[X3LU] Mayhem 3.21b

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

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Joubarbe
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Post by Joubarbe » Wed, 7. Feb 18, 20:49

QJE and MK3 will be removed from universe, except your Sanctuaries.
All default equipment prices will be drastically reduced.

You can thank Darkternal... :)

Darkternal
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Post by Darkternal » Wed, 7. Feb 18, 20:59

Yes, make a sanctions on me, read-only forum for example :D


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Joubarbe
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Post by Joubarbe » Wed, 7. Feb 18, 21:04

Omagod omagod omagod!

...

But I don't drink tea :)

(Nothing better to do with your time I see!)

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Shuulo
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Post by Shuulo » Wed, 7. Feb 18, 21:12

It would be cool to have OCV difficulty (normal, hunter, Vagrant) as an option during start. I would like to combine Vagrant with Allied start.

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Joubarbe
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Post by Joubarbe » Wed, 7. Feb 18, 21:18

"Hey Joubarbe, can you mix X gamestart and Y gamestart, and remove that feature, because.... your shit doesn't fit my style".

No.


Darkternal
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Post by Darkternal » Wed, 7. Feb 18, 21:39

Nah, too heavy class to match Kestrel. That would match more.

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dizzy
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Post by dizzy » Wed, 7. Feb 18, 21:40

Darkternal wrote: 2. Not critical bug: MLCC ships are not auto-renaming after changing MLCC dock (they renaming first time, but not renaming after if u change dock for another).
I think that may be vanilla LU behavior.
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
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Joubarbe
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Post by Joubarbe » Wed, 7. Feb 18, 21:42

Spaceflies farting in space.

Fureimuu
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Post by Fureimuu » Wed, 7. Feb 18, 21:49

This one is better.

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Joubarbe
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Post by Joubarbe » Wed, 7. Feb 18, 21:56

Some people must really have sad life.

deztar
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Post by deztar » Thu, 8. Feb 18, 00:09

@Joubarbe Can you tell which tools you use?

I modded your mod with X-Studio, and it's great for scripts, but I imagine it's not enough for everything else.

Fun-X
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Post by Fun-X » Thu, 8. Feb 18, 00:51

Joubarbe wrote:QJE and MK3 will be removed from universe, except your Sanctuaries.
All default equipment prices will be drastically reduced.

You can thank Darkternal... :)
That is not the issue, and it not going to help.

QJE and MK3 are NOT part of the default equipment on the TS ships, unless you have the level 9 perk. (I am not sure if that perk raises the price.... I haven't tried it. You may want to rethink that perk. And the one that says all TS ships come with all the trading software.)

I don't personally care about the MK3, as I don't use it. But some people use it extensively.

As to the QJE, that is a critical part to make MLCC work. Please don't eliminate this.

HERE IS THE REAL PROBLEM:

The problem is that the cargo bay extensions are extremely valuable, which are free and included in the TS default hardware. Normally, these extensions are very expensive at retail. And when you sell the TS, you get 70% of that cargo bay extension value. I am not sure if there is a way to set the cargo bay extension price to zero. The other alternative is to not give us a cargo bay extension. Just give us the default cargo bay.

Also, the other thing that drives up price is the free jumpdrive, which has $100K retail, and $70K salvage. If you want to eliminate that freebie, ok. If we have to buy it for $100K, then the $70K salvage is fair. Or drop the price, and that would eliminate the $70K salvage price.

The rest of the free software (Engine tuning, Rudder optimization, Nav, Special Command, trade 2, and Trade System Extension) are not that expensive, and doesn't throw the game balance.

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Joubarbe
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Post by Joubarbe » Thu, 8. Feb 18, 10:08

Fixed
changelog wrote: CHANGE: Cargo size of TS, TP and TM have all been maxed out by default. Will only affect newly built ships.
CHANGE: Quantum Jumpgate Extension and Trade Command Software MK3 can no longer be found in NPC stations.
CHANGE: All default equipment prices have been drastically reduced.

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Joubarbe
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Post by Joubarbe » Thu, 8. Feb 18, 10:23

deztar wrote:@Joubarbe Can you tell which tools you use?

I modded your mod with X-Studio, and it's great for scripts, but I imagine it's not enough for everything else.
X-Studio, X3 Editor, Notepad++.

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Shuulo
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Post by Shuulo » Thu, 8. Feb 18, 12:09

With TL cargo changes does it mean we will get them in alliance game start? Otherwise I don't see the real need for nerf of already underused shiptype in mayhem. (Except cutting down on price)
Or am I missing something?
Other changes are very welcomed.

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Joubarbe
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Post by Joubarbe » Thu, 8. Feb 18, 12:19

I use them as mini-carrier, so they're not underused for everyone :)

This is mainly for consistency. It makes no sense that these ships have so many cargo. Besides, the price is way too low if I keep these huge cargo.

Sirrobert
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Post by Sirrobert » Thu, 8. Feb 18, 12:47

I use TLs as homebase for mining fleets (just 4 ships in Mayhem, but still...)
Fire and forget mining base, send my Reaper to pick up the spoils every once in a while when I have time.

I also like to have 1 in reserve to instantly deliver the starter package of resources to a new Sanctuary.
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Shuulo
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Post by Shuulo » Thu, 8. Feb 18, 12:55

But.. Isn't it a bit ineffective, cost wise? TMs are better in this case.
Well, my mobile mining TL will need to unload more often than.

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