[X3LU] Mayhem 3.21b

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Joubarbe
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Re: [X3LU] Mayhem 3.8f

Post by Joubarbe »

Hector0x wrote: Sat, 6. Feb 21, 12:28
Joubarbe wrote: Sat, 6. Feb 21, 09:07 Traders will ignore the price set to the Outpost (this behaviour only makes sense when dealing with external trades). In the meantime, just put your price at the minimum and deactivate automatic pricing.
This was not a bug. More of a user error. Wouldn't it be better to disable the option for Autopricing on Outposts instead? I can't think of any scenario where Autopricing would be useful for outposts (their cargospace is too large). And players seem to think it somehow improves their trading because its called "Automatic".

Manual price adjustments have many uses. You can attract NPC traders with slightly lower than average prices. You can focus on only buying cheap from full NPC factories and make your Traders ignore trading stations and other outposts where the price would be higher. Please don't take all of this out of the game by making Traders ignore prices.
...
What I did is to avoid your own Traders to compare prices of their homebase to the prices of the stations they want to export their wares to, or import them from. If an NPC wants to trade with one of your Outposts, he will still look at the prices. The changes I've done is from 3.7:

Code: Select all

Before starting a trade run, Traders now make sure that they will get a positive margin. The price can still change on the way to go to the supplier, but that should limit non beneficial trades.
Now they ignore the price you set in your Outposts. I don't think that would change anything regarding attractivity of your wares for NPC.

Note: I cannot deactivate Automatic Pricing switch for Outposts.

EDIT: In other words, any Trader, when dealing with an Outpost ware, will sell / buy in top priority. I think that's important. You want to sell these wares. Otherwise you wouldn't configure your Logistics that way.
hephasttus
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Re: [X3LU] Mayhem 3.8f

Post by hephasttus »

Joubarbe wrote: Sat, 6. Feb 21, 09:07
paperb0y wrote: Sat, 6. Feb 21, 04:15 Can you please take a look at my save and galaxy? Traders never export wares from outposts. I'm at a loss at this point and can't figure out what the issue is.
...
Indeed there is a problem. The Trader is looking at a better price when trying to sell wares from your Outposts, but all your Outposts have automatic pricing on, and the price is set at the maximum. In the next version, Traders will ignore the price set to the Outpost (this behaviour only makes sense when dealing with external trades). In the meantime, just put your price at the minimum and deactivate automatic pricing.
Holy hell man, I just went from broke and not knowing why, to +30 million in like an hour because I lowered all of my outposts prices, definitely an important thing to iron out. Thank you!

How do traders interact with other outposts? For instance Outposts "A" wants to import waste and outpost "B" is trying to export waste, I would think the traders from outpost "A" would purchase waste from outpost "B", but most of the time outpost "A" will go to some random commonwealth outpost to purchase the waste, but not always, and I end up stockpiling too much of it in outpost "B".
Betelgeuse97
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Re: [X3LU] Mayhem 3.8f

Post by Betelgeuse97 »

hephasttus wrote: Sat, 6. Feb 21, 23:03
Joubarbe wrote: Sat, 6. Feb 21, 09:07
paperb0y wrote: Sat, 6. Feb 21, 04:15 Can you please take a look at my save and galaxy? Traders never export wares from outposts. I'm at a loss at this point and can't figure out what the issue is.
...
Indeed there is a problem. The Trader is looking at a better price when trying to sell wares from your Outposts, but all your Outposts have automatic pricing on, and the price is set at the maximum. In the next version, Traders will ignore the price set to the Outpost (this behaviour only makes sense when dealing with external trades). In the meantime, just put your price at the minimum and deactivate automatic pricing.
Holy hell man, I just went from broke and not knowing why, to +30 million in like an hour because I lowered all of my outposts prices, definitely an important thing to iron out. Thank you!

How do traders interact with other outposts? For instance Outposts "A" wants to import waste and outpost "B" is trying to export waste, I would think the traders from outpost "A" would purchase waste from outpost "B", but most of the time outpost "A" will go to some random commonwealth outpost to purchase the waste, but not always, and I end up stockpiling too much of it in outpost "B".
Agent is a better option when you want to move wares between your outposts.

It seems like as long as the net profit from a trade is at least 0 (this is why some traders will trade food), they will still trade with the outpost.
laro11
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Re: [X3LU] Mayhem 3.8f

Post by laro11 »

For the terraforming mission, there is not a terraforming menu through the sector section of the Ministry of War.
Is this a bug or I'm missing something?

https://ibb.co/bJ1sZJz

https://drive.google.com/file/d/1IL59fS ... sp=sharing

This is my 2nd playthrough and i have the same issue.

Edit.
PS. After Yaki's sectors spawn there is a big performance hit.
I'm using Hector0x Rebalance Mod + Backgrounds Pack.
Joubarbe
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Re: [X3LU] Mayhem 3.8f

Post by Joubarbe »

The terraforming menu is a typo, will be fixed.

Does your savegame reflects the second bug? Or do you have one that can demonstrate the lags?
laro11
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Re: [X3LU] Mayhem 3.8f

Post by laro11 »

Joubarbe wrote: Sun, 7. Feb 21, 18:38 The terraforming menu is a typo, will be fixed.

Does your savegame reflects the second bug? Or do you have one that can demonstrate the lags?
Yes is the same savegame. I don't know tough if it is a bug or just a ''bad'' savegame.
I'm testing now a earlier savegame(before Yaki's spawn sectors) and its running ok.
Joubarbe
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Re: [X3LU] Mayhem 3.8f

Post by Joubarbe »

Would be interested in that savegame before the Yaki as well. Thanks.
laro11
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Re: [X3LU] Mayhem 3.8f

Post by laro11 »

Joubarbe wrote: Sun, 7. Feb 21, 19:51 Would be interested in that savegame before the Yaki as well. Thanks.
Here you go.
https://drive.google.com/file/d/1StB2Az ... sp=sharing
Joubarbe
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Re: [X3LU] Mayhem 3.8f

Post by Joubarbe »

Could you please give more information about this big performance hit? Frequent little stutters on SETA, other stuff?
laro11
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Re: [X3LU] Mayhem 3.8f

Post by laro11 »

Joubarbe wrote: Mon, 8. Feb 21, 11:21 Could you please give more information about this big performance hit? Frequent little stutters on SETA, other stuff?
Huge drop on fps(20-25)also big lags even in empty sector. Before Yaki i has able to run 50-60 fps even in seta withaout major stuttering ,after Yaki 20-25 fps on the same sector.
In some sectors the game is unplayable (off SETA ,non battle) 25 fps big lags for me.
The deference between 2 savegames is like 1-1,5h gameplay.

Edit: Anyway maybe is that savegame or my rigs fault ,i will try to replay from the earlier savagame and see what happens.
Last edited by laro11 on Mon, 8. Feb 21, 16:00, edited 1 time in total.
Joubarbe
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Re: [X3LU] Mayhem 3.8f

Post by Joubarbe »

There's a serious problem in your game: almost everyone is in coalition against the Splits, but they only have 2 sectors. The coalition should have been removed, but something I didn't plan happened in your game. I don't know why, but in the next version, a check will be run every hour to see if all coalitions should still exist. Will also run this check on 3.9 update.

The lags you experience can be distantly related to this bug, but the most performance-eater at the moment are the Paranid Outposts (60 sectors!). For now I cannot do anything, as the AI, even though not very advanced, has some complex systems to remain 'realistic'. This 'true' economy is not free :)
BigBadBill_87
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Re: [X3LU] Mayhem 3.8f

Post by BigBadBill_87 »

Hello

played 3.4d and took a break. Using the latest version now 3.8f

I'm having lots of issues with the game crashing to desktop that I was not having before. It only really really happens in SETA. I tried turning the SETA down and the same issues happening.

If there's a log file i can share i'm happy too, this is a great game but the new build seems a little unstable at the moment. Happy to help if i can.

B
Joubarbe
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Re: [X3LU] Mayhem 3.8f

Post by Joubarbe »

You need to send me your galaxy plus a savegame where the bug is reproducible. See the video linked in the changelog. The game shouldn’t crash.
hephasttus
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Re: [X3LU] Mayhem 3.8f

Post by hephasttus »

I've had quite a few crashes too, its recurring, but I cannot reproduce it. It happens about every hour or so, its never when I am just AFK SETA'ing. It happens when I have been playing for ~30-60minutes SETAing, then try to fly to a sector, when I get into the sector then after a few seconds it might crash. I reload and go into the sector again and its fine.

Wasn't doing this in the early stages of the game.

Dump : https://drive.google.com/file/d/1jAGmXm ... sp=sharing

Galaxy+save : https://drive.google.com/drive/folders/ ... sp=sharing

Edit 1 : Sounds separate from BigBadBills crashing issue. I've never crashed sitting IN seta.
Last edited by hephasttus on Tue, 9. Feb 21, 21:27, edited 6 times in total.
BigBadBill_87
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Re: [X3LU] Mayhem 3.8f

Post by BigBadBill_87 »

https://drive.google.com/file/d/1-_EDc1 ... sp=sharing

Hello

Thanks! I followed the description and the link is above.

When i re-ran the game in SETA and it crashed within 10 seconds. Normally takes a bit longer but whatever :(

I'll delete the link in a few days so you have a chance to download a copy...
Joubarbe
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Re: [X3LU] Mayhem 3.8f

Post by Joubarbe »

I cannot reproduce the crashes, but I may have an idea. Please download this file and replace the existing 10.cat/dat. And don't forget to report :)
BigBadBill_87
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Re: [X3LU] Mayhem 3.8f

Post by BigBadBill_87 »

Hello

No insta-crashed again with the new 10.cat/dat files.

I'll try a straight up reinstall from scratch as i tried to 'patch' the game, and i'm guessing you feel there's a conflict somewhere causing the problem?

I'll report back as soon as i get a chance ...
Joubarbe
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Re: [X3LU] Mayhem 3.8f

Post by Joubarbe »

No I think it's one problem we already had before, regarding the tracking UI squares surrounding objects. I've increased this value a lot from default, but if this value is too high, and if there are too many square sprites to display, the game simply crashes. I've just reduced this value (again), as 3.8 has more fighters and more containers, and that's probably why it crashes.

In next version, ships won't drop any missiles. That will reduce the mess, and increase performance.
BigBadBill_87
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Re: [X3LU] Mayhem 3.8f

Post by BigBadBill_87 »

Ah ok, thank you.

The sector where the crash happens was jam packed and a big fight was on-going so that makes sense.

Honestly, missle drops are fairly pointless and if im honest so are laser drops. Yes, both add a little flavour/immersion to the game, but that's really about it. They are not worth picking up to sell, even early game, but performace increases are always welcome (!)

The only exception I could see would be collecting juicy OCV lasers for a player ship or a fleet flagship :P
Betelgeuse97
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Re: [X3LU] Mayhem 3.8f

Post by Betelgeuse97 »

BigBadBill_87 wrote: Thu, 11. Feb 21, 14:09 Ah ok, thank you.

The sector where the crash happens was jam packed and a big fight was on-going so that makes sense.

Honestly, missle drops are fairly pointless and if im honest so are laser drops. Yes, both add a little flavour/immersion to the game, but that's really about it. They are not worth picking up to sell, even early game, but performace increases are always welcome (!)

The only exception I could see would be collecting juicy OCV lasers for a player ship or a fleet flagship :P
I would say otherwise if you've got the challenging (or unfortunate) start of having 1-3 sectors and not enough space to make enough crystals (and even buy, considering that money is tight early game).

Did you try collecting the containers in OOS?

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