[X3LU] Mayhem 3.21b

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

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

magitsu
Posts: 414
Joined: Wed, 12. Dec 18, 21:59
x4

Re: [X3LU] Mayhem 2.9.13

Post by magitsu »

I get this "Attack: Launch Marines" by left clicking the ship when I have marines on board.

https://i.imgur.com/ImtgzdF.png

Another way is to use the Special menu.
Current Ship->Autopilot->Command Console leads you to the 1st pictuire below, then just click Special, which leads you to the 2nd picture where you can click Launch Boarding mission.

But that clicking the enemy ship with mouse button and Attack: Launch Marines does this same thing faster.

https://i.imgur.com/WiYFYHu.png
https://i.imgur.com/LlMXs8p.png

Here's the easier way once again. If you don't have a Transporter Device on your ship (Springblossom start doesn't include it, so if you test via cheats just add transporter device and marines), it will produce a red warning text. That is required to telport the marines into the enemy ship.

https://i.imgur.com/clQ6avd.png
https://i.imgur.com/bAvRdMY.png

Once it's going, you can follow progress from the Personal Console's Boarding Reports:

https://i.imgur.com/iYfwbuQ.png
https://i.imgur.com/PiO8CiY.png

Completed boarding looks like this (the ship gets sent to your sanctuary):

https://i.imgur.com/7OOTRmF.png
Last edited by magitsu on Tue, 15. Oct 19, 01:54, edited 1 time in total.
ken7878
Posts: 6
Joined: Sat, 12. Oct 19, 00:10

Re: [X3LU] Mayhem 2.9.13

Post by ken7878 »

magitsu
Posts: 414
Joined: Wed, 12. Dec 18, 21:59
x4

Re: [X3LU] Mayhem 2.9.13

Post by magitsu »

I don't know. My game works from that attack launch marines, where your seems to stop.

It's possible that you don't have 2.9.13 since I never got that Board Ship screen by doing what I did. I got Boarding screen and it had the auto-fill + launch.
As you can see from the video at 4:55, he also got Boarding screen, not Board Ship.

Let's wait for other people. In the meanwhile, you can try the springblossom (easy start) and use the cheat menu to add transporter + marines and then try to repeat what I did.

This doesn't look that it should require a reinstall, but who knows.
ken7878
Posts: 6
Joined: Sat, 12. Oct 19, 00:10

Re: [X3LU] Mayhem 2.9.13

Post by ken7878 »

Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe »

https://imgur.com/lgpBcVy

That's not Mayhem.

https://imgur.com/bAvRdMY

That is. If you don't have this, your install is messed up.
ken7878
Posts: 6
Joined: Sat, 12. Oct 19, 00:10

Re: [X3LU] Mayhem 2.9.13

Post by ken7878 »

Joubarbe wrote: Tue, 15. Oct 19, 08:26 https://imgur.com/lgpBcVy

That's not Mayhem.

https://imgur.com/bAvRdMY

That is. If you don't have this, your install is messed up.
But man https://i.imgur.com/OqSzqCD.jpg
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe »

Image

Bad install. Something's wrong. (and you probably have A LOT of problems in your game)
It probably has something to do with the .cat files.
magitsu
Posts: 414
Joined: Wed, 12. Dec 18, 21:59
x4

Re: [X3LU] Mayhem 2.9.13

Post by magitsu »

Joubarbe wrote: Tue, 15. Oct 19, 09:51 It probably has something to do with the .cat files.
Re-install is the easiest option.
shanbahak
Posts: 16
Joined: Mon, 20. May 19, 01:23

Re: [X3LU] Mayhem 2.9.13

Post by shanbahak »

Updated to 2.9.13
Apparently OWP without weapons and shields (i'm using them as decoy) think of themselves as of traders
So they give message about running away from enemy to nearby station, if attacked :)

On side note.
Small weapon test with EBC

aamon - EBC - 42 sec until empty battery - around 13% shield damage to m7
penatron advanced - EBC - 42 sec until empty - around 13% shield damage to m7

o_O

Does it mean laser reload generator is relatively useless, if you go with heavy burst weapons?
they have nearly same capacitor size, and 39MW vs 46MW makes no difference at all.
They both got dry at same time.
Also jeez, EBC are hitting harder than corvette weapons, insane damage burst for fighter weapon.
(or it was some kind of error during update to *13 version)
Last edited by shanbahak on Wed, 16. Oct 19, 23:35, edited 2 times in total.
ken7878
Posts: 6
Joined: Sat, 12. Oct 19, 00:10

Re: [X3LU] Mayhem 2.9.13

Post by ken7878 »

Hey buddy. I reinstalled my game.

it look working. thanks. :oops:

https://i.imgur.com/n78dSpM.jpg
magitsu
Posts: 414
Joined: Wed, 12. Dec 18, 21:59
x4

Re: [X3LU] Mayhem 2.9.13

Post by magitsu »

ken7878 wrote: Wed, 16. Oct 19, 06:35 Hey buddy. I reinstalled my game.

it look working. thanks. :oops:

https://i.imgur.com/n78dSpM.jpg
Good, have fun.
captainyesterday555
Posts: 11
Joined: Tue, 14. Mar 17, 02:17
x3ap

Re: [X3LU] Mayhem 2.9.13

Post by captainyesterday555 »

I've now played a few dozen hours at 2.9.13. I love the changes from 2.7 (that I've noticed) so far, and am presently facing the next OCV attack. Merci beaucoup, Panda.
Que sais-je?
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: [X3LU] Mayhem 2.9.13

Post by Joubarbe »

You're welcome!
2.7 was a long time ago!
Dragoti
Posts: 3
Joined: Sun, 1. Jun 08, 21:13
x4

Re: [X3LU] Mayhem 2.9.13

Post by Dragoti »

Hi i started to play as Intruder and wanted to ask if it is normal. Was in an Paranid Core sector because of the Reputation they are hostile. Then i worked my reputation in border sectors to +5. Then when i go back to the Core sector the ships try to kill me again even though i have are positiv Reputation
magitsu
Posts: 414
Joined: Wed, 12. Dec 18, 21:59
x4

Re: [X3LU] Mayhem 2.9.13

Post by magitsu »

Dragoti wrote: Fri, 18. Oct 19, 18:09 Hi i started to play as Intruder and wanted to ask if it is normal. Was in an Paranid Core sector because of the Reputation they are hostile. Then i worked my reputation in border sectors to +5. Then when i go back to the Core sector the ships try to kill me again even though i have are positiv Reputation
Sector relations seems semi-independent to faction relations.
At least all new ships being made should be white. The red ones either reset after a while or the problem solves by them getting destroyed.

You can also randomly start in a non-core where you won't get initial red enemies.

So try flying to a Paranid core that you didn't visit while you were at a negative. If that's also fully red there might be a problem.
I just tried and the sector where I achieved positive rep didn't instantly change, but when I went back to another Paranid sector (core) where I started it was now white.

Interestingly there's an entry in the cheat menu to fix sector rep (it does work).
shanbahak
Posts: 16
Joined: Mon, 20. May 19, 01:23

Re: [X3LU] Mayhem 2.9.13

Post by shanbahak »

Weird question, but.

How can you deal with stunning amount of bailed ships?
They bail pretty often even on hard difficulty.
Every fight in any sector causing quite a few of them.
i think atm more than half ships in universe are bailed ones...
Any good and easy way to deal with them?
magitsu
Posts: 414
Joined: Wed, 12. Dec 18, 21:59
x4

Re: [X3LU] Mayhem 2.9.13

Post by magitsu »

In what kind of conditions do these happen? Is it long from game start and you have already a ton of combat levels?
Because for example during the first day there should be around 10-20 bailed ships at most at any given moment in the whole game.

Early on they either get claimed by the ai corporations or they just despawn.
shanbahak
Posts: 16
Joined: Mon, 20. May 19, 01:23

Re: [X3LU] Mayhem 2.9.13

Post by shanbahak »

Midgame.I have 7 sectors, satellites in 80% map.
Fractions have a lot of conflicts thou, like argons declared war on everyone except me.
I can see sectors with 60-80 bailed ships. And this stuff is laggy enough to disable SETA.
It... probably can be solved by editing .xml files.
Disabling bailing completely and increasing amount of salvage ships for companies, which most likely will solve this issue in few hours.

But i'm curious, is there a *legit* way for player to deal with that kind of situation without cheating.
magitsu
Posts: 414
Joined: Wed, 12. Dec 18, 21:59
x4

Re: [X3LU] Mayhem 2.9.13

Post by magitsu »

shanbahak wrote: Sun, 20. Oct 19, 01:10 Midgame.I have 7 sectors, satellites in 80% map.
Ok, I haven't played that far since 2.7.8 so I can't help with this one.
Let's see if there are other corroborating experiences.

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