[MOD] Terran Conflict plots 2.2a for Albion Prelude 3.1

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siddham
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Post by siddham » Sat, 16. Apr 16, 13:02

Thank you for explaining all that X2-Illuminatus

I think I get it more or less

Sounds to me like these are rather small issues
and not game-breaking etc
What I mean is the mod does what it says on the tin
it is not broken

The reason I am pursing this is because I have been playing Reunion
for plot reasons; but progress is so slow that I am thinking of abandoning it and moving on to TC or AP - and this mod would be an ideal way to play TC with the improvements of AP

Is this mod broken or is it solid and workable?

Any comments or info etc wopuld be much appreciated

SirNukes
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Post by SirNukes » Thu, 19. May 16, 05:46

biohazard15 wrote:ANH plot is still somewhat buggy, I'm afraid. I've tried to complete it with plot manager (for free) - north gate in Unknown sector doesn't working, and there is no south gate in player sector (I've revealed it with cheat pack).
FBCat wrote:But....I install latest ver. of this mod but still have a problem with final gate in "New Home"...i just fly thru it to other side....
Both those quotes are somewhat older (November 2013 and February 2015 respectively), but I was just finishing up the New Home plot and ran into the same issue with version 2.2a of this mod when playing through normally. I am somewhat repeating the issue for visibility (since the second guy didn't appear to get help), and to suggest a slightly easier fix than offered in the first quoted post.

To re-summarize the problem: in the "2.013 New Home" script, gate creation is commented out around line 2781 for the connection between sectors 9,6 (the New Home) and 9,7. In the /maps folder, the system setup scripts include the North gate in sector 9,7, but lack a South gate for sector 9,6 and instead just have a "SS_SPECIAL_GATE_INACTIVE" (that is not present in the original TC sector file). As such, no proper south gate is created for the New Home sector.

The result in game is:
1) If you try to fly through the North gate in Unknown Sector 9,7, you will just end up flying out the back side without jumping.
2) If you try to send an AI pilot through, IS or OOS, it will give up and not go through.
3) If you try to forcefully warp (using the script command) to the New Home sector at 9,6, the game will crash.

There are a couple ways this can be fixed; the simplest appears to be:
1) Extract addon/director/2.013 New Home.xml
2) Modify it around line 2780 to uncomment the south gate creation while leaving the north gate commented. You can just move the "-->" up, so that it looks like:

Code: Select all

<!--<create_gate name="CSVNorthgateinUnknownSector" gate="north" typename="SS_WG_NORTH" race="argon">
<position x="0" y="0" z="80km"/>
<sector x="9" y="7"/>
<destination gate="south" sector="CSV_toplevel.CSV_playersector"/>
</create_gate>-->
<create_gate name="this.CSVSouthgateinPS" gate="south" typename="SS_WG_SOUTH" race="argon">
<position x="0" y="0" z="-80km"/>
<sector sector="CSV_toplevel.CSV_playersector"/>
<destination gate="north" x="9" y="7"/>
</create_gate>
You do not need to modify the addon/maps/ANH_map_X.xml files with this method. The map files will create the north gate in 9,7, while the above change will create the matching south gate.

Those fixes would be needed before selecting a sector name from the Paranid. If you already selected a sector and went on with the game and a broken gate, you can likely still fix it by creating a new script with its own cue and copying over the gate creation code.
siddham wrote:Is this mod broken or is it solid and workable?
If you were still looking for input, the mod seems to mostly work so far for me, but it is not perfect. The plots I have done include Goner, Terran, Treasure Hunt, Final Fury, New Home, along with most of the Hub and Aldrin Expansion. Of those, New Home is the only one that is outright broken (but fixable), plus I have some doubts about Shady Business mentioned earlier.

There are some odd quirks to the plots, but they mostly appear to be present in the original TC versions and just carried over. For example, the Aldrin Expansion can get seemingly stuck early on scanning a final asteroid, but you can ignore that and continue the plot okay. If you read back in the thread you might find other issues, but I know its funner to spend your game time playing than reading threads.

siddham
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Post by siddham » Thu, 19. May 16, 12:00

Thank you SirNukes

Yes I am still considering this Mod and looking for input from people who have experience with it
Last edited by siddham on Thu, 2. Jun 16, 01:52, edited 1 time in total.

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Klord
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Post by Klord » Wed, 25. May 16, 18:55

Does this mod has any issue with Frame rate drop as the game progress ?
X fanatic. More of an X3 fanatic.
What about X4? Nah, I prefer a space simulator rather than a walking simulator.

Joefesok
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Post by Joefesok » Wed, 1. Jun 16, 23:21

I believe it doesn't, unless you have a large number of very active plots working.


Does anybody know how you use the boron's missions paying for hub progress feature? So far they still just pay in credits.

SirNukes
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Post by SirNukes » Mon, 6. Jun 16, 05:45

Yes and no on the gradual frame drop. The TC plots themselves don't seem to give any trouble, but the mod has copies of some of the generic mission files from prior to the latest AP patch. Some of those missions seem to leave some scripts running, causing gradual slowdown over a few dozen hours of play.

You can extract the missions from the 04.cat (2.180 through 2.183) into your director folder to overwrite the old ones in this mod. That seemed to largely fix the accumulating mission slowdown for me.

For buggy mission scripts that are already bogging down a save game, I used the following steps to stop them. (The updated scripts from the patch may correctly terminate old buggy scripts once you extract them, so try that first to fix fps issues before doing the following.)
1) Wrap up any generic missions you are doing (factory building, patrols, etc.).
2) Backup the normal .xml you want to play with (eg. with only convoy missions disabled).
3) Make a copy of the .xml file with all mission spawn chances set to 0, and apply it.
4) Play a little bit, until the factory mission icons are all gone (they take time to expire), then save. If you don't do this, the icons may end up stuck forever on some factories.
5) Make a copy of the .xml file with most of the mission cues commented out (all the '<cue name="Trigger L2M101"' type stuff) and apply it. I leave the Patrol mission (L2M134) alone in mine, since I sometimes have those running for a long time.
6) Reload the save, then resave. This is where you should recover your framerate if you had a bunch of old convoy scripts bogging things down. I am guessing this works because the scripts error out.
7) Apply the standard .xml you want to play with.
8) Reload the save and play.



The option for hub resources instead of mission payment seemed fairly random. I didn't pay too much attention to what might trigger it.
Last edited by SirNukes on Mon, 3. Oct 16, 05:54, edited 1 time in total.

vexter
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Post by vexter » Sat, 23. Jul 16, 01:02

Hands down, the most essential mod for this game. With this mod, AP is the best thing EGO has ever been a part of.

Im on my 3rd time through. This time as the bankrupt assassin.

Tips for nerds till playing this game, using this mod.

Get the mod for resource free stations. This is because the game cant handle the load of huge complex's and huge battles. Edit the file for lower cost. Its cheaty, but it simple makes the game funner. And you can finish the HUB plot semi legit without hitting the performance wall.

FNDL with resource man turned off. ALOT smoother game when in a massive fight.

SCS
Workshop
OK Trader.
The Marauder is handy for the spacefly farm.

If anyone really needs links PM me. Im lazy and I dont think anyone will read this.

Varyah
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Post by Varyah » Fri, 12. Aug 16, 19:59

I don't know if this is a problem with this mod, might be a general problem already present in TC:AP - I greedily accepted a generic build mission for a PSP Forge only to find out the idiot client wanted it to be built in Earth orbit - mission guidance is greyed out, no beacon to see before getting shot at. The PSP Forge would probably also get shot down anyways. Therefore, unable to complete the mission.

I am currently in the middle of the Terran Plot with rank 10 ATF/Terran which gave me Earth access.

I just cancelled the mission. So this information is only just in case someone might want to investigate/fix this problem.

willypokorny
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Post by willypokorny » Fri, 23. Sep 16, 23:02

Hi everyone, looooooooooong time no see.

I recently started playing AP again, improved my status in the previous save and then decided to dump it, because I was doing it way too easy for myself. So, I decided to get this mod, installed it as a fake patch and start a new game.

I'm also using my own mod that changes basically all the ships' stats, as well as introduces some new ships (basically only variants of existing ships with different specs)

I start playing with the Terran start no problem, but I noticed something I find strange in the sector Heretics End. A group of ATF ships was attacking the Argon Trading station and some other Argon stations in the sector.

Is this normal behaviour? Or is there something wrong with my game? Because my understanding was that the war is not supposed to be active yet, so something like this should not be happening.

I will be glad for any input any of you might have regarding this issue.

Regards,

Vojta

SirNukes
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Post by SirNukes » Mon, 3. Oct 16, 06:05

I used the poisoned Paranid start and didn't notice any combat prior to starting the war plot. Hopefully the fighting you saw was just an isolated incident. I have noticed in general that sometimes a group from one race will go into another race's territory and start attacking stuff, eg. a random Colossus shooting up a Paranid sector, or a Raptor with escorts shooting up a Boron sector. One time I witnessed a rapid response Minotaur shooting down every Boron transport in sector, for some odd reason.

br83taylor
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x2

Post by br83taylor » Thu, 13. Oct 16, 00:01

Hi, just started a new game with this installed as a mod. All going ok so far, but I am about to start the HUB plot but want to reduce the requirements by using the Apricot Medium hub script. Anyone with experience of this? Are these compatible, which version to use (TC or AP) and where to put it? Fairly new at all this stuff.

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DrBullwinkle
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Post by DrBullwinkle » Thu, 13. Oct 16, 01:25

This mod includes dillpickle's excellent Interactive Plot Manager, which allows you to choose the level of... um.... "challenge" for the Hub and other plots.

Check the first page for instructions.

Zodiac12
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Post by Zodiac12 » Wed, 8. Mar 17, 14:54

Hey there,
I have a rather annoying problem with the Terran plot right now.
I am at the part after scanning the pirate base when I have to patrol through the sectors south of Heretics End. As far I know that mission should end after I kill some #deca ships in Treasure Chest. For some reason those ships don't appear and I am sent to patrol in Black Hole Sun indefinitely. I have tried restarting the mission twice with the plot manager but the result doesn't change.
Any idea what I could do?
I should also mention that the Argons and Terrans still fight in the war sectors and that my traders will be attacked there when I am OOS.

Edit:
Seems that wasn't all that was broken. I have started the hub plot thanks to the plot manager and it also seems to be completely busted. First of all, I was unable to enter the hub the intended way through the gates in the Xenon sectors. I had to use cheats to find the sector and teleport me there. All the gates were unconncted. No biggie yet. I fulfilled my first few objectives, delivered a batch of computer components and microchips and repaired the capacitors and am now told I can realign the first set of gates. Except I can't. The menu doesn't offer an option for it.

TL;DR: I can't realign the gates. Am I really the only one experiencing these issues?

Bandaro249
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Post by Bandaro249 » Tue, 21. Mar 17, 23:53

siddham wrote:A question about the Khaak in AP with this mod

I understand the Khaak do not feature in vanilla AP; but since this mod has Operation Final Fury from TC, I presume they are introduced by this mod.
My question is, does this mod introduce random spawns of Khaak clusters all over the universe...like in X2? Or are they confined to certain sectors?
The random Khaak spawns spoiled a lot of the fun in X2 for me...I dont want to endure that again.
Thanks
Doesn't seem like this guy got answered i need to ask the same question.
I bought TC+AP recently and i'd like to have both plots at once since i want to follow plot line from the TC to AP with extended mechanics from AP. Did khaaks spawned in TC frequently in random sectors like they did in X2? If yes, is it implemented in this mod? I've seen posts about random invasions that can be disabled. I didn't disable or enable anything, shall i get them? I really take care of the mysterious khaak plot and i want to receive full experience :)

Zodiac12
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Post by Zodiac12 » Wed, 22. Mar 17, 12:29

They are definitely featured outside of Operation Final Furry. There are a number of specific sectors were you can find them. I've also encountered swarms of scouts in regular sectors but that was veeeery rare.

Bandaro249
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Post by Bandaro249 » Wed, 22. Mar 17, 14:14

Thanks for answer. So they don't terrorize core sectors like they used to do in X2? Did they do so in X3 TC, or they were toned down since then? I really liked the feeling something evil can just hide behind the asteroid or appear out of nowhere, considering they used jump technology, but if the plot of X3TC considers khaak to be less of a danger it's fine.

Edit: Well i've seen opinions Khaaks on TC are agressive and can invade and claim whole sectors, that really sucks then since i haven't seen any single khaak ship so far, i guess i can't dream about real invasion and should move to TC anyways yes?

Zodiac12
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Post by Zodiac12 » Thu, 23. Mar 17, 13:15

You can always search through the script forum and hope that somebody has the same interest as you.

Edit:
I think I've found what you're looking for:
http://forum.egosoft.com/viewtopic.php?t=232529

Bandaro249
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Post by Bandaro249 » Mon, 27. Mar 17, 15:51

@up
biohazard15 wrote:
Boooster wrote:Quick question: I've noticed a

3. There are no Kha'ak in my game anywhere (aside from kha'ak sectors or part of the OFF plot). I am also running a mod that is supposed to add them back in KhaaksinUFJD.spk - could this be a conflict?
3) Yes, it's possible that there is a conflict. You don't need this mod with TCAP - Khaak can spawn in UFJD sector. You also can encounter a Khaak invasion, if OFF not completed (after that, you can find them in their sectors or UFJD sector)
Ty for help, but will your mod cause conflict like in the previous post? Seems like there at least should be some Khaak invasions in tc plots.

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Aldebaran_Prime
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Post by Aldebaran_Prime » Tue, 28. Mar 17, 22:25

SirNukes wrote:...

You can extract the missions from the 04.cat (2.180 through 2.183) into your director folder to overwrite the old ones in this mod. That seemed to largely fix the accumulating mission slowdown for me.

....
are you sure, that the 2.180 through 2.183 were not modified in this mod?

FriendlyFirePhoenix
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Post by FriendlyFirePhoenix » Sat, 6. May 17, 06:30

@SirNukes

You've done GoD's work my son. Thanks for the guide on clearing the guff from the mission director. I went from 15-20fps sectors and 1-8fps battles to 15-20fps battles and lotsa(round 60?)fps in sectors.

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