[MOD] ATF Agent gamestart

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KillingMonkey
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Post by KillingMonkey » Mon, 12. Jan 09, 21:19

Hmmm... Don't recommend going against Xenon for awhile...
(From a different save) My Tyr (which I capped and nurtured like one of my own) just got bashed by a K.... Don't know how... Had all my weapons at it... Spare the right and back turrets which couldn't reach it... Had most of my PSPs and M/AMs at it... But it just opened it's port side with... I couldn't know what... and bam! It was all over in like 5-6 seconds... Didn't even have time to teleport to my Tokyo (which wouldn't have survived much longer)... Lol... But anyways... This is my problems out loud... Strange thing was- I wasn't even doing a mission and the sector was Argon, not to mention a Core one... And we all know what kinds of ships the Argon keep in their Cores... None came to help... Anyways...
Also.... Found this... Not really hard to find and you probably have it already... Still, I'll be a sport and post a link... Might just help you fix those pesky glitches... http://forum.egosoft.com/viewtopic.php?t=211689 ...
Cheers...
To each, his own.

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apricotslice
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Post by apricotslice » Tue, 13. Jan 09, 02:10

Seathal, if you email me a copy, I'll put it on my download site as an alternative.

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Seathal
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Post by Seathal » Wed, 14. Jan 09, 12:27

Done, hope it helps with the ReadText files, finding the same issues apparently.

KillingMonkey
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Post by KillingMonkey » Sat, 17. Jan 09, 15:34

So... Seathal, did you manage to fix them pesky bugs? I've got a ton of bug spray, if you want it... :wink:
To each, his own.

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Seathal
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Post by Seathal » Sat, 17. Jan 09, 19:03

Nah, not yet! I've been wondering why the hell I get them. I didn't even touch the other text files, just the gamestart ones, and all those seem to work fine... uhm..

I'm ideating a solution for the ATF ship issue though, I need to polish it a bit more.

KillingMonkey
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Post by KillingMonkey » Sun, 18. Jan 09, 11:54

By 'ATF ship issue' you mean how to integrate the possibility of buying ATF ships, right?
Here's a light bulb (20W mind you)... You could set them as a plot reward... Like after a few missions you get a Mjollnir and then a Thor etc... This could be made so that rewards synchronize with difficulty of missions... Like you'd get larger and tougher ships as the plot progresses and gets harder to complete with smaller and weaker craft... Mind you, you should think of balancing this... And don't give the larger ships (M1/2s), only until frigates would be the optimal...
If the player wants to get capitals- he would have to struggle for them... Or make a mission in which a Tyr is hijacked by a very lucky band of pirates (or an enemy race, either way works) and you've got to re-capture it... That would bring marines into the plot, which, I think, hasn't really been implemented in the 'real' ones (not that I've completed any yet, but I am pretty far...)....
Also you could re-model the ATF Shipyard script into a AFT-ship-selling-Torus script and merge it with the mod...
Also I heard that using the MD (Mission Director) you could make your own missions which could make a plot...
Cheers...
To each, his own.

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apricotslice
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Post by apricotslice » Sun, 18. Jan 09, 12:04

There are 3 marine boarding missions in the plots. None of them work properly. Until the bugs in the boarding code are fixed, I dont recommend that for any new missions.

There is already a script out to put the ATF ships in a shipyard. Just integrate it with permission of the author.

KillingMonkey
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Post by KillingMonkey » Sun, 18. Jan 09, 12:12

Hmmm... Guess I haven't reached that part yet... And just what kind of bugs are there in the marine boarding?
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apricotslice
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Post by apricotslice » Sun, 18. Jan 09, 12:16

They have to be done using the piracy boarding command, and since 1.4, all that does is spend hours going round and round the target ship, never getting into a boarding position, or it sits astern of the target and stays there. Either way, it does no boarding up to the point where the ship gets slagged.

The only viable ways of boarding are Cycrows boarding script and pods, but the missions dont allow you to use pods it seems. SO anyone who refuses to use scripts is sh*t out of luck as far as boarding is concerned.

amtct
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Post by amtct » Sun, 18. Jan 09, 13:38

The only viable ways of boarding are Cycrows boarding script and pods, but the missions dont allow you to use pods it seems. SO anyone who refuses to use scripts is sh*t out of luck as far as boarding is concerned.

I don't managed even one boarding.I see others who have 50-60 boarding operations succesfull but for me boarding is like cloacking device(only in manual).

spacehunt
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Post by spacehunt » Sun, 18. Jan 09, 14:34

apricotslice wrote:They have to be done using the piracy boarding command, and since 1.4, all that does is spend hours going round and round the target ship, never getting into a boarding position, or it sits astern of the target and stays there. Either way, it does no boarding up to the point where the ship gets slagged.

The only viable ways of boarding are Cycrows boarding script and pods, but the missions dont allow you to use pods it seems. SO anyone who refuses to use scripts is sh*t out of luck as far as boarding is concerned.
Damn lol :( I was hoping on finishing the plot first then starting again with scripts :P

KillingMonkey
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Post by KillingMonkey » Sun, 18. Jan 09, 18:10

Ok.... Then if not boarding... Maybe the reward alternative? It really doesn't sound that hard to make missions or even tweak certain missions to reward you a certain craft... Still, better make them a one shot mission thing... Combine some defend or petrol missions into a series that's plot-like and as a reward set a ship that would be an absolute necessity for the next plot-like series of missions... Do this a couple of times with the difficulty level constantly going up and you have yourself a solution... Somewhat temporary, mind you... But still... A solution nonetheless...
To each, his own.

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Seathal
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Post by Seathal » Sun, 18. Jan 09, 19:02

I had thought of opening the M5, M4, M3, M3+ and both M6 once you get access to the Torus. To get access to the two M7s, the Odin and the Tyr you'd have a guy at the TOrus that gives you access to different plots (like the Corporations) once you've reached "X" conditions. A plot for giving you access to each capital ship (Not the ship itself, just the abailability to buy it).

ALternatively, you could get a single copy of the ship and you have to retroengineer it if you want more, but I think that could be too forced.

Of course the M7 plots will be easier (not easy) than the M2 and the M1 ones. Been thinking on, for example, only allow you access to the Odin plot once you've reached X-Treme level on both Trade and Combat, completed all corporation plots and reached a number of Xenon kills... and then of course you'd have to complete the plot itself.

Missions would be a mixture, basiclly combat and recoinassance ones with maybe a commercial one (bring supplies) here and there.

What do you think of it?

KillingMonkey
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Post by KillingMonkey » Sun, 18. Jan 09, 19:54

Hmmmm.... A good idea... But the requirements for the Odin do look a bit harsh... You might want to lower the bridge a bit.... Maybe just reach a certain level of Combat, not X-Treme, but somewhat lower, the Xenon kills are obligatory... And I wouldn't suggest waiting to complete the plot to give the player the Odin... It's a bit stupid and somewhat demoralizing... The corporation plots are also a bit irrelevant here... All this 'max out the game and you get this ship' thing tends to leave the impression that the Odin is like a ultra-super-duper-Death Star-type ship, which it is not... And this would alienate your average player from the game... The Valhalla, on the other hand is a different matter... You could make it an end reward for completing a special plot (the ATF Agent plot would be a good plot)... The ATF are soooo honored and proud of your accomplishments that they give you their flagship as a reward for your services... Or just make you their Commanding Officer...
And since you're an ATF Agent... Missions should consist of more recon and 'trade' (interference with other races) with just a spec of fighting along the lines...
To each, his own.

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Seathal
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Post by Seathal » Mon, 19. Jan 09, 00:54

Hmmm don't think the ATF would give out the Valhalla to anyone, nro put you in command of, literally, all the Solar System forces :P But maybe access to the Woden... hmm well it's not an impressive ship but it has hangar bay, a lot of turrets, a LOT of SSCs to defend it, 90 m/s... and unless the Valhalla it fits in the gates (I think). And it's somewhat a misterious and "experimental" ship. Okay it looks like a HUGE brick but hey it's ATF, it fits a lot of fighters and its unique; could be a fancy mobile HQ.

Anyways, I also plan on tweaking several things; Include Terran stations to the rest of shipyards (The Moon, Saturn and Mars), including Orbital Defence Station and Orbital Patrol Base (Maybe even Military Base?). Also tweak the Tyr's cargo bay (It's totally illogic that ATF M7's have 9500 cargobay and the Tyr just 8000, not enough to fit in its weapons). And also maybe add the Atmoshperic Lifter as some sort of "TL+".

As for the "plots"... well the ATF wants you to have good relationships with the commonwealth so they can use your contacts to reach their goals, and the most manipulable big powers in "enemy territory" are the corporations, thirsty of profits and good deals with the most advanced race out there. If I was a big guy of the ATF I'd try to manipulate the other races via their companies instead of their civilian, military or politic forces.

In the begining missions should be more recon (explore XX sectors of the Commonwealth) and "trade" (maybe deliver specimens (wares, weapons, ships, even prisioners) to ATF installations for further study? Saturn Research Station anyone?) and the evolve into escort, defence and Xenon sector raid missions.

What do you all think?

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