[Mayhem 3] Renegades Add-Ons v1.14 - 4 May 2026

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

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

Betelgeuse97
Posts: 391
Joined: Sat, 20. Aug 11, 17:27
x4

Re: [Mayhem 3] Renegades Add-Ons v1.13.1 - 19 April 2026

Post by Betelgeuse97 »

matryoshka wrote: Wed, 22. Apr 26, 12:48
Betelgeuse97 wrote: Wed, 22. Apr 26, 06:03
You are right, my bad. I have uploaded the same old save
Here is the one I was talking about:
https://limewire.com/d/nOGOT#yOydrpXCy3

Also it confirms that it is not only about bailed ships as in this save the two pirate ships has shield bars broken (in the screenshot it is the hull bar but sometimes it's a hull bar and sometimes shield bar but the error about shield bar in the crush info so I refer to both as shield bar) and opening that ship info also freezes the game.
This is how it looks:
Spoiler
Show
Image
I confirmed it twice, first time that shield bar was broken on the first pirate ship Cougar and when I tried to open that ship info it froze

In Chi sector there is also broken pirate ship IM3EK-50. Crash happens the same as before either when opening sector or trying to get that ship info
Emperor Mines and Aphotic Necrosis also has one broken pirate ship

Hoping there would be some migration to destroy or fix all broken ships that exist in my game
Found the bug. It's with the passive boron/pirate hull regeneration which was cleaned up in 1.13. This issue was caused by a typo bug in the periodic hull regeneration system, which could corrupt ship hull values over time. The hotfix prevents this from happening going forward.

However, any ships that were already affected will not be automatically repaired.

I've released hotfix 1.13.1a to address this issue. At minimum, copy this file to your addon/scripts folder: https://github.com/ECEStuff/Renegades_A ... ration.xml

Apologies for the inconvenience. Unfortunately, if the damage is widespread, you may have to rollback or start a new game. That null error bug is present in every Boron-made and Pirate-owned ship that regenerated hull.
matryoshka
Posts: 15
Joined: Sun, 6. Mar 16, 12:08
x3ap

Re: [Mayhem 3] Renegades Add-Ons v1.13.1 - 19 April 2026

Post by matryoshka »

Betelgeuse97 wrote: Wed, 22. Apr 26, 20:54
A good and bad news dewlivery :(
Glad it fixed. Any info on using some debug menu to manually destroy broken ships?
Before there was cheat menu in personal console, probably something there couldve helped
Betelgeuse97
Posts: 391
Joined: Sat, 20. Aug 11, 17:27
x4

Re: [Mayhem 3] Renegades Add-Ons v1.13.1 - 19 April 2026

Post by Betelgeuse97 »

matryoshka wrote: Thu, 23. Apr 26, 07:55
Betelgeuse97 wrote: Wed, 22. Apr 26, 20:54
A good and bad news dewlivery :(
Glad it fixed. Any info on using some debug menu to manually destroy broken ships?
Before there was cheat menu in personal console, probably something there couldve helped
The debug menu was made hidden by default since 1.13. To enable it, go to 9973-L044.xml and search for variable ID 132 (comments say that it's developer mode). Set that variable to 1 and you will see the debug menu.
matryoshka
Posts: 15
Joined: Sun, 6. Mar 16, 12:08
x3ap

Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by matryoshka »

Is there could be some reason why turrets not appearing after getting Fortress perk? Before they got built almost instanlty after getting the perk but now for hour or so not even one turret appeared
Betelgeuse97
Posts: 391
Joined: Sat, 20. Aug 11, 17:27
x4

Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by Betelgeuse97 »

matryoshka wrote: Thu, 23. Apr 26, 12:21 Is there could be some reason why turrets not appearing after getting Fortress perk? Before they got built almost instanlty after getting the perk but now for hour or so not even one turret appeared
Couldn't reproduce this. I just unlocked the Fortress perk and had lasertowers immediately spawn.
https://imgur.com/a/zu59sXO

The lasertowers are otherwise respawned once every 20 hours.
matryoshka
Posts: 15
Joined: Sun, 6. Mar 16, 12:08
x3ap

Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by matryoshka »

Betelgeuse97 wrote: Thu, 23. Apr 26, 18:47
matryoshka wrote: Thu, 23. Apr 26, 12:21 Is there could be some reason why turrets not appearing after getting Fortress perk? Before they got built almost instanlty after getting the perk but now for hour or so not even one turret appeared
Couldn't reproduce this. I just unlocked the Fortress perk and had lasertowers immediately spawn.
https://imgur.com/a/zu59sXO

The lasertowers are otherwise respawned once every 20 hours.
After many hours still no turrets. The second outpost got the turrets as always tho

https://imgur.com/a/kaNHFhS
Betelgeuse97
Posts: 391
Joined: Sat, 20. Aug 11, 17:27
x4

Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by Betelgeuse97 »

matryoshka wrote: Thu, 23. Apr 26, 19:09
Betelgeuse97 wrote: Thu, 23. Apr 26, 18:47
matryoshka wrote: Thu, 23. Apr 26, 12:21 Is there could be some reason why turrets not appearing after getting Fortress perk? Before they got built almost instanlty after getting the perk but now for hour or so not even one turret appeared
Couldn't reproduce this. I just unlocked the Fortress perk and had lasertowers immediately spawn.
https://imgur.com/a/zu59sXO

The lasertowers are otherwise respawned once every 20 hours.
After many hours still no turrets. The second outpost got the turrets as always tho

https://imgur.com/a/kaNHFhS
Were the lasertowers destroyed by enemies sometime after you unlocked the perk?

Just making sure, could you send the following screenshots please?
  • Sector map before unlocking Fortress
  • Perk list before unlocking Fortress
  • Sector map immediately after unlocking Fortress
  • Perk list after unlocking Fortress
matryoshka
Posts: 15
Joined: Sun, 6. Mar 16, 12:08
x3ap

Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by matryoshka »

Betelgeuse97 wrote: Thu, 23. Apr 26, 20:36
Well, like before I do not really keep saves so can't really see the state before.
But it was the first outpost after quick start and there definetly werent enemies at that time.
I suspect the timing as I picked the perks immediately after the outpost has been placed but it just a assumption
Betelgeuse97
Posts: 391
Joined: Sat, 20. Aug 11, 17:27
x4

Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by Betelgeuse97 »

matryoshka wrote: Thu, 23. Apr 26, 20:46
Betelgeuse97 wrote: Thu, 23. Apr 26, 20:36
Well, like before I do not really keep saves so can't really see the state before.
But it was the first outpost after quick start and there definetly werent enemies at that time.
I suspect the timing as I picked the perks immediately after the outpost has been placed but it just a assumption
You should otherwise be seeing lasertowers immediately spawn in after getting the perk. I don't think a race condition with perk unlocks is at fault.

1. The only things that matter with perk unlocking are the Outpost menu (which requires an Outpost in order to open), the Outpost itself (in Fortress's case, used to get the Outpost's location), and the perk name.
2. The perk unlocks are completely independent of each other. For example, if you unlock Fortress and No Food Consumption (both perks checked upon unlocking), then the unlocks are handled on their own.
VoidSoul
Posts: 50
Joined: Mon, 13. Jul 20, 21:50

Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by VoidSoul »

I had this happen sometimes too, when laser towers did not spawn or did spawn hours after taking the perk. It had been happening since renegade fork (did not use it before or it was not part of zero hour, do not remember). I even bugged reported it once but was brushed off. Probably some rare glitch in the script.
Betelgeuse97
Posts: 391
Joined: Sat, 20. Aug 11, 17:27
x4

Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by Betelgeuse97 »

VoidSoul wrote: Thu, 23. Apr 26, 21:07 I had this happen sometimes too, when laser towers did not spawn or did spawn hours after taking the perk. It had been happening since renegade fork (did not use it before or it was not part of zero hour, do not remember). I even bugged reported it once but was brushed off. Probably some rare glitch in the script.
I'll still take a look into this.

I just tested with my first and only outpost and didn't see this problem. Is this for any outpost and only if done right away, or what are the other situations where this bug has occurred?
Betelgeuse97
Posts: 391
Joined: Sat, 20. Aug 11, 17:27
x4

Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by Betelgeuse97 »

VoidSoul wrote: Thu, 23. Apr 26, 21:07 I had this happen sometimes too, when laser towers did not spawn or did spawn hours after taking the perk. It had been happening since renegade fork (did not use it before or it was not part of zero hour, do not remember). I even bugged reported it once but was brushed off. Probably some rare glitch in the script.
matryoshka wrote: Thu, 23. Apr 26, 20:46
Betelgeuse97 wrote: Thu, 23. Apr 26, 20:36
Well, like before I do not really keep saves so can't really see the state before.
But it was the first outpost after quick start and there definetly werent enemies at that time.
I suspect the timing as I picked the perks immediately after the outpost has been placed but it just a assumption
I wasn't able to reproduce the issue; the towers spawned immediately in my tests, even when unlocking Fortress right after placing the Outpost.

That said, since multiple people have reported delayed spawns, I’ve made some updates to the lasertower respawner to make it more consistent and better handle missing towers. Here are the changes:
  • Adjusted initial lasertower spawns as follows. Player: 8 -> 10; NPC: 24 -> 20. The lasertower caps are now 10 for the player and 20 for the AI rather than 20 regardless.
  • Decreased lasertower and NPC OWP respawn timer from 20 hours to 8 hours (parity with 8 hour faction update).
  • Fixed a bug where it was possible to spawn more than 20 lasertowers in the sector.
This should improve recovery if the initial spawn is ever skipped (not expected to happen), although I’m still looking for a reliable way to reproduce that specific case.

If anyone encounters this again, a save just before unlocking Fortress would be very helpful.
VoidSoul
Posts: 50
Joined: Mon, 13. Jul 20, 21:50

Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by VoidSoul »

If i remember the last case correctly, I had just ascended and claimed first system, there were too many pirate bases around and it was a choke point and xenons nearby so i decided to reinforce sector with towers and owp in the future. Pressed the perk and nothing happened. At that moment in the system there were pirates with 2 m6 and 15+ smallcraft and my defence force of 1 m6 and 10+ small craft, no stations but outpost. Later in the game i did notice, that towers had spawned at some point, but how much time it took them i do not remember, by the time i noticed i already had around 3 build up systems.
Betelgeuse97
Posts: 391
Joined: Sat, 20. Aug 11, 17:27
x4

Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by Betelgeuse97 »

VoidSoul wrote: Fri, 24. Apr 26, 10:18 If i remember the last case correctly, I had just ascended and claimed first system, there were too many pirate bases around and it was a choke point and xenons nearby so i decided to reinforce sector with towers and owp in the future. Pressed the perk and nothing happened. At that moment in the system there were pirates with 2 m6 and 15+ smallcraft and my defence force of 1 m6 and 10+ small craft, no stations but outpost. Later in the game i did notice, that towers had spawned at some point, but how much time it took them i do not remember, by the time i noticed i already had around 3 build up systems.
Thanks, that helps. In that situation, the most likely explanation is that the lasertowers spawned and were destroyed during the fighting before you noticed them.

Lasertowers do not normally despawn on their own. The main exception is sector conquest cleanup, where towers from the previous owner are removed. Otherwise, if lasertowers disappear in an active combat sector, they were most likely killed.

The towers you saw later were rebuilt by the respawner. I still can’t reproduce a case where the initial spawn from the Fortress perk fails in a quiet sector. If this happens again with no enemies present and no sector conquest, a save before/after unlocking Fortress would help.
VoidSoul
Posts: 50
Joined: Mon, 13. Jul 20, 21:50

Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by VoidSoul »

Betelgeuse97 wrote: Fri, 24. Apr 26, 10:44
Thanks, that helps. In that situation, the most likely explanation is that the lasertowers spawned and were destroyed during the fighting before you noticed them.

Lasertowers do not normally despawn on their own. The main exception is sector conquest cleanup, where towers from the previous owner are removed. Otherwise, if lasertowers disappear in an active combat sector, they were most likely killed.

The towers you saw later were rebuilt by the respawner. I still can’t reproduce a case where the initial spawn from the Fortress perk fails in a quiet sector. If this happens again with no enemies present and no sector conquest, a save before/after unlocking Fortress would help.
No, i was monitoring the sector closely, you cannot not notice when you count on towers to soften the enemy. They did not spawn, i had to micro the clean up, so pirates did not kill the towers.
Betelgeuse97
Posts: 391
Joined: Sat, 20. Aug 11, 17:27
x4

Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by Betelgeuse97 »

VoidSoul wrote: Fri, 24. Apr 26, 18:05
Betelgeuse97 wrote: Fri, 24. Apr 26, 10:44
Thanks, that helps. In that situation, the most likely explanation is that the lasertowers spawned and were destroyed during the fighting before you noticed them.

Lasertowers do not normally despawn on their own. The main exception is sector conquest cleanup, where towers from the previous owner are removed. Otherwise, if lasertowers disappear in an active combat sector, they were most likely killed.

The towers you saw later were rebuilt by the respawner. I still can’t reproduce a case where the initial spawn from the Fortress perk fails in a quiet sector. If this happens again with no enemies present and no sector conquest, a save before/after unlocking Fortress would help.
No, i was monitoring the sector closely, you cannot not notice when you count on towers to soften the enemy. They did not spawn, i had to micro the clean up, so pirates did not kill the towers.
Thanks - that rules out the "destroyed immediately" explanation. The Fortress spawn itself does not check enemy proximity or object proximity; once the branch runs, it directly creates the towers around the Outpost. Since I still can't reproduce it, this likely depends on a specific save state rather than normal timing. I'll need a save immediately before unlocking Fortress and one immediately after confirming no towers spawned to see whether the branch failed to run or create ship failed.
VoidSoul
Posts: 50
Joined: Mon, 13. Jul 20, 21:50

Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by VoidSoul »

Question: about satellite clean up.
1. Do explorers place satellites in sectors that delete them? Is it possible to implement a check if they do?
2. Is it possible to add var. to settings file to adjust sat removal threshold? I only see a disable setting.
4. Can the number of sats explorers carry be adjusted, so they do not take 20+ of them to only go map sector with zenon invasion and die.
3. Is it possible to separate explorer jobs into mapping only safe sectors and mapping only danger sectors?
Betelgeuse97
Posts: 391
Joined: Sat, 20. Aug 11, 17:27
x4

Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by Betelgeuse97 »

VoidSoul wrote: Sun, 26. Apr 26, 18:44 Question: about satellite clean up.
1. Do explorers place satellites in sectors that delete them? Is it possible to implement a check if they do?
2. Is it possible to add var. to settings file to adjust sat removal threshold? I only see a disable setting.
4. Can the number of sats explorers carry be adjusted, so they do not take 20+ of them to only go map sector with zenon invasion and die.
3. Is it possible to separate explorer jobs into mapping only safe sectors and mapping only danger sectors?
Before answering these questions, there is a key rule to keep in mind: parity between the player and AI must be maintained. This rule has been present since base Mayhem 3. The AI is affected by satellite cleanup the same way when the AI has satellites in the player's sectors.

1. If the sector's owner is at least neutral with the explorer, yes. As for checking for placement, they already check if a sector is hostile or blacklisted before they choose the next sector.
2 things:
  • Satellites are a high-demand item. An idle NPC explorer means unused satellites and thus a waste of EC + station slot for the AI.
  • There are still uses for temporary satellites rather than permanent ones, including but not limited to: enhancing ship target selection, task force raids, and exposing Renegades.
2. In theory it'd be possible, but in practice I don't think so. It's by design that you must be a close ally or better to place in their sectors. Adjustable threshold breaks that consistency: a player could set the threshold to any rank (e.g., rank -5, effectively disabling cleanup). This violates the principle that NPC and player explorers respect enemy space by not placing satellites and thus not having vision in that sector.

3. No, they fall into one job. The AI doesn't send explorers into dangerous sectors to place its satellites down. Having the 2nd command available to the AI hinders them more than helps since they'd waste materials on both satellites stored in the ship and rebuilding M4 scouts.

4. Currently it's a constant. Explorers take exactly 10 satellites if they don't have any in their cargobay. They will not take 20+ at once. It's 10 satellites because explorers' jump range is innately 15, meaning having too many satellites in cargo risks wasting them (the exact problem), but having fewer means they take more return trips (more downtime; also poses similar risk).
VoidSoul
Posts: 50
Joined: Mon, 13. Jul 20, 21:50

Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by VoidSoul »

Why would you completely remove freighter tech on insane???

Ok, I expected a challenge in economy and combat, but what I get is micromanagement hell with black market... You could at least restrict tech to race only, but this..

I was really looking forward to cool new mechanics in the difficulty... Anyway, hard pass.
VoidSoul
Posts: 50
Joined: Mon, 13. Jul 20, 21:50

Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by VoidSoul »

Also, with current patch (1.13.1a) i cannot run game past 2x seta on all galaxy sizes without driving it to 1fps, while in 1.6 patch I could run it on 8x seta on large fully populated galaxy. What ever changes were made eat to much processing power. :|

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