[mod][wip] Emergent Missions (v0.5.3 briefing and debriefing gameplay for sector patrols and raids)

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Shuulo
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Re: [mod][wip] Emergent Missions (v0.5.3 briefing and debriefing gameplay for sector patrols and raids)

Post by Shuulo » Tue, 26. Oct 21, 19:39

kmunoz wrote:
Tue, 26. Oct 21, 18:10
I don't know if this is something you could or would want to adjust, but I'm noticing that a lot of my escort missions are to escort ships that are much faster than I am. So I can't ever reach them. One could switch to a faster ship via teleport, but that assumes you have it.

Could you filter out escort missions for escorting ships you'll never catch up with? (Maybe make it an Extensions Options toggle...?)
As you can use your other assets for escort, not just do it personally, I dont think its a good idea.

kmunoz
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Re: [mod][wip] Emergent Missions (v0.5.3 briefing and debriefing gameplay for sector patrols and raids)

Post by kmunoz » Wed, 27. Oct 21, 04:05

Shuulo wrote:
Tue, 26. Oct 21, 19:39
As you can use your other assets for escort, not just do it personally, I dont think its a good idea.
At the least I'd like to be able to determine beforehand whether I can catch up or not.

These missions can be received and taken from minute 1 of the game. Yes, I can use other assets... unless I don't have other assets, or don't want to use other assets. You're also assuming that at least one of my other assets is able to catch up, which may not be the case.

It's reasonable to imagine that mission givers would expect the people they hire to have some idea of whether or not they can successfully complete the task...but that requires that the person being hired (the player) has enough information to make that determination.

Most other mission types (non-Emergent) are sufficiently clear, or are constrained in certain ways, and most importantly don't usually have time limits, that this isn't as much of a problem. But escort missions that start on the other side of the map, escorting a unit moving at 2x the max speed of any of my ships, should have some kind of flag associated with them. "Hey, you're not going to be able to do this one."

Since there's no penalty for aborting a mission, it's not exactly TERRIBLE that I can't assess before I take it. But it does strain credulity in-game that I would even be given the opportunity to try.
Let's Play Poorly! - Suboptimal X4 Playthroughs

Frank0607
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Re: [mod][wip] Emergent Missions (v0.5.3 briefing and debriefing gameplay for sector patrols and raids)

Post by Frank0607 » Sat, 6. Nov 21, 04:21

with the SW Interludes mod update I go to a station to talk to the mission provider, but talking to them only gives me generic directions to options, nothing to do with the mission

edit, fixed by loading save, saving that, then loading the new save

kuertee
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Re: [mod][wip] Emergent Missions (v0.5.3 briefing and debriefing gameplay for sector patrols and raids)

Post by kuertee » Sat, 6. Nov 21, 07:08

Shuulo wrote:
Tue, 26. Oct 21, 11:44
Another thing i noticed was that some of the patrol missions were in another corner of the galaxy, it felt like faction gave me all of their current patrols. Is it possible to limit to 2-3 sectors from current location?
kmunoz wrote:
Tue, 26. Oct 21, 18:10
I don't know if this is something you could or would want to adjust, but I'm noticing that a lot of my escort missions are to escort ships that are much faster than I am. So I can't ever reach them. One could switch to a faster ship via teleport, but that assumes you have it. Could you filter out escort missions for escorting ships you'll never catch up with? (Maybe make it an Extensions Options toggle...?)
Frank0607 wrote:
Sat, 6. Nov 21, 04:21
with the SW Interludes mod update I go to a station to talk to the mission provider, but talking to them only gives me generic directions to options, nothing to do with the mission edit, fixed by loading save, saving that, then loading the new save
Hey all, I released an update on Discord. I forgot to update this thread.
New things:
  • Extension Options.
  • Patrol/raid sector mission offers are based on gate distance to ship or ship's target sector.
  • Max speed of ship displayed in mission details.
  • Bug-fixes to spawning mission NPC handler: e.g. they don't get de-spawned then respawned when the station they're in is under attack.
  • Order your AI pilots to defend the ships.
  • Bug fixes.
v0.5.51 on Google Drive: https://drive.google.com/file/d/1W1SUAH ... sp=sharing
Read-me:
Spoiler
Show
Emergent missions
https://www.nexusmods.com/x4foundations/mods/X
by kuertee

Updates:
========
v0.5.51 (beta), 5 Nov 2121:
-Bug-fix: The mission handler NPC at defense stations was getting removed when you undock, preventing you from getting the debrief from them.
-Bug-fix: The mission timer wasn't getting updated.
-Tweak: When a targeted assigned target exits the sector, it is removed from your targeting computer.

v0.5.5 (beta), 5 Nov 2021:
-New feature: Extensions Options.
-New feature: Order your AI pilots to protect a mission ship - effectively letting them complete the mission. Note that you still need to get a briefing and debriefing yourself for the patrol/raid missions.
-Tweak: Better identification of when to create mission offers for patrol/raid missions by keeping track of active faction defend area subgoals, which drive those missions, instead of only waiting for ships of those subgoals to receive patrol/raid orders.
-New feature: Patrol/raid missions: If your mission ship is destroyed, you may be reassigned to another that is in your mission ship's fleet. I.e. the mission doesn't end if there are still other ships in the operation.
-New feature: Briefing cutscenes.
-New feature: Patrol/raid missions: You are notified of these updates: new mission ships, new enemy faction targets, new mission handler NPCs.
-New feature: Patrol/raid missions: The mission handler NPC will start at the mission ship but may move to a nearby defense station if the ship gets attacked. Your mission guidance will point you to them.
-New feature: Patrol/raid missions: Your escort time is shown and is updated every minute.
-New feature: Patrol/raid missions: You can request to end the mission with your mission ship pilot.
-New feature: Patrol/raid missions: Your contributions to the operation are highlighted in the debrief results.
-Tweak: Enemy acquisition now requires the target to be within range of one of the ships in the operation (including any of your ships).
-Bug-fixes: Many.

v0.5.4 (beta), 25 Oct 2021:
-Tweak: When the SW Interworlds mod is installed, the mission handler NPC will always be on a nearby defense station.

v0.5.3 (beta), 25 Oct 2021:
-New feature: Sector Patrols/Raids requirements: briefing to start the mission, debriefing to end. Read the Mission: Sector Patrol/Raid below.
-Tweak: Mission reward tweaks.
-Bug-fix: Reward calculation.
-Tweaks: Mayday! and Escort missions.

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.

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.

Get a briefing from your mission handler to receive the patrol/raid objective. The mission completes when no enemy target is detected in the sector and you've been in escort for 20 minutes or more. Get a debriefing to get your reward and to complete the mission.

The the mission handler starts on the ship assigned to you but may be replaced if the ship is destroyed or if the ship needs to resupply in another sector; or may move if the ship is under heavy attack.

Developer notes: This mission runs off the faction's defend area sub-goal AI (factionsubgoal_defendarea.xml). Several ships are attached to this AI. And the mission may change your assignment to a different ship, change your target sector or change your mission handler depending on situations that occur during the mission. You will be notified of these changes with the updates listed in the mission briefing screen.

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 hard difficulty at level 10 (note that level 10s are double level 1s)
XL Ship: reward for hard difficulty at level 5
L Ship: reward for hard difficulty at level 1
M Ship: reward for medium difficulty
S Ship: reward for easy difficulty
Others: reward for very easy difficulty at level 10

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.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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