[X3LU] Mayhem 3.21b

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djmidex
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Re: [X3LU] Mayhem 3.4d

Post by djmidex »

Joubarbe wrote: Mon, 21. Dec 20, 15:42
djmidex wrote: Sun, 29. Nov 20, 04:20 i`ve got another issue, dont know if it is caused by editing pirate settings in T-file, but
the game crashes at the same moment everytime i load it. (about 20-30 sec with seta)
savefile:https://yadi.sk/d/64305lktlEN0Og
galaxy: https://yadi.sk/d/LjSrSr4yvlzK3Q
Could you upload your modified T-file?
sure: https://yadi.sk/d/QmW-UFfdxYH1Qg
4square425
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Re: [X3LU] Mayhem 3.4d

Post by 4square425 »

Drydock is one of the possible Outpost perks. If I have a sector with low stats, its one I consider taking. In my game, since I have a few permanent wars, quite a few of my Outposts have it.

Mayhem 3 really is about the Outposts though. I suppose you could modify the T-file to eliminate maintenance until you start that stage and restore it.
Joubarbe
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Re: [X3LU] Mayhem 3.4d

Post by Joubarbe »

djmidex wrote: Tue, 22. Dec 20, 07:30
Joubarbe wrote: Mon, 21. Dec 20, 15:42
djmidex wrote: Sun, 29. Nov 20, 04:20 i`ve got another issue, dont know if it is caused by editing pirate settings in T-file, but
the game crashes at the same moment everytime i load it. (about 20-30 sec with seta)
savefile:https://yadi.sk/d/64305lktlEN0Og
galaxy: https://yadi.sk/d/LjSrSr4yvlzK3Q
Could you upload your modified T-file?
sure: https://yadi.sk/d/QmW-UFfdxYH1Qg
You are only changing the comment part of the line here, you must change the actual number for this to take effect. In other words, you didn’t change anything. "Default" has only an informative purpose (everything in green is a comment and is totally ignored once loaded into the game).

EDIT: Your crash is fixed. You will have to restart your fleet invasion command on Mines of Fortune.
djmidex
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Re: [X3LU] Mayhem 3.4d

Post by djmidex »

Joubarbe wrote: Tue, 22. Dec 20, 08:49
djmidex wrote: Tue, 22. Dec 20, 07:30
Joubarbe wrote: Mon, 21. Dec 20, 15:42

Could you upload your modified T-file?
sure: https://yadi.sk/d/QmW-UFfdxYH1Qg
You are only changing the comment part of the line here, you must change the actual number for this to take effect. In other words, you didn’t change anything. "Default" has only an informative purpose (everything in green is a comment and is totally ignored once loaded into the game).

EDIT: Your crash is fixed. You will have to restart your fleet invasion command on Mines of Fortune.
Thank You :)
Joubarbe
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Re: [X3LU] Mayhem 3.5

Post by Joubarbe »

4square425
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Re: [X3LU] Mayhem 3.5

Post by 4square425 »

Joubarbe wrote: Wed, 23. Dec 20, 15:32 Mayhem 3.5 released

Have fun!
Thanks for the Christmas gift! Those post-truce changes will make the experience must less frustrating.

What ended up being the cause of the marine corruption bug BTW?
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Hector0x
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Re: [X3LU] Mayhem 3.5

Post by Hector0x »

Epic work!

i wish you all enjoyable christmas days.
Joubarbe
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Re: [X3LU] Mayhem 3.5

Post by Joubarbe »

I have no way of testing it, so it’s a guess, but I think it’s a good one. I think it comes from the script that destroys Marine missions (Mayhem.MarineMission.Destroy). Due to the complexity of data structure, I have to "delete" (ie. assign 'null' values to make the garbage collector do its job) manually a number of things, and I’ve just removed all that part. Some may shout "Memory leak!!!", but I don’t think it’s a problem (one mission represents very very.... very little data compared to how much RAM we have today on our computers). And if you don’t know what a memory leak is, it’s actually not a real leak, everything is under control :)

Would be good if someone can test that, but I reckon it will be tedious. Use your 10 savegame slots, and the save hotkey :)
4square425
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Re: [X3LU] Mayhem 3.5

Post by 4square425 »

Well, I'll try some boarding the next session. Now that I don't have to monitor my fleets from starting a whole new war after a truce, I'll have the time.

EDIT: Unfortunately the corruption bug persists when successfully boarding and taking a M7 Panther. I have a save so I'll try to do some step by step testing, but here's the preliminary files:

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

Save #3 is right before EMP and Boarding.
Save #10 is corrupt.
The video details my process.
temetvince
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Re:

Post by temetvince »

Fureimuu wrote: Sat, 14. Jul 18, 21:31
tatakau wrote:I think I read somewhere buried in this thread on or on ModDB that the EVE Online music on CCP's Soundcloud works really well with Mayhem. Or maybe LU. Not sure where I read it.

https://soundcloud.com/ccpgames/sets/ev ... ame-tracks

But if I'm going to be getting a fresh install together for the impending 2.5, I figured I might as well take a stab at bringing in their music.

Do you have any recommended procedures, for what files to replace in the X3>Soundtrack folder?
A lot of EVE music is installed with LU (Soundtrack.exe), not sure if that's all tracks though. For example Doomed Forever is playing in Belt of Aguilar. If you want to add more (in case some songs are missing), open galaxy editor and check all sectors' settings. You can change the BGM there.
Wow, I just found this in a search for something unrelated, and it's been a long time, but I want to follow up on this. I did the release version of the soundtrack for lu, and iirc we used a lot of eve music because it was free at the time. It's hard to find that information these days on the net... maybe the wayback machine? Anyway, funny to see how things morph over time and it ends up that choosing music because "we won't get sued" leads to it "being good music for playing the game" :D It IS good music to play along to, though :D
temetvince
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Re: [X3LU] Mayhem 3.5

Post by temetvince »

I've been considering doing a complete Mayhem 3 run to see how far I can go, but during beta testing I was (perhaps overly) concerned with maintenance. Is there a cap on how expensive it gets on old ships? If I can afford it now on a group of ships, will I always be able to afford it on that same group of ships? The mechanics are a bit alien to me and I know things have probably changed since I last played.

Does it ever make sense to get rid of a ship that you've had for too long due to ongoing cost?
4square425
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Re: [X3LU] Mayhem 3.5

Post by 4square425 »

temetvince wrote: Thu, 24. Dec 20, 20:37 I've been considering doing a complete Mayhem 3 run to see how far I can go, but during beta testing I was (perhaps overly) concerned with maintenance. Is there a cap on how expensive it gets on old ships? If I can afford it now on a group of ships, will I always be able to afford it on that same group of ships? The mechanics are a bit alien to me and I know things have probably changed since I last played.

Does it ever make sense to get rid of a ship that you've had for too long due to ongoing cost?
There's no cap as far as I can tell, but a mobile maintenance kit brings it back to 100%. I tend to do it on M7s, M1s and M2s. There's also the Drydock Outpost perk that eliminates it for ships docked there, so while a fleet isn't in action, it can substantially reduce costs.

I know Hector is working on a rebalance mod that eliminates maintenance for non-combat ships, like agents and miners. Since they stay in space practically forever, and you can have many of them, it adds up. I've thought about recycling my oldest ships, but my oldest one at 1145% maintenance is still costing less than a M7 at 100%.
temetvince
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Re: [X3LU] Mayhem 3.5

Post by temetvince »

4square425 wrote: Thu, 24. Dec 20, 22:16 There's no cap as far as I can tell, but a mobile maintenance kit brings it back to 100%. I tend to do it on M7s, M1s and M2s. There's also the Drydock Outpost perk that eliminates it for ships docked there, so while a fleet isn't in action, it can substantially reduce costs.

I know Hector is working on a rebalance mod that eliminates maintenance for non-combat ships, like agents and miners. Since they stay in space practically forever, and you can have many of them, it adds up. I've thought about recycling my oldest ships, but my oldest one at 1145% maintenance is still costing less than a M7 at 100%.
That sums everything up wonderfully. Thank you.
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Black--Snow
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Re: [X3LU] Mayhem 3.5

Post by Black--Snow »

Enjoying the new Mayhem a lot, wouldn't mind an option for a single game-wide perk reset though. It's easy enough to do manually via running the perk init script, but I have no idea how to integrate it into an option/menu.

I was considering writing a loadout calculator that parses the game files to get the ship & Weapon stats, though I'm not sure where those are stored/written. Can I get a hint, Joubarbe? :3

Also the AI fines you for illegal scanning even if you're at war with them, which seems... odd.
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XenonArchitect7
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Re: [X3LU] Mayhem 3.5

Post by XenonArchitect7 »

Black--Snow wrote: Fri, 25. Dec 20, 05:34 I was considering writing a loadout calculator that parses the game files to get the ship & Weapon stats, though I'm not sure where those are stored/written. Can I get a hint, Joubarbe? :3
The in-game ship compendium is likely your best bet for ship stats. It is located in the Mayhem player console.

If you really want to parse the game files to get a detailed readout of weapon and ship stats, look for Litcube's excel tools on the LU wiki's downloads section. You will first need to know how to extract files out of the cat/dat directories, so it is a bit advanced.
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Black--Snow
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Re: [X3LU] Mayhem 3.5

Post by Black--Snow »

XenonArchitect7 wrote: Fri, 25. Dec 20, 08:40
Black--Snow wrote: Fri, 25. Dec 20, 05:34 I was considering writing a loadout calculator that parses the game files to get the ship & Weapon stats, though I'm not sure where those are stored/written. Can I get a hint, Joubarbe? :3
The in-game ship compendium is likely your best bet for ship stats. It is located in the Mayhem player console.

If you really want to parse the game files to get a detailed readout of weapon and ship stats, look for Litcube's excel tools on the LU wiki's downloads section. You will first need to know how to extract files out of the cat/dat directories, so it is a bit advanced.
I'm aware of the ship compendium, but interfacing with the game and reading from the screen is significantly less viable than parsing Mayhem files for ship stats. :)

I've similarly parsed Skyrim save and mod files, compared to that most things are a walk in the park.

Also, does the "Build full template" option in Outposts build and ship the gear from nearby outposts somehow, or does it require a multi-specced single outpost?
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XenonArchitect7
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Re: [X3LU] Mayhem 3.5

Post by XenonArchitect7 »

Black--Snow wrote: Fri, 25. Dec 20, 15:21.
Also, does the "Build full template" option in Outposts build and ship the gear from nearby outposts somehow, or does it require a multi-specced single outpost?
Joubarbe can correct me if I am wrong, but I think it just requires that the outpost have the lasers and shields in its inventory, which can be brought in from other outposts. I think there is also a smart system where completed ships will wait for equipment if it is not readily available and auto-equip once it is.
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Black--Snow
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Re: [X3LU] Mayhem 3.5

Post by Black--Snow »

XenonArchitect7 wrote: Fri, 25. Dec 20, 15:36
Black--Snow wrote: Fri, 25. Dec 20, 15:21.
Also, does the "Build full template" option in Outposts build and ship the gear from nearby outposts somehow, or does it require a multi-specced single outpost?
Joubarbe can correct me if I am wrong, but I think it just requires that the outpost have the lasers and shields in its inventory, which can be brought in from other outposts. I think there is also a smart system where completed ships will wait for equipment if it is not readily available and auto-equip once it is.
They do seem to wait. Is there a way to automatically stock x amount of equipment in an outpost? For example, build 25MJ shields until you have 50, another station imports up to 50 from the producer?
Joubarbe
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Re: [X3LU] Mayhem 3.5

Post by Joubarbe »

@Black--Snow

Ship & weapon stats are stored in .cat files only. The compendium is just using functions that access these files.

Full template requires to have the gear inside the Outpost the ship is built from.

With production queue and the logistics screen, you can achieve what you’re trying to do.

@PoneyMaster: thanks for the bug report, I’m confident that I will be able to fix that soon. This is the last critical bug in Mayhem :)
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Black--Snow
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Re: [X3LU] Mayhem 3.5

Post by Black--Snow »

Joubarbe wrote: Sat, 26. Dec 20, 08:56 @Black--Snow

Ship & weapon stats are stored in .cat files only. The compendium is just using functions that access these files.

Full template requires to have the gear inside the Outpost the ship is built from.

With production queue and the logistics screen, you can achieve what you’re trying to do.
How do you limit production via logistics? I know you can set things on loop, but "loop until x" is not something I've seen.

Guess I'll do some digging through X3 Editor 2's source code then. Thanks!

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