[AP][MISSIONS]Mission briefing fix for stock missions, vanilla-friendly

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kurush
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Post by kurush » Thu, 3. May 12, 05:25

DrBullwinkle wrote: True. However, until you came along, all vanilla-friendly mods made no change to the gameplay.
The most game changing mod for me was the enhanced hub, that one changes the way you build your economy drastically. Also, vanilla. This one is just a convenience to avoid reloads. Personally, I wouldn't pay for it by breaking my vanilla game. In any case, I'll see if I can find time to add that second vanilla-unfriendly version or may be a scripted patcher.

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TrixX
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Post by TrixX » Thu, 3. May 12, 05:50

:lol: medals :D

I could never play the vanilla game balance, it's just so damn slow. Hence I'll forever have a *modified* tag.

However this is actually a fix, so technically could be submitted to Ego for addition to a future patch...
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palm911
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Post by palm911 » Thu, 3. May 12, 05:57

well i think people is free to use this or not. those files are not signed for a reason :)

i am with kurush on this one, it does not change the way the game is played.
X gamer , one at a time.

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TrixX
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Post by TrixX » Thu, 3. May 12, 06:55

palm911 wrote:i am with kurush on this one, it does not change the way the game is played.
It does though, it allows the ability to complete the missions instead of wandering around totally confused :lol:
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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kurush
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Post by kurush » Thu, 3. May 12, 07:07

TrixX wrote: It does though, it allows the ability to complete the missions instead of wandering around totally confused :lol:
And this could be game breaking for some vanilla purists :lol: You made a very good point before that it is essentially a fix that is better applied by Egosoft itself. They likely had some reason not to do it in the first place, probably to make the above mentioned vanilla-purists happy. Or, they just forgot because of poor communication between whoever writes MD and whoever provides the translation.
In any case, I actually like the idea of creating a separate file with changed entries only. This will help immensely to merge the changes if Egosoft ever manages to release a new patch for AP and also might work on TC.

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cattafett
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Post by cattafett » Fri, 4. May 12, 03:51

kurush wrote:Even if I can make it work through some scripting trickery, this will break vanilla-friendliness for sure, so two versions would be required. I'd rather write a script to extract the current version of the file and merge the changes really. Something I will probably do if another patch gets released or if somebody asks for TC support.
can we have this for TC please

wanted to have a look at this but when i try to download the vanilla-friendly version i get to the rapidshare page click on download and get an error page will try latter
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
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Post by kurush » Fri, 4. May 12, 04:08

cattafett wrote: wanted to have a look at this but when i try to download the vanilla-friendly version i get to the rapidshare page click on download and get an error page will try latter
Vanilla-friendly version will not work for TC - I will need to reapply the same changes to the TC version of the file. xsp might work though. The biggest obstacle is the requirement to play-test it for almost a week until you are sure you saw briefings for all the missions that were changed. I can apply the changes but will need somebody playing TC to actually test the results.

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cattafett
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Post by cattafett » Fri, 4. May 12, 04:16

i'm happy to test it for you but i'm unable to download either option
any chance you could upload to somewhere other than rapidshare
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings


kurush
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Post by kurush » Fri, 4. May 12, 05:46

I added files to my googledocs account and updated the root post with alternative links. If you are already modified, please try the spk version with TC.

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cattafett
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Post by cattafett » Fri, 4. May 12, 07:24

ok downloaded
as i'm not playing a moddifide game i extracted your T file from the spk
and copy/pasted the content to a t file i already added to the game that no. 0003 is auto loaded without a script needed and so keeps ypur game vanilla

so far ive had an abandon ship and a stolen ship tell me what ship i'm going to have to return
a sector patrol let me know who i would have to kill
and a defend station mission let me know what race the shady chareters were

so sofar things look ok, i will contine to play and let you know if there are any problems

while i'm here any chance you could do the same to the blow up trade convoy mission? to let us know which race the convoy belongs to
many thanks catta
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings

kurush
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Post by kurush » Fri, 4. May 12, 07:32

cattafett wrote:t file i already added to the game that no. 0003 is auto loaded without a script needed and so keeps ypur game vanilla
I thought about piggybacking on one of bonus pack t-files, but didn't have a chance to try. Thanks for figuring that out and testing it :) Convoys were tricky, I tried them once but didn't manage to get enough of them to test. I plan to tweak my global MD file that determines mission availability so that I get those missions more frequently. May be then...

@DrBullwinkle: Now who was saying that people don't care about vanilla-friendly mods? :)

kurush
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Post by kurush » Sat, 5. May 12, 21:51

cattafett wrote: while i'm here any chance you could do the same to the blow up trade convoy mission? to let us know which race the convoy belongs to
many thanks catta
I uploaded a new version that should cover destroy convoy missions. Both spk and zip links are updated.

-eni-
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Post by -eni- » Sun, 6. May 12, 11:03

A realy nice one. Is there any chance to inlcude more details to trade/passenger missions too? An information about how much cargospace is required would be good.

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Post by kurush » Sun, 6. May 12, 21:03

-eni- wrote:A realy nice one. Is there any chance to inlcude more details to trade/passenger missions too? An information about how much cargospace is required would be good.
One thing I am not sure is whether I can do any math in the language files, but I assume that probably not. I am also not sure whether there is a macro that gives you the # of cargo units required for one ware of this type. If there is, I can probably put it on the briefing. Otherwise, it would require a modification of the actual MD files and this is something that will be breaking with each new release. For passengers it is always 6 * # of passengers though, seems to be simple enough to calculate without modding. And for wares you can just print yourself a table of their size and then do some math practice :)

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