[X3LU] Mayhem 3.21b

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Joubarbe
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Re: [X3LU] Mayhem 3.1c

Post by Joubarbe »

3.1c released

Unfortunately, I can't do anything about the pirates still firing their turrets at you when you have the Pirate contract perk. I've added a note to the perk description.
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Edna
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Re: [X3LU] Mayhem 3.1c

Post by Edna »

Last night I encountered a freeze. I just updated to the latest version, but the freeze still occurs.

Click me hard

It should occur not long after loading the first save. I added the autosaves in case of the time not sufficing.
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Joubarbe
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Re: [X3LU] Mayhem 3.1c

Post by Joubarbe »

Something's wrong with one (or several) Teladi ships. Panda investigation in progress...
(Note: that's 30$ an hour)

EDIT: It's coming from one Teladi Task Force.
EDIT 2: The one from Treasure Chest.
EDIT 3: Bad boy identified: Teladi Task Force Pelican (TTMBX-96). Cause of the bad boyishness: unknown.
EDIT 4: That's about 3 hours of debugging, I have no idea what causes this. I don't think it's the 3.1. I may find the solution later, but in the meantime you can just delete the guy.
Darkternal
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Re: [X3LU] Mayhem 3.1c

Post by Darkternal »

Hi, thanks for append function. It`s awesome.
Please add myhem version information at main game screen.
Small bug: Home/End keys don`t work while setting export ware quantity to external outpost (agent's screen). Trying to set minimum quantity with arrow keys also works unnormal.
Joubarbe
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Re: [X3LU] Mayhem 3.1c

Post by Joubarbe »

Darkternal wrote: Mon, 17. Aug 20, 14:57 Please add myhem version information at main game screen.
Not possible.
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Edna
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Re: [X3LU] Mayhem 3.1c

Post by Edna »

Joubarbe wrote: Mon, 17. Aug 20, 13:16 EDIT 4: That's about 3 hours of debugging, I have no idea what causes this. I don't think it's the 3.1. I may find the solution later, but in the meantime you can just delete the guy.
Thanks for the effort. Of course it's Lizardmen who try to destroy everything.
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Darkternal
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Re: [X3LU] Mayhem 3.1c

Post by Darkternal »

bug
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aurelcourt
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Re: [X3LU] Mayhem 3.1c

Post by aurelcourt »

Pirate base ? :-)
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Edna
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Re: [X3LU] Mayhem 3.1c

Post by Edna »

Not a bug. Trading Stations count into the station limit. Any station does, not just yours.
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Betelgeuse97
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Re: [X3LU] Mayhem 3.1c

Post by Betelgeuse97 »

I know that ships bail only when they're fleeing, but with the slower ships no longer fleeing against a faster opponent, how will slower ships bail?

EDIT: How do I get my traders through this Xenon sector safely? My TL spawned in the sector I just claimed (Aladna Hill) and there's a Xenon J w/ 4 M6 + 22 M3s willing to hunt anything that gets in their sector. Is there a way I can manipulate NPC empires (Teladi in my case) to attack that sector's defenders?

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Last edited by Betelgeuse97 on Tue, 18. Aug 20, 09:12, edited 1 time in total.
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Edna
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Re: [X3LU] Mayhem 3.1c

Post by Edna »

Betelgeuse97 wrote: Tue, 18. Aug 20, 01:54 EDIT: How do I get my traders through this Xenon sector safely? My TL spawned in the sector I just claimed and there's a Xenon J w/ 4 M6 + 22 M3s willing to hunt anything that gets in their sector. Is there a way I can manipulate NPC empires to attack that sector's defenders?
NPC Empires will send patrol fleets through Xenon sectors. If you wait a few ingame days, they will have taken care of most Xenon sectors on their own, leaving only the stations, which will continue to spawn Xenon raid fleets. If you need to get a ship through a Xenon sector, I recommend sending in a very fast ship like an M5 or the Argon Buster Raider, the fastest ship in Mayhem 3, and tell it to move to the edge of the sector. Usually that means the Xenon will chase it, which could give you just enough time to get a ship through the sector.

If you are brave enough (or save-scummy), you can take control of that fast ship yourself and bait the Xenon like that on your own, which is more consistent. Just make sure the Xenon ships are always closer to your ship than to the TL.
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Betelgeuse97
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Re: [X3LU] Mayhem 3.1c

Post by Betelgeuse97 »

Edna wrote: Tue, 18. Aug 20, 09:11
Betelgeuse97 wrote: Tue, 18. Aug 20, 01:54 EDIT: How do I get my traders through this Xenon sector safely? My TL spawned in the sector I just claimed and there's a Xenon J w/ 4 M6 + 22 M3s willing to hunt anything that gets in their sector. Is there a way I can manipulate NPC empires to attack that sector's defenders?
NPC Empires will send patrol fleets through Xenon sectors. If you wait a few ingame days, they will have taken care of most Xenon sectors on their own, leaving only the stations, which will continue to spawn Xenon raid fleets. If you need to get a ship through a Xenon sector, I recommend sending in a very fast ship like an M5 or the Argon Buster Raider, the fastest ship in Mayhem 3, and tell it to move to the edge of the sector. Usually that means the Xenon will chase it, which could give you just enough time to get a ship through the sector.

If you are brave enough (or save-scummy), you can take control of that fast ship yourself and bait the Xenon like that on your own, which is more consistent. Just make sure the Xenon ships are always closer to your ship than to the TL.
Is this through Xenon space and into mine or strictly into Xenon space? Was AI changed so that they always check for enemies at some interval and update their targets or was this in beta as well? Is this why I saw them change targets in my previous playthrough?

Currently my fastest ship is a Solano that I bought, and I hope that's fast enough to outrun 22 LXes (their missiles hurt in OOS).
Joubarbe
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Re: [X3LU] Mayhem 3.1c

Post by Joubarbe »

Betelgeuse97 wrote: Tue, 18. Aug 20, 01:54 I know that ships bail only when they're fleeing, but with the slower ships no longer fleeing against a faster opponent, how will slower ships bail?
They won't. However, I find the bailing rate a bit too high, so it should balance things out.
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Edna
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Re: [X3LU] Mayhem 3.1c

Post by Edna »

Betelgeuse97 wrote: Tue, 18. Aug 20, 09:23 Is this through Xenon space and into mine or strictly into Xenon space? Was AI changed so that they always check for enemies at some interval and update their targets or was this in beta as well? Is this why I saw them change targets in my previous playthrough?

Currently my fastest ship is a Solano that I bought, and I hope that's fast enough to outrun 22 LXes (their missiles hurt in OOS).
Pretty sure that some NPC job groups will enter any bordering sector regardless of who owns it. Police, Trading Escorts, maybe even Task Forces. I can tell from previous playthroughs that all Xenon sectors were empty at some point, even those that did not lead to anything other than Xenon sectors.

AI changes targets from time to time. They usually stick to one ship until it is out of range, which makes them go for the next-closest ship. Meaning if you send in a ship and tell it to go way off the map, the ships are less likely to follow it into a planet or something. It's not always consistent, though.

If you need a fast ship, make sure you scan Xenon Ns at the very beginning of the game, when they are in unclaimed sectors. The Xenon have no faster ships than Ns, meaning you're good with it. Especially when you build them with the Extra Engine Tuning perk. You can build the N simply by scrapping any other ship you found on the way, as the N is very cheap.

Edit: Also, you'll have a bad time settling right next to Xenon. They will raid you frequently with M6s.
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Betelgeuse97
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Re: [X3LU] Mayhem 3.1c

Post by Betelgeuse97 »

Edna wrote: Tue, 18. Aug 20, 09:37
Betelgeuse97 wrote: Tue, 18. Aug 20, 09:23 Is this through Xenon space and into mine or strictly into Xenon space? Was AI changed so that they always check for enemies at some interval and update their targets or was this in beta as well? Is this why I saw them change targets in my previous playthrough?

Currently my fastest ship is a Solano that I bought, and I hope that's fast enough to outrun 22 LXes (their missiles hurt in OOS).
Pretty sure that some NPC job groups will enter any bordering sector regardless of who owns it. Police, Trading Escorts, maybe even Task Forces. I can tell from previous playthroughs that all Xenon sectors were empty at some point, even those that did not lead to anything other than Xenon sectors.

AI changes targets from time to time. They usually stick to one ship until it is out of range, which makes them go for the next-closest ship. Meaning if you send in a ship and tell it to go way off the map, the ships are less likely to follow it into a planet or something. It's not always consistent, though.

Edit: Also, you'll have a bad time settling right next to Xenon. They will raid you frequently with M6s.
Yep, that's not going to be easy for me with building only Teladi ships challenge and my unlucky TL spawn. (The other empires took all the unknown sectors around them!)

I'll try to bait some traders to come to me so that they thin out the LXes at least.
Betelgeuse97
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Re: [X3LU] Mayhem 3.1c

Post by Betelgeuse97 »

One issue I notice when looping building of a ship using a template with two different guns (e.g. 8 EBC + 2 PAC) that only one of the two guns will be looped but the other will never get a chance to build.

Will there be an option so that looping will loop both weapons instead? Example below.

Current: continuously build a Kea with 8 EBC and 2 PAC:
- Kea loops
- EBC loops
- PAC cannot build because EBC production is looped.
- loop stops because no more crystals, but only EBCs are built, not PACs.

Proposed:
- Kea loops, with guns built in a loop as follows: each iteration builds 8 EBC and 2 PAC.
- iteration 0: 8 EBC will be built, followed by 2 PAC.
- iteration 1: there are enough crystals to build the above guns. So another 8 EBC and 2 PAC are built.
- loop repeats until there aren't enough crystals or ship materials to complete the nth loadout and ship. When the loop stops, there will be 8*i worth of EBCs and 2*i worth of PACs.
Jonzac
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Re: [X3LU] Mayhem 3.1c

Post by Jonzac »

Loving the mod..yet again. Picked it up again after a long hiatus. The no jump drive makes a way different game.

I was wondering however, if there was a way to "reclaim" Xenon infected Jump Beacons?

I looked in encyclopedia but I did not see an entry.


Any thoughts?
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Edna
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Re: [X3LU] Mayhem 3.1c

Post by Edna »

Jonzac wrote: Tue, 18. Aug 20, 19:24 Loving the mod..yet again. Picked it up again after a long hiatus. The no jump drive makes a way different game.

I was wondering however, if there was a way to "reclaim" Xenon infected Jump Beacons?

I looked in encyclopedia but I did not see an entry.


Any thoughts?
Not that I know. If the Xenon managed to infect them, it's better to just get rid of them ASAP before they send anything in.

I mean, once you have the means to build a Jumpdrive Core factory, you have the means to quickly rebuild a Jump Beacon.
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Jonzac
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Re: [X3LU] Mayhem 3.1c

Post by Jonzac »

Edna wrote: Tue, 18. Aug 20, 19:31
Jonzac wrote: Tue, 18. Aug 20, 19:24 Loving the mod..yet again. Picked it up again after a long hiatus. The no jump drive makes a way different game.

I was wondering however, if there was a way to "reclaim" Xenon infected Jump Beacons?

I looked in encyclopedia but I did not see an entry.


Any thoughts?
Not that I know. If the Xenon managed to infect them, it's better to just get rid of them ASAP before they send anything in.

I mean, once you have the means to build a Jumpdrive Core factory, you have the means to quickly rebuild a Jump Beacon.
Thanks. I have a factory, I am just really confused on how to defend the darn things. I had a Zeph with 4 M3s sitting right by the beacon. Commander set to 0km range and followers set to 60. no fleet commands...but the followers in the M3 NEVER launched to stop the one M4 that keeps infecting my beacon.

I've tried sector defence and the Zeph wouldn't launch there either. 4 fighters get spread out and I'm OOS so I'm not sure if the M4 is being spawned within 20km or so, or if they come from a gate. Either way my sector defense forces aren't getting close to even attacking the M4 before it infects the beacon.

Any advice would be wonderful about this.
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Edna
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Re: [X3LU] Mayhem 3.1c

Post by Edna »

Jonzac wrote: Wed, 19. Aug 20, 01:02 Thanks. I have a factory, I am just really confused on how to defend the darn things. I had a Zeph with 4 M3s sitting right by the beacon. Commander set to 0km range and followers set to 60. no fleet commands...but the followers in the M3 NEVER launched to stop the one M4 that keeps infecting my beacon.

I've tried sector defence and the Zeph wouldn't launch there either. 4 fighters get spread out and I'm OOS so I'm not sure if the M4 is being spawned within 20km or so, or if they come from a gate. Either way my sector defense forces aren't getting close to even attacking the M4 before it infects the beacon.

Any advice would be wonderful about this.
Fast ships. Barracuda Raider, Nova Raider or a wing of Buster Raiders should be fast enough to intercept and beat both Ns and Ms. Ls and LXs are another story, but I guess bunching up on those also does the job. Otherwise wait with the jump beacons until all Xenon Stations are gone. Or place them only in allied space. NPCs tend to intercept Xenon, too.

I personally would wait until all Xenon Stations are destroyed, or just replace the beacons. I find it too tedious to place defense fleets in my sectors.
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