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

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Vacuity
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Post by Vacuity » Mon, 30. Jul 12, 12:53

DrBullwinkle, thanks for the reply. I understand that there's a "game" in there in terms of managing reputation, and if this is how the vanilla game works then I apologise to Dillpickle for asking about it here, but OTAS telling me to shoot ships that will cause other OTAS military ships to go hostile to me and my property seems broken.

And is there anyway to kill off a target, get credit for it and *not* aggravate the in-sector police and military? Is ramming the only way? I've never touched the escorts on these missions, so if ramming isn't enough to stop local military capitals from getting angry, I'm going to have to give up on the corporations.

Put another way, losing race reputation is a reasonable trade off, having hostile police and military ships in every sector isn't; it makes any kind of remote property unusable/a big fat loss.

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DrBullwinkle
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Post by DrBullwinkle » Mon, 30. Jul 12, 12:57

As mentioned above, the Guide to the Corporations has more tips.

Also, try playing the game some more. Your assumption, that all is lost just because a ship turns hostile during a mission, is incorrect.

Vacuity
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Post by Vacuity » Mon, 30. Jul 12, 13:35

I've read the guide before, but I'm happy you brought it up; it doesn't seem to have any hints about how to kill targets without turning local sector forces hostile, only about how to reduce rep loss.

In fact rather curiously all the genuinely useful advice about the assassination missions seems to specifly pertain to "The Starting Missions - Targets for Assassination: Atreus, Strong Arms, & Duke's" (emphasis mine) and then states "These missions are slightly different to the usual Assassination missions given by the Corporations as the target will be of one of the main races as opposed to a Pirate." So why am I getting regular race marks for regular OTAS missions? According to the guide, I should be getting assigned pirate marks?

And I'm well aware that having a single sector's police and military ships isn't the end of the game, but it's certainly the end of my chip plant in Legend's Home, my silicon mine's chance of operating from the adjacent Unknown Sector, and the local traders I have operating from Aladna Hill and Akeela's Beacon are going to have to be reassigned somewhere else as they're going to be engaged every time they enter that sector at least for the forseeable future. This is a trade off for ~15% rep gain with OTAS and a 77K reward? That's not a game; that's shooting myself in the foot for tuppence. And every future assassination mission they and every other corporation assign will do the same thing?

Cormyr
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Post by Cormyr » Mon, 30. Jul 12, 14:42

DrBullwinkle wrote:That, too, is normal vanilla behavior. Most races will not allow you to enter their core systems until you have sufficient rep with that race.
My ATF rank is "Venus Access" - that should be the sufficient rank to enter Mars, isn't it?

PDouma39
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Post by PDouma39 » Mon, 30. Jul 12, 14:42

I have to agree concerning the rep. loss, I only did those when having a very high reputation with the most races. Just because some ships are not there in the Otas shipyard until you become at a certain level with the Otas HQ, does imo not justice to the rep. loss, but hey, its just a game:). But a beautifull one at that, and this mod makes it even more better.
Awareness in life is rewarded by many

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DrBullwinkle
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Post by DrBullwinkle » Mon, 30. Jul 12, 16:07

Vacuity wrote:I'm well aware that having a single sector's police and military ships [turn hostile] isn't the end of the game, but it's certainly the end of my chip plant in Legend's Home, [etc...]
No, it's not.

Play through... you will soon see that your rep changes quickly. Some of the damage ends when the mission is over. Most of the rest changes after a mission or two for the affected race.

If you create sector-specific hostilities, then learn to apologize for your "mistakes".

Also, specific ships can have their own hostility settings. If apologizing does not work, then try changing ships. If you have done too much damage in one of your ships, it may be better to sell it and buy a new one. Or you can use Super Script Killer Hotkey (SSK) (for captured/boarded ships) on a stolen ship to reset its hostility settings to neutral.

It's not that hard to fix rep damage. Just try it.

The only annoying thing is having to do it over and over again for some of the corporate missions. Whether or not you choose to do corporate missions is up to you. As PDouma39 points out, the rewards are not all that great. It is much much easier to steal a Sirokos than it is to "earn" one as a reward.
Vacuity wrote:why am I getting regular race marks for regular OTAS missions? According to the guide, I should be getting assigned pirate marks
That may be a change that dillpickle made. In his OP he says that the he made the target races "equal opportunities" in the corporate missions to make them less tedious.

Nevertheless, recovering from any rep damage resulting from a mission is pretty easy.



@Cormyr: Are you saying that you have Venus Access but the Terrans tell you to leave when you enter Mars? That would be unusual. If the only affected sector is Mars than your sector relations are probably messed up. Try apologizing or changing ships.

.

Vacuity
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Post by Vacuity » Mon, 30. Jul 12, 19:12

I appreciate you're trying to help, but at this point I am starting to feel that you haven't really paid attention to the details of my posts.

Firstly, at no point have I made any complaint about race reputation; the assassination mission in question only caused a minor hit to my reputation. It's simply a non-issue at this point.
DrBullwinkle wrote:Play through... you will soon see that your rep changes quickly. Some of the damage ends when the mission is over. Most of the rest changes after a mission or two for the affected race.
You're assuming an impatience that does not exist; I played through the mission three times and on all occasions the police ships attacked my station and the OTAS destroyer attempted to engage me, while firing missiles at other ships I had in-sector. If I left the sector, it simply chased after the other property, ships first, station next.
DrBullwinkle wrote:If you create sector-specific hostilities, then learn to apologize for your "mistakes".
I'll quote my first post on this subject
Vacuity wrote:the OTAS-owned destroyer to ... respond to my comm attempts with remarks about turning me into dust (or something along those lines)
This seems to clearly state that my attempts to comm the destroyer are being rebuffed; I am well aware of the apology option, I simply don't have that option available.
DrBullwinkle wrote:Also, specific ships can have their own hostility settings. If apologizing does not work, then try changing ships. If you have done too much damage in one of your ships, it may be better to sell it and buy a new one.
That's worth bearing in mind, but seems excessive for killing three M4s over the course of three missions, it also wouldn't provide an evident solution for stopping the destroyer and police ships from attacking my property in-sector; my chip plant, Kestrel and freighters are all quite innocent but are still getting attacked.

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DrBullwinkle
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Post by DrBullwinkle » Mon, 30. Jul 12, 20:53

If you have been unclear about your descriptions then something else may be going on, yes. However, my suggestion that you play through means to "finish your task, apologize to everyone you can, end the mission, then repair your reputation and apologize again, if necessary, and repeat until your reputation and sector relations are repaired."

Your descriptions suggest impatience: not just with our conversation, or with a single mission, but with the game itself.

If you have less than 100 hours of playing time invested, then more experience will give you the opportunity to learn better ways to play the game.

Other races will attack you based on your reputation, sector relations, or whether the ship has been flagged for targeting. Those are the ONLY reasons for main-race ships to attack your assets when there is no mission currently running.

Vacuity
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Post by Vacuity » Tue, 31. Jul 12, 11:07

My apologies once again for sounding impatient. As I stated; nearly every one of your replies has focused on the "problem" of race reputation, which I never mentioned as a problem, and apparently ignored my statement that comm attempts were flat out rebuffed (apparently twice now, as you are still talking about it in your last post). If you consider your advice in detail, the mission ends the moment the mark dies, which is also the moment the military and police ships IS go hostile. The reputation loss is not significant (still in the top rank both for Argon (sector owner) and Teladi (target pilot's race)), and the option to apologise isn't available. I've stated this information before, but you're still offering this as advice.

Between AP and this mod, Steam has logged over over 230 hours of playtime . If you add in time spent on X2, the total is probably easily three times that, so I don't think your second piece of advice is overly pertinent.

And finally, the whole point of my reporting here was that the behaviour from these missions neither matched the description of assassination missions in the guide nor my experience of the game thus far.

I would suggest that unless you have some new advice or I find some new information to add we both respectfully leave it be at this point as I have no particular desire to spam the thread further, repeating the same information and advice ad infinitum.

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DrBullwinkle
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Post by DrBullwinkle » Tue, 31. Jul 12, 14:18

Vacuity wrote:your replies has focused on the "problem" of race reputation
That is because reputation is what causes hostility (mostly).

Also, I have repeatedly suggested that you try playing the game as intended. You have not once reported an attempt to do so.

Suggestion: Learn how the game works, rather than complaining that it does not work the way you wish it would work.

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klaatu
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Post by klaatu » Thu, 9. Aug 12, 03:18

I'd love to try this mod, but the download appears corrupted. I've tried downloading it three times with 2 different browsers, and I end up with a corrupt zip file each time. I download other mods and zips without getting corruption all the time, but every time I download this I end up with a corrupt zip.
"It's so simple. No, wait--it's needlessly complex!"
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You need this!: Cargo Delivery Service

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DrBullwinkle
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Post by DrBullwinkle » Thu, 9. Aug 12, 03:41

klaatu wrote:the download appears corrupted.
You're downloading "t_conflict_1.1.zip"? Is it about 11.5 MB?

It works for me. Do you have scripts enabled for piroyle.co.uk?

(PS: "Hi" to Gort)

[ external image ]

[ external image ]

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klaatu
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Post by klaatu » Thu, 9. Aug 12, 04:02

Yes, scripts are enabled, and yes again, t_conflict_1.1.zip. I'm not exactly a newbie at this, with 30+ years computer experience, and managing an IT department for the last 15.

The download will not complete. It stops after anywhere from a few MB to almost 11. Depending on the browser and downloader I use I end up with a different size file. I've tried more than 10 times now without success. It doesn't help that the hosting site does not support resuming.

Is there perhaps an alternate download location? Or if someone would be so kind to email it to me, that would be wonderful. TIA
Last edited by klaatu on Thu, 9. Aug 12, 04:26, edited 1 time in total.
"It's so simple. No, wait--it's needlessly complex!"
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You need this!: Cargo Delivery Service

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DrBullwinkle
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Post by DrBullwinkle » Thu, 9. Aug 12, 04:10

klaatu wrote:I'm not exactly a newbie at this
I know. You are famous around here. That is part of the reason that I replied.

I don't know why I can download it but you cannot. Nevertheless, the file is on its way to you.

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klaatu
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Post by klaatu » Thu, 9. Aug 12, 04:26

Now you kidding me, funny man. :lol:

Thanks Dr. B. Got it in one. You're a gentleman and a scholar. Oh and thanks for your other scripts as well, especially upgrade kits; those are great. And I'll probably try the marine repair one this time too.

Now it's time to start over.
"It's so simple. No, wait--it's needlessly complex!"
- Homer Simpson
You need this!: Cargo Delivery Service

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DrBullwinkle
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Post by DrBullwinkle » Thu, 9. Aug 12, 04:59

klaatu wrote:Now you kidding me, funny man. :lol:
Klaatu, there are not many who are more famous than you and Gort. Not only did you star in one of the first space films ever, but you also wrote Cargo Delivery Service (CDS) which apparently inspired several other trade scripts. And let's not forget that you saved Earth in the process. ;)

And is it a coincidence that Cylons look so much like Gort? I don't think so!

I'm glad you like the scripts on my list, although I cannot take full credit for some of them. Upgrade Kits is LV's classic -- I just made it work with the current version of EMP (then I went on and extended it a bit). And Marine Repairs is Tatakau's classic hit (which I also enhanced). I volunteered to maintain a few scripts that deserved it (which did lead to some of my own creations).

I'm just happy to be able to help out a little, because I appreciate the tremendous efforts that others have invested over the years.

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TTD
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Post by TTD » Mon, 13. Aug 12, 12:56

Have played for about one game day.

Got to the Split sector that you moved ,which connects to Twisted skies.

There are hundreds of fighters there !!!!

I had been wondering why my game was running slow ,when I had not built anything yet and have less than a dozen ships of my own.

Any help ?


Edit...

No suns and No civs does not seem to work with this.
No rocks ,500km comm range and Friendly Pirates works ok
i64man wrote:
Dillpickle, If I understood right, the war is disable on this mod. I was just wondering wouldn't be possible to create a condition to activate the war and do the plots from AP after say the completion of the balance of power plot from TC.


There may be a way to activate the war, I'm still looking into that, but once it's on that'll probably be it - no going back.
I am still looking at adding the AP plot when I get some spare time, but the other two are superfluous, as the TC Hub and PHQ plots are there.
The whole reason for me to use this mod is to get rid of the war zones.
If you reactivate it,please just make it an option.
The main CW plot does have some nice rewards.

However ,if we play the TC plots,we will already have the Hub/UFJD along with a PHQ.
So the mini plots are not really needed.

Also the Terran Plot in AP has a ship or two and the Terran PHQ which are worth having.
Once again,we already have the Hub/UFJD.

Thanks for all the work you have put into this so far. :D

dillpickle
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Post by dillpickle » Wed, 15. Aug 12, 23:49

TTD wrote:Have played for about one game day.

Got to the Split sector that you moved ,which connects to Twisted skies.

There are hundreds of fighters there !!!!

I had been wondering why my game was running slow ,when I had not built anything yet and have less than a dozen ships of my own.

Any help ?
Not sure what's going on there, not had it happen to me. Are they all one race or random races?
TTD wrote:No suns and No civs does not seem to work with this.
No rocks ,500km comm range and Friendly Pirates works ok
Which no civs are you using? The only ones I could find were for TC - 1.3 and 2.5 (now at 3.2b) - could this be causing your problem?
TTD wrote:The whole reason for me to use this mod is to get rid of the war zones.
If you reactivate it,please just make it an option.
The main CW plot does have some nice rewards.

However ,if we play the TC plots,we will already have the Hub/UFJD along with a PHQ.
So the mini plots are not really needed.

Also the Terran Plot in AP has a ship or two and the Terran PHQ which are worth having.
Once again,we already have the Hub/UFJD.

Thanks for all the work you have put into this so far. :D
I doubt I will be doing anything with the war zone as it is proving too difficult to control - I have a mostly working version (last time I looked...) of the main AP plot for the the duration of which the Terrans and Argons will be enemy to each other as will the Terrans to the player. The new 2.5 plot... I know Steam downloaded it, but I just haven't had time to play it yet... :cry:

In any case when I do add them they will be separate to the main stuff so the individual can choose whether to uset them.

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DrBullwinkle
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Post by DrBullwinkle » Wed, 15. Aug 12, 23:57

dillpickle wrote:I doubt I will be doing anything with the war zone as it is proving too difficult to control - I have a mostly working version (last time I looked...) of the main AP plot for the the duration of which the Terrans and Argons will be enemy to each other as will the Terrans to the player.
Perfect.

The never-ending war is more annoyance than challenge. Disabling it seems to be the right approach.

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TTD
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Post by TTD » Thu, 16. Aug 12, 22:47

They are all Split Mambas and Jaguars etc

...

Will check version of script.
You could be right
If you hear nothing back then i am either living with suns or I have found the right script

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