English game.

:D :roll:

User avatar
Joubarbe
Posts: 4566
Joined: Tue, 31. Oct 06, 13:11
xr

Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Sun, 19. Jan 20, 19:27

Yeah... To be honest, I think the task of translating all LU and Mayhem is impossible. Some scripts heavily depend on English terms ("miner" for instance, if you translate that, miners won't work), because we have to deal with hardcoded limitations and sometimes the only way to accomplish a specific task is to compare or manipulate strings. It would need a serious rework of many many scripts (and impossible to maintain)... All you can hope is to have the general game in Russian, but expecting to translate everything is a waste of time IMO.

On the other hand, I can make the game creator of Mayhem 3 easily translatable. That's easy, that's another language and my own tool developed from scratch, which is not the case for X3.

User avatar
alexalsp
Posts: 1112
Joined: Fri, 18. Jul 14, 05:28
x4

Re: [X3LU] Mayhem 2.9.13

Post by alexalsp » Sun, 19. Jan 20, 20:26

("miner" for instance, if you translate that, miners won't work),
Yes, I already considered and corrected this moment. But I haven't figured out the marines yet. They're not dying.) :D
I did it)) Now the paratroopers are dying. ))) :D
On the other hand, I can make the game creator of Mayhem 3 easily translatable. That's easy, that's another language and my own tool developed from scratch, which is not the case for X3.
That would be excellent. I take off my hat and bow low ....

:lol: :x3: :wink:
Last edited by alexalsp on Mon, 20. Jan 20, 01:48, edited 1 time in total.

KurTr
Posts: 116
Joined: Sat, 9. Apr 11, 13:23
x3ap

Re: [X3LU] Mayhem 2.9.13

Post by KurTr » Mon, 20. Jan 20, 00:30

Yet another question :lol:

After declaring a permanent war, I should expect hostilities from the declared faction. How do their Invasion system works? Are they only able to invade my sectors if they have a bordering sector, or will they be able to invade regardless of distance?

User avatar
Hector0x
Posts: 668
Joined: Mon, 18. Nov 13, 19:03
x3tc

Re: [X3LU] Mayhem 2.9.13

Post by Hector0x » Mon, 20. Jan 20, 12:11

Battlegroups (the ones at shipyard sectors) can only attack into sectors to which the faction has a border. So unless you sit next to your permanent enemy you can't be their target. After you run out of pirate and xenon sectors it will be worth it to go for these dangerous sectors, even if this would mean to open yourself up to get invaded. But after doing so you may want to close this border soon, like conquering the danger zone for an ally. If you can't do that at least take defensive perks like reduced invasion strength or EMP. Later you can try to wipe a small sector pocket before serious counterattacks have a chance to trigger.

Some vanilla job ships might also try to reach certain destination which originally belonged to them and might travel through any sector to get there. For example border control ships (M6) and weapon traders (TM).

RobertoMoreno
Posts: 1
Joined: Mon, 20. Jan 20, 20:16
x3ap

Re: [X3LU] Mayhem 2.9.13

Post by RobertoMoreno » Mon, 20. Jan 20, 21:03

I am attempting to install LU after a very long haitus, unfortunately I am running in to this error when I try and install the GUI.

https://gyazo.com/c3f3f40a9d5bd5b418997bd70c40b207

I HAVE followed the clean install, and downloads instructions from the wiki. I also made sure to download the nosteam.exe from the ego website and installed it as per the clean install instructions from the LU wiki.

Edit: I have fixed this. I was using an earlier version of the GUI. That seemed to the hang up.

grytulv
Posts: 20
Joined: Fri, 30. Nov 18, 12:42
x4

Re: [X3LU] Mayhem 2.9.13

Post by grytulv » Wed, 22. Jan 20, 00:39

Hello!

First of all, what a great mod. Almost 100 hours in and loving every second. Great job!

I have an issue with one of my sectors not receiving goods at the factories. I've set up distribution jobs in the sanctuary and set it do distribute energy cells to local factories. However, none of the dock agents get a hit on the jobs, and it seems none of the factories are able to receive any goods. I've tried different factory types as well, and different wares to distribute like silicon wafers and meatsteak cahoonas.

I've also tried to make distribution jobs in other sanctuaries to factories in this system, and also these dock agents skip the jobs. I've checked things like export thresholds, DA pause both on sanctuary and factory.

Aquire jobs does not work either. Tested on factories with full stocks. Import/export jobs to the sanctuary in V Delta itself seems to be working

All my other sectors works, its only this sector that fails. Sector is V Delta. Import/export jobs to and from the sanctuary in V Delta itself seems to be working, aquire and distribure wares from and to other santuaries.


Any thoughts on how to troubleshoot this further?

//Grytulv

User avatar
Joubarbe
Posts: 4566
Joined: Tue, 31. Oct 06, 13:11
xr

Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Wed, 22. Jan 20, 04:48

Did you check your blacklists?

grytulv
Posts: 20
Joined: Fri, 30. Nov 18, 12:42
x4

Re: [X3LU] Mayhem 2.9.13

Post by grytulv » Thu, 23. Jan 20, 02:09

Joubarbe wrote:
Wed, 22. Jan 20, 04:48
Did you check your blacklists?
Well, that was easy :P Yea, forgot i set blacklists. All good! Thanks a bunch :)

//Grytulv

User avatar
sataricon
Posts: 35
Joined: Mon, 9. Dec 19, 13:00
x3ap

Re: [X3LU] Mayhem 2.9.13

Post by sataricon » Fri, 24. Jan 20, 01:15

Thank you all for the help with this logistic problem but a quick question.

How to disable the messages that tell you that this ship was unable to load so and so from this factory.
I get alot of them and they are very annoying.

User avatar
Joubarbe
Posts: 4566
Joined: Tue, 31. Oct 06, 13:11
xr

Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Fri, 24. Jan 20, 09:18

X3\addon\t\9972-L044.xml
<t id="138">0</t> <!-- Hide non critical information message from Dock Agents, such as "was unable to load/unload". 0 to show. (default: 0) -->

User avatar
sataricon
Posts: 35
Joined: Mon, 9. Dec 19, 13:00
x3ap

Re: [X3LU] Mayhem 2.9.13

Post by sataricon » Sat, 25. Jan 20, 01:02

Joubarbe wrote:
Fri, 24. Jan 20, 09:18
X3\addon\t\9972-L044.xml
<t id="138">0</t> <!-- Hide non critical information message from Dock Agents, such as "was unable to load/unload". 0 to show. (default: 0) -->
Sorry i have no idea how to use this information.
I found the line using an XML editor but what should i edit?

User avatar
Hector0x
Posts: 668
Joined: Mon, 18. Nov 13, 19:03
x3tc

Re: [X3LU] Mayhem 2.9.13

Post by Hector0x » Sat, 25. Jan 20, 09:51

Change the line from this:
<t id="138">0</t> <!-- Hide non critical information message from Dock Agents, such as "was unable to load/unload". 0 to show. (default: 0) -->

to this:
<t id="138">1</t> <!-- Hide non critical information message from Dock Agents, such as "was unable to load/unload". 0 to show. (default: 0) -->

There are many more options to tweak the game to your liking. After the early game i always disable dock agent messages, the food display after sanctuary name and bailing.
(you have to change these after each update)


User avatar
Joubarbe
Posts: 4566
Joined: Tue, 31. Oct 06, 13:11
xr

Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe » Sat, 1. Feb 20, 16:09

Mayhem 3 progress report:

Unlike what I've said a few weeks ago, AI and Player fleets will not share the same scripts. I now have a clear idea of how military ships are going to work, and this would have been too restrictive (and technically hard to maintain) to mix the two. Instead of having predefined roles, the Player will be able to create its own roles and assign them to his fleets. These roles will have special settings like MLCC and ADS.

But what I'm working on right now (for quite a while) is the AI military ships. It takes a considerable amount of time because I need to rewrite every combat script to handle things differently, try to improve performance as much as I can, and make them compatible with both procedural galaxies and the new jump system. Here is a list of the AI fleets:

- Battle Group. You know these ones. They invade sectors adjacent to their territory, and target "Dejure" sectors in priority (then the most valuables ones). Unlike Mayhem 2, capturing a sector always requires to destroy every station of the enemy. There's also some "upper authority" that forbids the harassment of one sector in particular (ie. there's a cooldown) and a golden rule that makes sure that only the claimer of a sector can capture it.
- Border Patrol. They protect territory borders, targeting in priority the sectors that are claimed by an enemy. They also prioritize "hot" sectors. In Mayhem 3, each time a ship is attacked, that raises an "alert", and if this alert has been raised less than 20 minutes ago, the sector is considered "hot".
- Rearguard. They are also defenders, but they focus on inside territory and prioritize hot sectors.
- Task Force. They attack in-territory enemy assets (Jump Beacons, Satellites...) and they can also lead attacks against targets of opportunity, such as weak fleets and workers. There's a special mechanics for them: reprisal. Every time a Task Force of race A destroys something of race B, the value of what they destroy will add to a "reprisal" value and race B will try to balance things out.
- Police. Their first task is to chase all the ships that the Player has boarded (AI won't be able to board, it would be too complicated). Then they try to maintain peace around their home sector.
- Escort. As their name suggests, they escort Freighters and defend their sectors. Priority is given to Freighters that travel out of their current sector.

Some of these fleets will only work in sectors where they have an Advanced Satellite (like the Police) and some of them will be able to retreat and reinforce.

Post Reply

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