Search found 336 matches

by Hairless-Ape
Sat, 1. Jun 24, 20:03
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3] Renegades 3.0
Replies: 148
Views: 11325

Re: [Mayhem 3] Renegades 3.0

Yea, this one really threw me off. Just ran the same test and sure enough, nothing drops if I'm out of sector. So in the scripts, there is a single one that handles station destruction (!station.signal.killed.xml). This is called automatically just prior to the station actually blowing up. In here, ...
by Hairless-Ape
Fri, 31. May 24, 18:07
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3] Renegades 3.0
Replies: 148
Views: 11325

Re: [Mayhem 3] Renegades 3.0

Also noticed that stations only drop wares when the player is in sector for the destruction. Pirate or faction stations. Not sure if thats intentional or not but heads up I guess for anyone destroying stations. There is nothing at all in the code that governs station drops that changes based on the...
by Hairless-Ape
Wed, 29. May 24, 01:50
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3] Renegades 3.0
Replies: 148
Views: 11325

Re: [Mayhem 3] Renegades 3.0

If I kill a pirate base, I generally bring in 2 or 3 standard haulers just before I kill it for loot pickup duty. A lot drops. Just tell them to collect wares in sector. I believe Automatic Looters purposely avoid picking up waste which is fine, but they don't seem to be doing a very good job otherw...
by Hairless-Ape
Tue, 28. May 24, 18:57
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3] Renegades 3.0
Replies: 148
Views: 11325

Re: [Mayhem 3] Renegades 3.0

and Pirate Bases will always drop about half of their wares, regardless of the T-file setting for station dropping. This was done a couple patches ago to give the player some incentive to knock them down. This can be a significant amount of loot. Also, one thing to remember, in regards to loot.. The...
by Hairless-Ape
Mon, 27. May 24, 22:13
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3] Renegades 3.0
Replies: 148
Views: 11325

Re: [Mayhem 3] Renegades 3.0

Not sure I'd try to work with FL, as much of what I loved about Mayhem 3 is the work done by Litcube, Joubarbe and Hector0x and that's just not there in FL to build on. It may however, represent more of a clean slate to work with, so I'd have to have some new inspiration as to what exactly to do the...
by Hairless-Ape
Mon, 27. May 24, 17:28
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3] Renegades 3.0
Replies: 148
Views: 11325

Re: [Mayhem 3] Renegades 3.0

Do you consider to move this to X3FL engine? its so much improvement ... I've heard many good things about the FL engine. I just don't know enough to make an informed decision really. I know Cycrow is still active there, which says a whole lot, but to be successful over there, I'd really need full ...
by Hairless-Ape
Mon, 27. May 24, 17:23
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3] Renegades 3.0
Replies: 148
Views: 11325

Re: [Mayhem 3] Renegades 3.0

How/where do I build OWP? I have the fortress perk unlocked on a sector, but its not a buildable ship/station for me, and its not in my research stations to work on....I've scanned one in the wild if that helps? The menu to build an OWP is at the bottom of the screen where you build Stations. You h...
by Hairless-Ape
Sat, 25. May 24, 16:34
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3] Renegades 3.0
Replies: 148
Views: 11325

Re: [Mayhem 3] Renegades 3.0

After 3+ days of the playthrough i had yakis spawn next to me ad declare on me. I had to evacuate completely, the problem is when they reach my stations, the game reliably crashes. Is there any obvious fix? Should i upload save+universe, etc? Where to see logs? If there's a specific point in the ga...
by Hairless-Ape
Wed, 22. May 24, 02:48
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3] Renegades 3.0
Replies: 148
Views: 11325

Re: [Mayhem 3] Renegades 3.0

Thankyou for taking the time to give such a detailed and thought out response. I had rummage in those files, i'm kind of familiar with xml from other games but x3 is more complex. The work done to make outposts function as they do is staggering to me and tinkering with that makes me raise eyebrows ...
by Hairless-Ape
Tue, 21. May 24, 16:59
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3] Renegades 3.0
Replies: 148
Views: 11325

Re: [Mayhem 3] Renegades 3.0

Odd question/request... I've always wanted to do more from my TL in the early game. To treat it like a mini outpost. I've been looking/fiddling with the scripts for jobs, and wondered if its possible to get explorers/tugs/salvage jobs to work from a TL? Just looking to use them as a hub before I se...
by Hairless-Ape
Sun, 19. May 24, 02:53
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3] Renegades 3.0
Replies: 148
Views: 11325

Re: [Mayhem 3] Renegades 3.0

1. I've not seen that happen before. Keep an eye on it. I would like to hear if anyone else has seen this, as I've not in my own games. (yet) 2. Cougar Raider is a bug for sure. Will put that one in my notes for future fixes. 3. Wrong sector name issue is one of those weird ones that used to happens...
by Hairless-Ape
Fri, 17. May 24, 15:29
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3] Renegades 3.0
Replies: 148
Views: 11325

Re: [Mayhem 3] Renegades 3.0

This issue has been fixed. Patch is available at the top.
by Hairless-Ape
Fri, 17. May 24, 01:13
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3] Renegades 3.0
Replies: 148
Views: 11325

Re: [Mayhem 3] Renegades 3.0

Unfortunately, there is no ability through the Scripting engine to control the inner workings of saving games, so a bit of guessing is all we can do. From script, we can call "save game slot#".. and that's the full extent of direct control. (fyi, you posted to the Farnham's legacy tech support forum...
by Hairless-Ape
Wed, 8. May 24, 16:08
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3] Renegades 3.0
Replies: 148
Views: 11325

Re: [Mayhem 3] Renegades 3.0

I've never seen those guides.

Whatever features were in Zero Hour are still in Renegades. It was build totally on top of Zero Hour.
by Hairless-Ape
Sat, 20. Apr 24, 23:13
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3] Renegades 3.0
Replies: 148
Views: 11325

Re: [Mayhem 3] Renegades 3.0

3.0 is out !

A New game is required, and I strongly recommend you generate a new map as well. Many changes. Hope you enjoy it.
Please be kind if you find a bug, and send me a private PM. I will get on it quickly.

Cheers.
by Hairless-Ape
Wed, 17. Apr 24, 17:18
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3] Renegades 3.0
Replies: 148
Views: 11325

Re: [Mayhem 3] Renegades 2.6

What could it be? Sorry Naisha, it seems to be working fine when I load up your stuff. I loaded up the very latest published release code (2.6) and the latest patch, then applied your Map files and your saved game. Then I loaded your saved game. I did notice the only TS class ships you have are "MI...
by Hairless-Ape
Sat, 13. Apr 24, 04:44
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3] Renegades 3.0
Replies: 148
Views: 11325

Re: [Mayhem 3] Renegades 2.6

You make an excellent point and one which I've not typically taken advantage of. I'm going to make a point of doing that more and seeing just how much resources can be gained this way compared to using my own dedicated traders. My gut feel is that the neutral traders simply won't be able to keep up ...
by Hairless-Ape
Thu, 11. Apr 24, 16:07
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3] Renegades 3.0
Replies: 148
Views: 11325

Re: [Mayhem 3] Renegades 2.6

Only thing I would mention here, is that with jump beacon restrictions now in place, using Traders to gather large quantities of resources in NPC space is far more dangerous, and far slower: Currently, you can't put a jump beacon in any space other than your own if playing on hard difficulty. With t...
by Hairless-Ape
Tue, 9. Apr 24, 15:22
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3] Renegades 3.0
Replies: 148
Views: 11325

Re: [Mayhem 3] Renegades 2.6

Some questions have come up on the SWLU discord channel as to how to best setup Logistics Chains to be efficient and to avoid having excess agents. I've seen several variations and certainly there are several good ways to do it, while others that seem to work but suffer under a load. I won't tell yo...
by Hairless-Ape
Fri, 29. Mar 24, 15:54
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3] Renegades 3.0
Replies: 148
Views: 11325

Re: [Mayhem 3] Renegades 2.6

TestUnknown, Thanks for the info. It's great that you gave actual code references. Here's my opinion on what I saw. Mayhem.BuyOrLoad.xml This is correct and working as intended, although as you point out, there is a useless extra call to get the player money. It may have been used in the long distan...

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