AP Community Project [Released]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Post Reply
User avatar
Killjaeden
Posts: 5185
Joined: Sun, 3. Sep 06, 18:19
x3tc

Post by Killjaeden » Sat, 6. Oct 12, 23:23

What are CP mods? But, yes, that's what I have been trying to say. Make an effort to maintain compatibility, as long as it does not interfere with the goals of the project. [...]The final battle in Operation Final Fury was pretty good, too.
CP mods= Cockpit mods. I've been trying to say the same, apparently not well enough. I don't think anybody intended to make things incompatible on purpose ;)
Khaak are gone in AP, so that plot wouldn't make sense. According to Ketraar ES has removed alot of stuff dealing with them, jobs and certain entries and who knows what else. That's why reintroducing Khaak without flashback might be difficult from a technical point of view and (maybe?) story point of view.

An idea that creeped into my head:
What if the player could register his own company (officially)? You have to register at a teladi company thingy, but you have to do them favors first ( stuff like fetch missions or some such - possibilities to include tutorials). Or bribe them if you want to skip the favormission part.
After this you official own a company.



Ideas for possibilities as company:
-Maybe have Company ranks (like Trading rank)
-Maybe add in, what kind of products your company is specialised in to this registration. E.g. Food, Energy, Tech Wares,Missiles,... . If you want to add product categories you have to pay a little extra fee to the teladi registration office :teladi: :)
-Do something with the stock exchange?
-Get the possibility to buy a Company Headquarter (one of those ring stations) if your company rank is high enough.
-Get Delivery missions from companies or races, where you have to deliver large quantities of a product /products to a company HQ or EQD/SY/TD/MO, depending on your company rank. First you get missions from other companies, after that you get missions from races that you have a good standing with. The higher the company rank the bigger the quantities that might be demanded. Each mission increases company rank.
With high company rank and race relation you might get a mission to deliver 100 Particle Accelerator Cannons to an Argon EQD for example.
Maybe with time limit as well- maybe 10h (ballpark figure) for those PAC's , if you make it in time you get a bonus, if not it's just standard price. Basically a possibility/market for large quantities of goods that nobody would need otherwise.

Instead of offering them at stations ,those missions could come up occasionally as "pop up" and you have a certain timeframe to decide if you want to/can do them. The products demanded are based on the product type you registered at the teladi company
Image
XTC Mod Team Veteran. My current work:
Image

User avatar
EmperorJon
Posts: 7178
Joined: Mon, 29. Dec 08, 21:58
x3tc

Post by EmperorJon » Sun, 7. Oct 12, 00:22

Hey, stop using up all the company ideas, I need them for my stuff!

(*Starts writing down things he hadn't though of.*)
______
I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
______

User avatar
jack775544
Posts: 1118
Joined: Tue, 13. Dec 11, 09:27
x4

Post by jack775544 » Sun, 7. Oct 12, 01:03

I do like the idea of a war plot between the commonwealth races. An outline for Argon vs Paranid could be:

Part 1:
The Paranid have noticed that with more and more Argon ships being diverted to the war effort, it would be an ideal time for the Paranid to attack Argon space. To help further this end the Paranid decide to make an alliance with the Terrans. Knowing that the Argon would look suspiciously on a Paranid ship trying to get though their blockade, they employ an independent spacer (you) to reach Earth to meet a Terran Representitive.

Part 2:
To help faciliitate a secure form communications between the Terrans and the Paranid you have been requested by the Terran representative to hack several Argon communication satellites (Advanced Satellites) so the Terrans can not only safely talk to the Paranid but also intercept Argon communications (The hacking will be pretty much the same as the hack pirate station part of the TC Terran plot). The Terrans will give you the location of the first satellite but you will need to find the location of the other ones. To do this you can access the a garbled version of the messages that are sent through them and these messages shall have hints to where the next satellite is hidden. On the last satellite on some desolated (Nyana's Hideout?) sector the Argon shall see you trying to hack the satellite and you have to destroy the patrol. One of the patrol go to a nearby Argon station to report your actions. If you can stop him you don't take rep loss, if he makes it you do. Once you finish hacking the last satellite then you will be told to report back to your Paranid employers.

Part 3
If the patrol craft that tried to report back succeeded or if you have low rep with the Argon anyway:
your Paranid employer will tell you to join up with the main paranid fleet in Sacred Relic, where the Paranid fleet will try start to begin their attack on the Military Bases in Argon Sector M148. Your job will be to escort a TP filled with Marines to one of the bases while the combined Terran and Paranid fleets distract the Argon defenders. When the TP reaches the base they shall plant explosives and then depart on a Griffon that they were able to capture. The military bases shall explode (there was a team on the other base as well), and the fleets shall depart having crippled the Argon war effort. You shall then be given the captured Griffon as a reward for helping the Terrans and Paranid.

If the patrol craft failed:
You will be told to infiltrate the Argon Military Base and place a virus that shall shut down the automated defences in the sector (Lasertowers and OWPs). **There should be some interactive way of hacking the base, like suduko from ANH**. As a result of these hacks you were able to take contol of a docked Griffon. You will then depart the station while the Paranid and Terrans lauch an attack on the bases. When they are destroyed the fleets shall depart and you will be told to keep the captured Griffon as a reward.

Thoughts? All of that can be subject to change.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.

User avatar
EmperorJon
Posts: 7178
Joined: Mon, 29. Dec 08, 21:58
x3tc

Post by EmperorJon » Sun, 7. Oct 12, 01:12

I think I more prefer the idea of the Split being aggressive against the Boron, or even better, the other way round! The Boron have always been a bit neglected, why not make them try to reclaim the space the Split stole in a massive war when the Split least expect it, and the Argon and such have to sort of hold them back... and things could get quite nasty.
______
I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
______

User avatar
apricotslice
Posts: 13737
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Sun, 7. Oct 12, 04:40

From the point of view of maximum usability and findability, if we aim for something that Egosoft will sign and put into the bonus pack, more people are likely to find it and use it in their games.

If Egosoft wont sign it, then the number who will use it drops significantly.

Hence it seems a good idea to stay as vanilla and canon as possible, so that Egosoft will choose to run with it.

I like the idea of a mixed tutorial that leads to the player registering a corporation and placing their PHQ. I'm a firm beleiver in encouraging people to have an ingame entity at the corporate level. If the plot actually gets them to do one, it cn encourage them to think about what they like in the game and how they see the way they play as a corporate entity.

Once thats done, its really possible to introduce characters to join the organisation, who provide mission suggestions, advice and comic relief.

User avatar
eldyranx3
Posts: 2146
Joined: Sat, 14. Jan 06, 22:29
x3tc

Post by eldyranx3 » Sun, 7. Oct 12, 05:14

Killjaeden wrote:- Maybe have Company ranks (like Trading rank)
- Maybe add in, what kind of products your company is specialized in to this registration. E.g. Food, Energy, Tech Wares,Missiles,... . If you want to add product categories you have to pay a little extra fee to the teladi registration office.
- Do something with the stock exchange?
I think these are excellent ideas to add immersion, and we should be able to replicate using existing Script/MD commands (not sure how the stock exchange works though TBH) I know it has been implied that competing Corporations instead of Races will be future X-conflicts. To our story developers, are there any elements of the X-Encyclopedia that we could tie back into this player corporation element? It'd be great to tie player accomplishments to this dawning of X:R.
Killjaeden wrote:-Get the possibility to buy a Company Headquarter (one of those ring stations) if your company rank is high enough.
Would this replace the PHQ? Or is this where we could we 'buy/lease' the Unknown Sector?

eMYNOCK
Moderator (DevNet)
Moderator (DevNet)
Posts: 2043
Joined: Thu, 21. Aug 03, 10:37
x4

Post by eMYNOCK » Sun, 7. Oct 12, 10:59

eldyranx3 wrote: Would this replace the PHQ? Or is this where we could we 'buy/lease' the Unknown Sector?


Nah! Company HQs are not similar to the PlayerHQ, they are just Trading Stations / Equipment Docks with a much different design.

I would say they are prestige Objects for very succsessful Players or a nice gift for high Rank Company Supporter. :roll:

To claim an Unknown Sector i would suggest to do something special or have... hmm... much money. :D

cheers

*** Translated by Google Translate
For my Steam Workshop, klick below:
Image

User avatar
Killjaeden
Posts: 5185
Joined: Sun, 3. Sep 06, 18:19
x3tc

Post by Killjaeden » Sun, 7. Oct 12, 12:08

Company HQs are not similar to the PlayerHQ, they are just Trading Stations / Equipment Docks with a much different design.
A new entry can be made, so that it works like a HQ (but doesn't replace it) - maybe without the ship production capability. EQD's are not very usefull because of their very limited storage space.
Only problem would be that the blue print mission only adds blue prints to the most recently placed HQ type station.
Image
XTC Mod Team Veteran. My current work:
Image

User avatar
jack775544
Posts: 1118
Joined: Tue, 13. Dec 11, 09:27
x4

Post by jack775544 » Sun, 7. Oct 12, 12:18

Also if you have more than one HQ capable of ship production the blueprints any scripts (or MD i'm presuming) will omy get added to the last built HQ. However ships that are reverse engineered are added to the correct HQ. but it would be nice to have a player owned 'repair dock' where you could repair your ships the same you would in a HQ.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.

eMYNOCK
Moderator (DevNet)
Moderator (DevNet)
Posts: 2043
Joined: Thu, 21. Aug 03, 10:37
x4

Post by eMYNOCK » Sun, 7. Oct 12, 13:54

Killjaeden wrote:
Company HQs are not similar to the PlayerHQ, they are just Trading Stations / Equipment Docks with a much different design.
A new entry can be made, so that it works like a HQ (but doesn't replace it) - maybe without the ship production capability. EQD's are not very usefull because of their very limited storage space.
Only problem would be that the blue print mission only adds blue prints to the most recently placed HQ type station.
For that reason we could pick up this idea from Saetan.

I'm not really sure how the replacement routine works but the enhanced EQD are in fact real HQs without production, spray shop or repair cycle.


*** Translated by Google Translate
For my Steam Workshop, klick below:
Image

User avatar
ConCorDian
Posts: 1521
Joined: Wed, 15. Jun 11, 21:12
x3tc

Post by ConCorDian » Sun, 7. Oct 12, 14:22

i got a wishlist for you:

ships:
all races get own M2+ and perhaps fast M2 (re re balance Boreas for role)

M1+ class, capible of carrying a handful of M8's as well as fighters.

all races get 6 types of M7: (first 3 for pirates)
Attack M7 like a Tiger or Thresher with forward firing heavy weapons
Flak Frigate like Cerberus
Carrier Frigate like Ariadne and Panther
Functional Drone Carriers - obviously with functional drones
Missile Frigate (kinda already covered although Terrans could use one)
Tender Frigate: capible of carrying numerous repair lasers and capible of automated repair of large vessels like captured M7-M1 in a reasonable time

4 types of M6's:
Attack M6 (heavy hydra, Heavy Centaur) fast enough to intercept caps in groups and hold till heavy guns get there, but out done by fighters
anti fighter Corvette (Centaur, Dragon) with upto 4-6 turrets in each direction but only capible of fighter based weapons (argon would be like PRG's, Pac's etc)
military Patrol Corvette (Hype), strong sheilds, decent weapons loadout and capible of carrying a small wing of fighters (3-4 fighters)
Yaught (TLS) a very basic combat ship, probably outdone by heavy fighters in attack power, but powerful sheilds, big cargohold... and fast, good for a player to cruise about in and just jump from area to area to tend to his corporation

Fighters:
make a clearer definition between the subclasses of fighters... a raider less attacking punch but clearly faster than the normal.
fighters cant jump.... except M3+ and M4+ which would be Military only purchases, putting more power in the hands of Carriers, which have been losing their place a bit since the introduction of M2+'s
make M4's the main-stay fighter of the corporations and militaries, as well as better fo Player to buy, in other words make M3's more expensive than their worth. and make the M7 classes the mainstay combat ships... very few super heavy ships like M2's/M1's but when they do enter they are far more powerful than their M7 counterparts.



Stations:
each race has their Own PHQ in their design style.. but PHQ's wont be able to build/RE/scrap M7-M1 classes or TL's
Player Purchasable Shipyards... capible of REing building and scrapping the classes PHQ's cant...
Player Purchasable Fighter Yards... basically can do the same as the PHQ by building fighters, corvettes and freighers/Bombers
Player Repair Yards... repairs ships by burning resources (same as PHq)
Storage Depot... cant trade with other races but capible of docking frieghters and TL's etc... and capible of holding massive amounts of resources...

stations that can produce Cargo/Rudder/Engine Tunings which can then be transported to your shipyards/EQd's/PHq's/repair stations for install onto your own vessels.... or sold to NPC versions (tunings would become a buildable and tradable ware and wont automatically be avalable at all stations all the time)
buildable ship upgrades, like jumpdrives, trade command software etc... they would be very expensive to build the stations for what profits they would make but would allow the player to be standalone in late game.
NPC's would need resources to build fighters and so on as well as the player... meaning more places for various resources to be sold and burned... also means if you want those ships you need might need to help out a little. in effect turning fighters into a producable ware as such until sold in at which time the fighter is spawned at the NPC shipyard.
buildable "missing" weapons labs... things like PBG's IBL's PBC's PALC's RL's all these kinds of things... main races use them so why not make them themselves... and sell us the factories.



General stuff:
rebalancing the ships and so on... make the powerful ship truly powerful but rare to be seen, make sheilds more powerful, to drag out fights... harder to bring down a ship. that sort of stuff. bringing down a Megalodon should be a big task unless your sitting in an equivelent ship, but fighters shouldnt just drop like flys they will last but just take a lot longer to bring a ship down.
repricing ships and stations... if say an M5 was to cost 1Mil for basic model, make M4's 2.5mil.... and have things like frigates into the 100 mil range, you get the idea... again make buying that first big cap ship a real achievement!! same with stations... stations can make you a fortune, but you can buy numerous stations for the price of a fighter? make them 10's of millions to start off... youll see your investment back but not in a matter of a day or so... that way if you have a massive corporation then you really have worked to get it!!

multi threaded reputations with races.... each race should be made up of multiple reputations.... for example:
Argon Rep, Argon Military Rep, OTAS Rep, etc etc.... yes one will slightly impact the others but you wont be able to get max Argon Rep by just working for OTAS... and if you want to buy say a Colossus youll need to be very high up in the Argon Military Rep... but for a boreas youd need to be very high up in the Otas rep.... trading stations and equipment docks would be government based and would require Argon rep but Shipyards and weapon plants and so on would fall under Argon Military so youd need max with them to buy them....meaning to play an Argon game only youd still have numerous reps to work to get everything

more sectors, primarily a cluster of sectors with the various resources that the player could take control of (maybe 6-9 sectors) to set up your own empire... but maybe the Khaak or Xenon have posession of them and a you need to clear them out first!!
more weapons, have race specific frigate weapons and so on... then have perhaps a single upgrade, for each race.... so if you bought a Cerberus it would only be able to fit Argon weapons.... but if you bought the Split weapon Compatibility upgrade from the Split you could then fit Split weapons to the ship.... same for other races.... there would be no Terran Compatibility but Terran ships with the correct rep could buy the other races!!

fix the issues with docking for vessels.... i hate docking with Hypes, SB's, Megalodons etc because i know 9 time of of 10 im going to blow up when i undock!!

think that will do me for now... i do have some plot and story idea's to pull most of what ive wrote in, and if you would like some stories and plot ideas id be more than will to write them up for you, but im no modder or scripter so i cant do anything with them.

CCDn
find me on Steam
check out Roguey's Wiki - still under development

UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 13947
Joined: Sun, 20. Nov 05, 23:45
x4

Post by UniTrader » Sun, 7. Oct 12, 14:55

this is planned as a small addition to the Game, not a complete rewrite and rebalancing :roll:

User avatar
Killjaeden
Posts: 5185
Joined: Sun, 3. Sep 06, 18:19
x3tc

Post by Killjaeden » Sun, 7. Oct 12, 14:55

You are basically suggestion a total conversion of TC, which is not going to happen.
Image
XTC Mod Team Veteran. My current work:
Image

Unbekanntes Feindschiff
Posts: 566
Joined: Wed, 4. Feb 09, 18:30
x4

Post by Unbekanntes Feindschiff » Sun, 7. Oct 12, 15:06

I like jack775544's plot idea. This plot makes sense in the background story and is playable for both terran and commonwealth players.
HGN

User avatar
KilleRTidE
Posts: 276
Joined: Tue, 10. Apr 07, 18:47

Post by KilleRTidE » Sun, 7. Oct 12, 15:26

If you need a model maker, I'm here for you guys.

I am a bit ( by bit i mean alot :oops: ) rusty, I haven't placed a ship in game since X3 Reunion so, I may need a bit of time to catch up but if you guys have any ideas, shoot and I'll get them going.

I also have alot of ships and guns/turrets made, so ready to go if everyone likes them.
Image

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”