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

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mati140
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Post by mati140 » Sun, 1. Nov 15, 01:31

whyme wrote:Hi.
At first - my english is bad, sry for this.
Moonrat wrote:On the XRM / IEX / TCAP mix... the latest XRMi release has already merged IE/IEX into the XRM map file and so what I think is needed is a XRMi (TCAP) cat/dat file in place of (or superseding) my XRMi cat/dat. You have my permission to use XRMi as a base (with the appropriate credit to IEX and back link) and so in theory all you need to do is work out which sectors you want to include or exclude for TCAP... Obviously dropping sectors from XRMi is easy but if you need a "missing" sector's IEX loveliness try looking at what the XRMi TC map has for that.

Hope that helps... :)
Compability patch for XRM+IEX+TCAP

Download:
XRMi-TCAP

Install order:
01-04 Egosoft
05 IE
06 IEX
07 XRM 1
08 XRM 2
09 TCAP (from this topic)
10 XRMi-TCAP (from this post)

Notes:
- I used XRMi as base. Thanks Moonrat.
- New game required!
- For XRM 1.30d and TC 2.2 AP 3.1 only !!!
- Gamestarts from TCAP only.
- Changes on galaxy map you can see here.
- The "New Home" sector has moved (Mgrophiya on map).
- "Extra sectors" from TCAP disabled.
- you can do what you want with this files without my permission.
There are some problems with this... Even though I installed XRM no war script and disabled the XRM war at the start of the game, terrans and argons are still shooting each other, which makes the TC plots pretty much unplayable.

Maybe check what this guy did: http://forum.egosoft.com/viewtopic.php?t=353528 - from what I understand he integrated TCAP into XRM war (no war patch is was not necessary anymore) and even integrated the stock X3:AP campaign back into the game (XRM disables it by default as it conflicts with the XRM war).[/url]
Last edited by mati140 on Tue, 3. Nov 15, 23:06, edited 1 time in total.

AuGuR
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Post by AuGuR » Tue, 3. Nov 15, 19:48

mati140 wrote:
whyme wrote:Hi.
At first - my english is bad, sry for this.
Moonrat wrote:On the XRM / IEX / TCAP mix... the latest XRMi release has already merged IE/IEX into the XRM map file and so what I think is needed is a XRMi (TCAP) cat/dat file in place of (or superseding) my XRMi cat/dat. You have my permission to use XRMi as a base (with the appropriate credit to IEX and back link) and so in theory all you need to do is work out which sectors you want to include or exclude for TCAP... Obviously dropping sectors from XRMi is easy but if you need a "missing" sector's IEX loveliness try looking at what the XRMi TC map has for that.

Hope that helps... :)
Compability patch for XRM+IEX+TCAP

Download:
XRMi-TCAP

Install order:
01-04 Egosoft
05 IE
06 IEX
07 XRM 1
08 XRM 2
09 TCAP (from this topic)
10 XRMi-TCAP (from this post)

Notes:
- I used XRMi as base. Thanks Moonrat.
- New game required!
- For XRM 1.30d and TC 2.2 AP 3.1 only !!!
- Gamestarts from TCAP only.
- Changes on galaxy map you can see here.
- The "New Home" sector has moved (Mgrophiya on map).
- "Extra sectors" from TCAP disabled.
- you can do what you want with this files without my permission.
There are some problems with this... Even though I installed XRM no war script and disabled the XRM war at the start of the game, terrans and argons are still shooting each other, which makes the TC plots pretty much unplayable.

Maybe check what this guy did - from what I understand he integrated TCAP into XRM war (no war patch is was not necessary anymore) and even integrated the stock X3:AP campaign back into the game (XRM disables it by default as it conflicts with the XRM war).
Issue I'm having with that cat order is the names of the XRM-added systems reverted/changed to Unknown <map - position>. Not even sure which cat is doing this, except maybe the last on (obviously?) for XRMI-TCAP.

If anything, would I have to edit the map to get the names back or?

Dave Allen
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Joined: Fri, 17. Jun 05, 04:57
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Post by Dave Allen » Fri, 13. Nov 15, 04:19

I'm a newbie and creating my first installation.

I want to know if the latest version of this mod is compatible with the latest version of X-missions Reloaded (XM-R)? A friend brought up the possibility of a conflict because of the random quest acquisition mechanic in XM-R.

And I'm false patching both, so what should be the install order?

I am NOT using XRM.

Viliae
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Joined: Tue, 12. Apr 11, 22:12
x3tc

Post by Viliae » Fri, 13. Nov 15, 10:32

Hello
Dave Allen wrote:I'm a newbie and creating my first installation.

I want to know if the latest version of this mod is compatible with the latest version of X-missions Reloaded (XM-R)?(..)
No, it's not.

XM-R works (correctly) only with "Litcube Universe".

Dave Allen
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Joined: Fri, 17. Jun 05, 04:57
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Post by Dave Allen » Sat, 14. Nov 15, 03:36

Viliae wrote:Hello
Dave Allen wrote:I'm a newbie and creating my first installation.

I want to know if the latest version of this mod is compatible with the latest version of X-missions Reloaded (XM-R)?(..)
No, it's not.

XM-R works (correctly) only with "Litcube Universe".
But I would be OK if I went with it's parent mod - the original X-Missions?

fireanddream
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Joined: Sun, 13. Dec 15, 07:15
xr

Post by fireanddream » Sun, 3. Jan 16, 15:44

Awesome, I'm about to start AP and a LOT of people recommended playing TC plots in AP.

Couple of things I'll be really glad to know before starting a vanilla game with the mod:
1) Had a script altering the requirements of hub plot, would it work for the mod?

2) Now I can pay credits for microchips! Details to follow? I'd die to know where and how.

RomanRichter
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Post by RomanRichter » Fri, 12. Feb 16, 16:17

Many Thanks for this mod!

So mod is finished and fully stable at this moment? :)

SirNukes
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Post by SirNukes » Fri, 15. Apr 16, 10:12

I have been enjoying this mod, but I recently noticed an oddity with unfocused jumps. Apologies if this has already been mentioned earlier in the thread.

In the addon/director/3.08 Sector Management.xml file, it appears the code for spawning random special wares (engine tunings, rudder tunings, or phased array laser cannons) is missing. The relevant code in the unmodded game is in the 04 cat, at lines 248-265. I have copied those lines into this mod for my own game as a quick fix.

Also, I don't know if it is an issue, but I noticed the vanilla unfocused jump sector code has references to the Shady Business plot that are missing from this mod. And the vanilla script has much more elaborate code for picking sector graphics (lighting, suns, planets, etc.).

siddham
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Post by siddham » Fri, 15. Apr 16, 14:11

I wish I understood what you wrote
Does this code you say is missing have any serious impact on the game?
These random special wares you mention - do they spawn in vanilla TC?
What are these unfocused jumps?
Also according to the description on page one of this thread the Shady Business plots are in this mod ??

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X2-Illuminatus
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Post by X2-Illuminatus » Sat, 16. Apr 16, 12:45

siddham wrote:These random special wares you mention - do they spawn in vanilla TC?
No, they do not spawn in Vanilla TC. They were added with X3AP update 3.0 iirc, and allow you to find the mentioned wares with a very small chance in the UFJD sector. Thus allowing you to overtune your ships, or in case of the PAL, equip ships with that weapon. Apart from that they do not have any impact on the game.
siddham wrote:What are these unfocused jumps?
The Unfocussed Jump Drive (UFJD) is a special piece of equipment, which you get as a plot reward and which lets you jump to a special random generated sector. See also this FAQ article for reference.
siddham wrote:Also according to the description on page one of this thread the Shady Business plots are in this mod ??
The Shady Business Plot is part of the vanilla X3AP game, and a part of it plays within the UFJD sector. Hence why differences between the vanilla and mod version of said file mentioned by SirNukes may have an impact on the plot too.
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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.

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