Search found 429 matches

by Joelnh
Mon, 10. Apr 23, 13:18
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3.21b] Zero Hour 2.2
Replies: 350
Views: 59388

Re: [Mayhem 3.21b] Zero Hour 1.10a

I'll let Hector0x make any actual changes to the mercenaries and logic behind them. Its pretty intense and I don't want to muck it up. Changing the costs, via a perk was an extremely easy insertion with little programming risk. I am currently adding back the "Defend Position" command, although grea...
by Joelnh
Sat, 8. Apr 23, 15:40
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3.21b] Zero Hour 2.2
Replies: 350
Views: 59388

Re: [Mayhem 3.21b] Zero Hour 1.10a

I haven't used the OWP's yet, but fighters die easily since pirates rarely come solo. Was defend position removed? Or maybe I am just not seeing it. That came in handy to prevent slow ships from chasing faster ones across a sector. That's one reason I liked Lasertowers and OWP, OWP are tough and LT...
by Joelnh
Fri, 7. Apr 23, 13:20
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3.21b] Zero Hour 2.2
Replies: 350
Views: 59388

Re: [Mayhem 3.21b] Zero Hour 1.10a

I haven't used the OWP's yet, but fighters die easily since pirates rarely come solo. Was defend position removed? Or maybe I am just not seeing it. That came in handy to prevent slow ships from chasing faster ones across a sector. That's one reason I liked Lasertowers and OWP, OWP are tough and LT ...
by Joelnh
Thu, 6. Apr 23, 17:45
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3.21b] Zero Hour 2.2
Replies: 350
Views: 59388

Re: [Mayhem 3.21b] Zero Hour 1.10a

Thank you, that fixed the problem!

Are you going to expand the Orbital's and defense fighters beyond what is there currently or have that as an option in 9973 file ?
by Joelnh
Tue, 4. Apr 23, 14:50
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3.21b] Zero Hour 2.2
Replies: 350
Views: 59388

Re: [Mayhem 3.21b] Zero Hour 1.10a

I added the beta addon and one thing I noticed is mercenaries turning enemy easy and then stuck as enemy for a long time. I killed a bunch I hired and then for next hour so far every mercenary is an enemy and still waiting for them to stop being enemies. Has anyone else had this problem ? Been getti...
by Joelnh
Fri, 24. Mar 23, 00:08
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3.21b] Zero Hour 2.2
Replies: 350
Views: 59388

Re: [Mayhem 3.21b] Zero Hour 1.10a

I have noticed debris collisions as well, happen frequently to miners. I have lost a station or two to cap ship collisions too. would increasing mining laser range possibly help the miners ? maybe increasing laser range in general will help with many collision scenarios. Maybe making debris further ...
by Joelnh
Thu, 16. Mar 23, 12:59
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3.21b] Zero Hour 2.2
Replies: 350
Views: 59388

Re: [Mayhem 3.21b] Zero Hour 1.10a

I am curious, does anyone know where Litcube went?
Hopefully he is ok and just not gaming right now.
by Joelnh
Wed, 15. Mar 23, 20:17
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3.21b] Zero Hour 2.2
Replies: 350
Views: 59388

Re: [Mayhem 3.21b] Zero Hour 1.10a

Just found this link, didnt test the downloads.... http://litcubeswiki.rf.gd/luwiki/wiki/index.php/Download.html Can also try this : http://web.archive.org/web/20200808185226/http://litcube.xtimelines.net/wiki/index.php/Download I have all the files saved from years ago and if needed can put online ...
by Joelnh
Thu, 9. Mar 23, 12:54
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3.21b] Zero Hour 2.2
Replies: 350
Views: 59388

Re: [Mayhem 3.21b] Zero Hour 1.10a

Is there a way to kick start the OCV? certain settings in 'addon/t/9973-L044.xml' can boost them Try these: double OCV ship spawn rate: <t id="20">50</t> <!-- general OCV construction cycle multiplier faster invasions: <t id="57">0</t> <!-- OCV and Xenon invader fleets extra waiting time between st...
by Joelnh
Wed, 8. Mar 23, 14:25
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3.21b] Zero Hour 2.2
Replies: 350
Views: 59388

Re: [Mayhem 3.21b] Zero Hour 1.10a

Is there a way to kick start the OCV?
The invasion notification hasn't been sent and they stopped taking sectors.

Maybe a script that can be run ?
by Joelnh
Sun, 26. Feb 23, 03:48
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3.21b] Zero Hour 2.2
Replies: 350
Views: 59388

Re: [Mayhem 3.21b] Zero Hour 1.10a

One thing I have noticed, if i do the mission where the Xenon spawn from Jump Beacon 1 sector over. If I don't destroy that Beacon it will continue to kick out Xenon over time. I have been taking advantage of this to have Xenon clear out Sectors for me and then I kill them and take over. So far acqu...
by Joelnh
Mon, 20. Feb 23, 19:08
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3.21b] Zero Hour 2.2
Replies: 350
Views: 59388

Re: [Mayhem 3.21b] Zero Hour 1.10a

diplomacy screen in ministry of war has a button to make peace. But its only clickable if they actually want peace. Once that is the case you will be notified with a big on-screen alert and this peace option will remain available for at least 8 hours. There is no ticking war exhaustion and they als...
by Joelnh
Mon, 20. Feb 23, 13:31
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3.21b] Zero Hour 2.2
Replies: 350
Views: 59388

Re: [Mayhem 3.21b] Zero Hour 1.10a

I have been at War with Teladi for a long time now, and have seen other wars start and end. Teladi started the war.
How do I end this war? Am I at the mercy of the AI deciding when to end it ?
by Joelnh
Thu, 16. Feb 23, 16:51
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: ZMap - Mayhem 3 (and Zero Hour) Map Generator and Editor
Replies: 38
Views: 6975

Re: ZMap - Mayhem 3 (and Zero Hour) Map Generator and Editor

One possibility for the problem is having read-only files in your install directory. I have no idea how they could get this way, but it fits the problem. This would cause a mismatch of voices, and also would be something I would never see if I were to run YOUR map. ZMap creates the map in \mayhem 3...
by Joelnh
Mon, 13. Feb 23, 21:31
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: ZMap - Mayhem 3 (and Zero Hour) Map Generator and Editor
Replies: 38
Views: 6975

Re: ZMap - Mayhem 3 (and Zero Hour) Map Generator and Editor

Yes, you could make all systems have 2-5 planets by messing with that template file. ZMap has nothing to do with terraforming and invasions etc.. as you know, so you would need to alter the mayhem 3 code for that. I've not been able to duplicate the Sector Names issue so far. I have only been able ...
by Joelnh
Thu, 2. Feb 23, 13:25
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: ZMap - Mayhem 3 (and Zero Hour) Map Generator and Editor
Replies: 38
Views: 6975

Re: ZMap - Mayhem 3 (and Zero Hour) Map Generator and Editor

Using this on my first Zerohour playthrough. it definately adds more flavor to the game. How is number of planets and their bonuses decided per sector ? First, thank you for the kind comment. I think it adds a lot of flavor too :P Actual Number of Planets in a given sector is driven entirely by thi...
by Joelnh
Wed, 1. Feb 23, 13:25
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3.21b] Zero Hour 2.2
Replies: 350
Views: 59388

Re: [Mayhem 3.21b] Zero Hour 1.10a

I am still really liking this mod combined with Zmap, have made some cool universes with pocket areas I utilize. Amazing Work Hector0x, as well as Joubarbe and everyone else who worked on this. The advantages of the Courier is that they can pickup/drop off multiple product in one run. So they can be...
by Joelnh
Mon, 30. Jan 23, 12:58
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3.21b] Zero Hour 2.2
Replies: 350
Views: 59388

Re: [Mayhem 3.21b] Zero Hour 1.10a

increasing how many Stations per sector would be nice to be able to build everything needed in one sector efficiently. Like a big city with suburbs around it feeding it. I have been simulating this using couriers, I pick a sector name starting with A and build support sectors around it. And courier ...
by Joelnh
Wed, 25. Jan 23, 02:17
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Mayhem 3.21b] Zero Hour 2.2
Replies: 350
Views: 59388

Re: [Mayhem 3.21b] Zero Hour 1.10a

I have learned that couriers are the most reliable as well.... too many times station agents are just sitting there and not able to find anything to do. I have setup one loop per end product for production using 6 Zephyrus since they are very fast and normal TS.... so 12 couriers setup. Haven't trie...

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