[mod][wip] Emergent Missions (all 4 missions playable)

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kuertee
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Re: [mod][wip] Emergent Missions (all 4 missions playable)

Post by kuertee » Wed, 13. Oct 21, 18:34

v0.5.1 beta: https://drive.google.com/file/d/1vs5_qP ... sp=sharing

i just finished a test run of the Sector Raid/Patrol mission. Was pretty good.
It works similarly as Mayday! and Escort missions in that the mission assigns you targets - except that stations may be included.
And you will be forced to actually take sides.
E.g. in my test, I was supporting the Argon against HOP. And until that time, I stayed neutral against HOP.
But because I took the mission, I was compelled to sacrifice my relationship with them to satisfy the mission.
So ... gameplay-wise, it's just another mission: fly there, attack that.
But the impression on you is that your participation is much more active (rather than passive) in the context of your relationships with factions.

EDIT: Here's the read-me:
Spoiler
Show
Emergent missions
https://www.nexusmods.com/x4foundations/mods/X
by kuertee

Updates:
========
v0.5.1 (beta), 14 Oct 2021:
-New feature: Sector patrol mission and Sector raid mission. Read the Mission: Sector Patrol/Raid section below.
-New feature: Sector classifications used to modify rewards: home, territory, frontier, foreign territory, foreign home, enemy territory, enemy home.
-Bug-fix: prevent duplcation of Escort missions. Duplication occured because the game assigns multiple trade orders to the ship at one time based on the ship's cargo and the supply/demand of surrounding stations/sectors.
-Tweak: Mayday! and Escort mission offers time-out at 5min.
-Tweak: Mayday! and Escort missions:: If you're not within escort range for a total of 5 min, the mission will end - unless you have an assigned target.
-New feature: Relationship points awarded on mission completions.
-Tweak: Target asssigments are limited to factions attacking the mission ship and to factions that the mission ship attacks.
-Tweak: Escort missions: use station counts of trade orders instead of the trader order count. I.e. several trade orders can be assigned to one station on a trade run.
-Bug-fix: Mission texts.
-Tweak: Ship greeting when in zone - instead of when in nearby attention.
-Tweak: Target assignment priority. Read the Other Features section below.
-Tweak: Escort missions: The mission pointer will point to the ship initially. When you enter escort distance (100km), the mission pointer will point to both the ship and its destination. In the previous version, the mission pointer switched between the ship and the ship and its destination depending on whether you're in or out of escort distance.
-New version: Escort and Sector patrol/raid missions: Communicate with the ship to finish your escort duties and end the mission.
-Tweak: Escort: Only trading runs that will take the ship outside their current sector are offered as missions.

Mod effects:
============
Four new missions that eventuate from events in the game: (1) Mayday! Mayday!, (2) Escort, (3) Sector patrol, (4) Sector raid.

Requirements:
=============
-SirNukes Mod Support APIs mod (https://www.nexusmods.com/x4foundations/mods/503) - for Lua Loader and Simple Menu Options

Mission: Mayday! Mayday!:
=========================
A mission offer will be created when a ship requests back-up.

To complete this mission, ensure that the ship docks at any station or any ship, exits the sector, or detects no enemies within radar range.

The base value of the reward is the usual value for a medium-difficulty mission adjusted by the size of the enemy attackers.
(Base reward: medium difficult reward * total enemy sizes / ship size)

Note that the Request For Back-up feature of my other mod, NPC Reactions, is disabled when this Emergent Missions is installed. Also, in this version, the ship doesn't hail you with a video communication.

Mission: Escort:
================
A trade or mining ship will create a mission offer when they start a trading run.

In this beta version: Ships from anywhere in the sector will create mission offers. In the final version, only ships nearby (within 40km) will create mission offers.

To complete the mission, ensure that the ship completes all their trade orders. New trade orders that they receive during the mission will extend the mission duration. You can finish your duties earlier by requesting it with the ship's pilot.

The base value of the reward is the usal value for an easy-difficulty mission adjusted by the number of sectors they traversed, the number of trades they complete, and the time any of ships were in escort (i.e. within 100km of the ship).
(Base reward: easy difficulty reward at the level that equals to the number of completed trades * the number of sectors traversed based on the sector's danger level to the faction * total mission time / time in escort)

Mission: Sector patrol/raid:
============================
Factions will request support for patrols and raids. These missions emerge from functions within the faction's defend and invade sub-goals. You will directly help the faction with their operations in the mission sector when accepting these missions.

In this beta version: You only need to accept the mission to start. In the final version, you'll need need a war subscription and to receive a briefing on the flagship of the operation (or another NPC at a station).

The mission completes when the mission's flagship completes their orders when they dock. New combat orders that they receive during the mission will extend the mission duration. You can finish your duties earlier by requesting it with the ship's pilot.

Plans:
1. face-to-face briefing and debriefing.
2. war subscription and prerequisites.

Other features:
===============
The ship will notify you of damage reports.

When you don't have an active target, the ship will give you attack orders that best suits your ship size and current mission situation. Targets are assigned to you in this order of priority: best suited to your ship's size, the largest target, a station target, the ship's target, a non-combat target, a target from an enemy faction that is not the primary target faction of the mission, extra small ships or drone targets.

They will not override your current target. There may be more dangerous ships that are attacking your mission.

Combat rewards:
===============
Additional reward, based on the amount of damage your ships dealt, is added to the base reward.

Max reward for each type of target:
Station: reward for very hard level difficulty
XL Ship: reward for hard level difficulty at level 10 (note that level 10s are double level 1s)
L Ship: reward for hard level difficulty (at level 1)
M Ship: reward for medium level difficulty
S Ship: reward for easy level difficulty
Others: reward for very easy level difficulty

Kill bonus: 25% of the reward.

Install:
========
-Unzip to 'X4 Foundations/extensions/kuertee_accessibility_features/'.
-Make sure the sub-folders and files are in 'X4 Foundations/extensions/kuertee_accessibility_features/' and not in 'X4 Foundations/extensions/kuertee_accessibility_features/kuertee_accessibility_features/'.

Uninstall:
==========
-Delete the mod folder.

Credits:
========
By kuertee.

v0.5.0, 8 Oct 2021:
-Initial release.
Last edited by kuertee on Wed, 13. Oct 21, 19:00, edited 1 time in total.
Mods: Gmply:Alternatives to death,Crimes has consequences,Friendly fire tweaks,Hacking outcomes,High-sec rooms are locked,Mod parts traders,More generic missions,NPC reactions,Reputations and professions,Teleport from transporter room,Wear and tear;QOL:Loot mining,Ship scanner,Signal leak hunter - increasing range,Station scanner,Surface element targeting,Reset mouse on menu and controller,Waypoint fields for deployments;UI:Accept mission for later,Active mission,Functional radar texture.

tomchk
Posts: 1277
Joined: Mon, 26. Jan 15, 20:55
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Re: [mod][wip] Emergent Missions (all 4 missions playable)

Post by tomchk » Wed, 13. Oct 21, 18:46

Amazing! I hope to test these new ones (and the others) ASAP. Great work and much appreciated!

kuertee
Posts: 466
Joined: Sun, 14. Dec 03, 14:05
x4

Re: [mod][wip] Emergent Missions (all 4 missions playable)

Post by kuertee » Wed, 13. Oct 21, 19:01

tomchk wrote:
Wed, 13. Oct 21, 18:46
Amazing! I hope to test these new ones (and the others) ASAP. Great work and much appreciated!
Sorry, that the briefing/debriefing features are not yet available. From the read-me:
...In this beta version: You only need to accept the mission to start. In the final version, you'll need need a war subscription and to receive a briefing on the flagship of the operation (or another NPC at a station)...
Mods: Gmply:Alternatives to death,Crimes has consequences,Friendly fire tweaks,Hacking outcomes,High-sec rooms are locked,Mod parts traders,More generic missions,NPC reactions,Reputations and professions,Teleport from transporter room,Wear and tear;QOL:Loot mining,Ship scanner,Signal leak hunter - increasing range,Station scanner,Surface element targeting,Reset mouse on menu and controller,Waypoint fields for deployments;UI:Accept mission for later,Active mission,Functional radar texture.

tomchk
Posts: 1277
Joined: Mon, 26. Jan 15, 20:55
x4

Re: [mod][wip] Emergent Missions (all 4 missions playable)

Post by tomchk » Wed, 13. Oct 21, 20:22

kuertee wrote:
Wed, 13. Oct 21, 19:01
tomchk wrote:
Wed, 13. Oct 21, 18:46
Amazing! I hope to test these new ones (and the others) ASAP. Great work and much appreciated!
Sorry, that the briefing/debriefing features are not yet available. From the read-me:
...In this beta version: You only need to accept the mission to start. In the final version, you'll need need a war subscription and to receive a briefing on the flagship of the operation (or another NPC at a station)...
Yep no problem. That'll be great when ready. Will the missions just appear on certain ships on the map for now? Or stations?

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Shuulo
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Re: [mod][wip] Emergent Missions (all 4 missions playable)

Post by Shuulo » Thu, 14. Oct 21, 02:22

Had a bug with Support ship mission when took sector raid.
When docked at a ship that gives support mission and got up from the chair I was unable to sit back in, it felt like mission ship is always in the cursor and i can only interact with it, but nothing happens as im not in ship.
Can this be the issue in the mod or some bug?

kuertee
Posts: 466
Joined: Sun, 14. Dec 03, 14:05
x4

Re: [mod][wip] Emergent Missions (all 4 missions playable)

Post by kuertee » Thu, 14. Oct 21, 04:48

tomchk wrote:
Wed, 13. Oct 21, 20:22
Yep no problem. That'll be great when ready. Will the missions just appear on certain ships on the map for now? Or stations?
at the moment only capital ships with goals outside their current sector are offered. otherwise, the player may accept the missions when the ship's goals are nearing its end - resulting in very little time for the player to participate.
Shuulo wrote:
Thu, 14. Oct 21, 02:22
Had a bug with Support ship mission when took sector raid.
When docked at a ship that gives support mission and got up from the chair I was unable to sit back in, it felt like mission ship is always in the cursor and i can only interact with it, but nothing happens as im not in ship.
Can this be the issue in the mod or some bug?
ooops! yeah, that's a bug.

here's v0.5.2: https://drive.google.com/file/d/1sl1zH4 ... sp=sharing
it addresses both issues:
v0.5.2 (beta), 14 Oct 2021:
-Tweak: Captial ships with goal targets in their current sector are offered as Sector patrol/raid missions. Previously, only ships with goal targets outside their current sectors are offered as missions because you may enter their mission when nearing its end - resulting in very little time for you to participate.
-Bug-fix: The mod was assigning targets to you when you were not in control of a ship - causing mouse interactive bugs.
Mods: Gmply:Alternatives to death,Crimes has consequences,Friendly fire tweaks,Hacking outcomes,High-sec rooms are locked,Mod parts traders,More generic missions,NPC reactions,Reputations and professions,Teleport from transporter room,Wear and tear;QOL:Loot mining,Ship scanner,Signal leak hunter - increasing range,Station scanner,Surface element targeting,Reset mouse on menu and controller,Waypoint fields for deployments;UI:Accept mission for later,Active mission,Functional radar texture.

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