[Mayhem 3] Renegades 3.0

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Betelgeuse97
Posts: 292
Joined: Sat, 20. Aug 11, 17:27
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Re: [Mayhem 3] Renegades 3.0

Post by Betelgeuse97 »

SnickerZ wrote: Sun, 27. Oct 24, 15:32 Hey, i realy enjoy the mod. Great work with it. :)
i recently updated to 3.0 and started a new playthrough again. I noticed a few issues with my playthrough. I was wondering if these are caused by my old install and persisted to the updated version, so i loaded up my save and galaxy into a clean install. They still persisted

Issues were the following:
- Fleets that were set to partol certain sectors or my personal sectors running off into random sectors they were not assigned to while executing an order to attack a ship in a sector in another direction. I think they might sometimes have a wrong path calculated to the target sector that includes a jumpbeacon placed in a sector far away (this also happened to me in 2.6 playthroughs)
- Fleets on patrol not applying the ship types outlined in the autoresponse settings. One of my partol fleets is set to only react to "Big an Huge ships" and reacts to pirate TMs roaming into my sectors
- Fleets not applying the retreat settings in the fleet menu. I have a few TMs in hostile territories chasing freighters. They are set to retreat when M7 ships appear and instead the fleetcommander engages it.
- Workers at outposts disregarding the distance limit set inn the outposts station settings menu

Does anyone else have these problems, or is it a me issue?
Also, in the Renegade plot, when i need to input the 3 part code into the console after scanning the ship, it fails the mission and launches the pirates. Even tho i input the code in just the way i got it.
(might also just be too stupid and there might be an aditional layer to this thing that i just did not get xdd)
1. I'd think this may be why. They'll try to take the shortest path.
2. TMs count as big ships. Big ships = M6, TM. Huge ships = all capital ships (M1, M2, M7, TL). As such, since your fleet settings react to big ships, TMs will be targeted.
3. By any chance, did you set your fleet ratio to "no retreat"?
4. Sectors that have a jump beacon don't count against the distance limit. So if your station in sector A (origin) and your beacons are in both sector A and sector B (normally 5 jumps away), sector B is treated as if it's 0 jumps away.

For the code, enter it without spaces or dashes. For example, if part 1 of your code is ABCD; part 2 is 1234; and part 3 is FFFF, you enter your code as "ABCD1234FFFF". I forgot if the code is case-sensitive, but if it is, enter exactly as you see the code but without any spaces or dashes. If not, try the code with either all uppercase or all lowercase.
SnickerZ
Posts: 2
Joined: Sat, 13. Apr 24, 20:42

Re: [Mayhem 3] Renegades 3.0

Post by SnickerZ »

Betelgeuse97 wrote: Mon, 28. Oct 24, 06:25
SnickerZ wrote: Sun, 27. Oct 24, 15:32 Hey, i realy enjoy the mod. Great work with it. :)
i recently updated to 3.0 and started a new playthrough again. I noticed a few issues with my playthrough. I was wondering if these are caused by my old install and persisted to the updated version, so i loaded up my save and galaxy into a clean install. They still persisted

Issues were the following:
- Fleets that were set to partol certain sectors or my personal sectors running off into random sectors they were not assigned to while executing an order to attack a ship in a sector in another direction. I think they might sometimes have a wrong path calculated to the target sector that includes a jumpbeacon placed in a sector far away (this also happened to me in 2.6 playthroughs)
- Fleets on patrol not applying the ship types outlined in the autoresponse settings. One of my partol fleets is set to only react to "Big an Huge ships" and reacts to pirate TMs roaming into my sectors
- Fleets not applying the retreat settings in the fleet menu. I have a few TMs in hostile territories chasing freighters. They are set to retreat when M7 ships appear and instead the fleetcommander engages it.
- Workers at outposts disregarding the distance limit set inn the outposts station settings menu

Does anyone else have these problems, or is it a me issue?
Also, in the Renegade plot, when i need to input the 3 part code into the console after scanning the ship, it fails the mission and launches the pirates. Even tho i input the code in just the way i got it.
(might also just be too stupid and there might be an aditional layer to this thing that i just did not get xdd)
1. I'd think this may be why. They'll try to take the shortest path.
2. TMs count as big ships. Big ships = M6, TM. Huge ships = all capital ships (M1, M2, M7, TL). As such, since your fleet settings react to big ships, TMs will be targeted.
3. By any chance, did you set your fleet ratio to "no retreat"?
4. Sectors that have a jump beacon don't count against the distance limit. So if your station in sector A (origin) and your beacons are in both sector A and sector B (normally 5 jumps away), sector B is treated as if it's 0 jumps away.

For the code, enter it without spaces or dashes. For example, if part 1 of your code is ABCD; part 2 is 1234; and part 3 is FFFF, you enter your code as "ABCD1234FFFF". I forgot if the code is case-sensitive, but if it is, enter exactly as you see the code but without any spaces or dashes. If not, try the code with either all uppercase or all lowercase.
Ty for your answer. :)
As to the fleets running off: The issue is that it is not the shortest path. they run off towards presumibly a jump beakon that is let's say 7-8 jumps away and the sector the are trying to reach is right next to the starting location or at least much closer.
Okay, then the TM thing is def on me. Did not expect them to be "big ships". xdd
The Fleet ratio is set to 1:1 as i don't want them to fight through any resistance.
Did the calculations change to include Beakons in 3.0? iI somehow remember being troubled with the mod, in the beginning, because the agennts and traders would not use my Beakons to calculate the distance. :gruebel:

okay... i did not think, the dashes would not be part of the code :o should have tried that, rather than swapping numbers in the code for letters, like it's 2010 :D
SPQR13
Posts: 5
Joined: Wed, 16. Oct 24, 15:53

Re: [Mayhem 3] Renegades 3.0

Post by SPQR13 »

[/quote]
Did the calculations change to include Beakons in 3.0? iI somehow remember being troubled with the mod, in the beginning, because the agennts and traders would not use my Beakons to calculate the distance. :gruebel:

okay... i did not think, the dashes would not be part of the code :o should have tried that, rather than swapping numbers in the code for letters, like it's 2010 :D
[/quote]

Can you specify your question about agents? Your agent doesn’t perform a job even if distance is very close and he obviously should do it OR vice versa he is trying to do the job in a sector that is very distant from his homebase and he shouldn’t fly there considering his jump distance limit?
Cause my agents work just perfect in all my previous and current galaxies (and that’s hundreds of in-game hours).
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