[TC] New Home Plot Walkthrough

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Spychotic
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[TC] New Home Plot Walkthrough

Post by Spychotic » Thu, 29. Apr 10, 16:16

New Home Plot Walkthrough

This walkthrough is mostly spoilered, so that if people get caught on the common sticking-points they can read it without spoiling the story for themselves.

However, it is not expected that the replies will be spoilered, so don't read beyond the first post if you are stuck but don't want to know the plot!

Several mods are known to cause some problems with this plotline. All mods not updated for 2.6 are suspect and even if they have there's still no guarantee that they're compatible. If you have a plotline problem with a modded game, you are requested to go to S&M and ask which mods might be the culprit, and then ask in that mod's forum thread for possible solutions.

This plotline is characterised by long strings of triggers, and it has been found by experiment that sections of this Plot are quite unstable and prone to failing in ways which (presently) remain unexplained. Although everything will probably be fine, it is suggested that you save often and under different save files whilst conducting plot related missions.

Thanks to all those who have contributed below. We now begin.

Chapter 1; Freedom's Reach

The plot begins when you are between 2 and 6 sectors away from Danna's Chance, after you've completed the Terran and Goner plots. You'll get a message to respond to.

You can tell them that you're busy; the mission will disappear for 30 minutes and will reappear the next time you get within the right range of Danna's Chance. However as of 2.6, it seems that if you do this, then every time the plot start message is triggered the game will duplicate all of the plot critical ships that it adds at the start. It is recommended by myself that you accept the first time and complete the first mission; it is not hard or particularly time consuming if you have more than 5 million Credits and will leave you at a point where you can forget about it indefinitely without being bothered by a message every 30 minutes.

I believe that as of V3.0, the repeated spawns problem has been rectified.

Anyway, to the message;
Spoiler
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You get a message from a guy named Jeff Marxon, who is in Danna's Chance chasing down a Terraformer CPU ship. It's heading for Freedom's Reach with the apparent intention of blowing the Teladi Trading Station there to smithereens; you will need to get your mitts on a TM to go save the hapless souls onboard. This TM also requires at least one docked fighter as a mission requirement (though it doesn't have to be used). The recommendation is that you also stock a few missiles that can deal with M5s and M4s, along with a Docking Computer. When you arrive in Danna's Chance, the CPU ship jumps out. Time to get in your TM if you're not already in it.

The CPU ship is now blocking the gate on the other side. If you try to jump through to Freedom's Reach using the sector gates, you WILL die, whether you fly through the South gate of Danna's Chance or use your jumpdrive. You can't even use escorts, as they'll be automatically blown to bits by the CPU ship's influence. You have to use the UFJD to get past, beginning anywhere other than Freedom's Reach...
The UFJD usage is not normal. You're used to it taking you to a randomly generated sector before dumping you back where you started (or occasionally, in the middle of a random known sector). In this plot, it can do something else; dump you in a predetermined place. It takes between three and six jumps to get to the right place at this part of the plotline, and as I said before, it's the only way of getting to your destination without being blown to pieces.
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The 'right place' for me was 108km ventrally from the trading station in Freedom's Reach. The exact location might be different for you, but it seems that it is always a range of 108 km.

The station is under attack by a few fighters but unless you're flying an Aran then you'll get there in plenty of time to save it, especially since the station is invulnerable. The tricky bit is getting there before there are too many fighters for you to deal with. I did it in a Chokaro, and didn't even need to launch the fighters I had docked. It is possible (if you leave the TM out of range) to take a docked fighter and blow the attacking fighters up that way, but as more fighters will arrive from the CPU ship in time, speed is of the essence and the Chokaro has enough killing power to take down the fighters, as do several other popular TMs. Stay with the station, don't go chasing off after the cloud of fighters surrounding the CPU ship, you don't get points for blowing those to bits. Keep your reticle on the eight or so fighters swarming the station for a quick conclusion to the mission.

Be very wary of accidentally hitting the station with your turret fire. It's game over if you do. The missiles that you were instructed to bring can be used to pick off the attacking fighters without accidentally landing PAC fire on the Trading Station.

Repeated bug here; If you have a large complex or presence in Freedom's Reach before beginning the mission, then collision avoidance algorithms can dump the CPU ship right on top of the Trading Station. If this happens, reload and hope it finds somewhere different the next time you jump in.

Once you've destroyed three of the attacking fighters, and after a time limit, you'll get a message to dock with the station. If you're flying a fighter around, then DON'T just call in the TM. The CPU ship is transmitting some sort of virus on the comm bands that causes ship systems to fail; any ship not player-piloted will blow up if it gets too close to the CPU ship. You have to fly back out of range and transfer to the TM by docking. When you are ready to dock with the station, make sure that you have enough cargo space for the 100-odd passengers, as it seems that glitches can (but not always do) occur if you don't. You need almost 600 cargo units worth; you'll get the civvies transferred (and you'll be given a free CLS if you didn't already have one) and then you just need to jump back to Elena's Fortune using standard jump and dock at the Military Outpost. As of later varsions it will give you the Energy Cells if you don't have enough. Section complete.

Second common bug; The passengers do not always appear in the cargo list. Nevertheless, if the mission guidance points you to Elena's Fortune, go there and the mission should complete successfully.

Now dump that TM and get in something quick.
Chapter 2; Going Fishing

You can break from the plot here if you like, and come back to it later.
Spoiler
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Now, that gobbledegook message that you got has piqued your curiosity. Apparently. Frankly, I'd rather turn and run from massed malfunctioning Terraformers, but apparently the plot assumes more bravado than brains. Ho hum. Apparently, this CPU ship's designation is #cafe.

We're looking for a Boron scientist, Bola Hi, who is in Queen's Retribution. He's supposed to be on the shipyard, but when you get there, he's out on a research mission in the Aldrin system. So begins the long hunt.

When you get to Aldrin, you need to make your way right round the rock to the correct Aldrin station (whichever one has the book symbol; it's random). The Trans-Orbital Accelerators make things quicker. A Kestrel makes things even quicker still, but it helps if the thing has a jumpdrive and a couple of E-cells as you'll be going all around this blasted asteroid.

When you get to the Ship Production Base, the chief engineer has never even HEARD of the Boron. He directs you back to the Unknown Base right next to the TOA by which you entered the sector...

:evil:

When you get here, dock, and you'll be able to talk to the USC professor Ketraar, who puts you in contact with the Boron scientist. After a short wait, you get another message telling you that they've decoded enough of the message to send you on your way again...
Chapter 3; Several Light-years from the Arse End of Nowhere

Oh, wonderful. MORE UFJD jumps. At the rate I'm going, my Hyperion won't have any systems left by the time I find this thing we're looking for... Particularly since it takes several Jumps to find the right sector. Just keep going until you get there, you will get there eventually and you'll know it when you do.

You'll need a Cargo Lifesupport System before you continue.

You can break from the plot before starting this, as the next bit isn't initiated until you start using the UFJD. Just remember that if you do want to use the UFJD for something, you're going to initiate the plotline again...
Spoiler
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'This thing we're looking for' being the #cafe's sister ship, the #efaa. #cafe is apparently struggling with the virus that turns Terraformers into Xenon. Hence the distress call. #efaa made contact with the Boron a long time ago and they've been hiding it ever since, despite the fact that its partner #deff blew Black Hole Sun to bits. #efaa might be able to help #cafe, and you've got to find it an ask it politely to do so. Hoping that it doesn't marmalise you in the process.

Keep UFJDing until you get a message telling you your jumpdrive just failed (deja-vu here... :roll: ... last guy who this happened to ended up... WAIT A MINUTE!!!!??? :o ). You're now in the right sector. Rather permanently, it seems. You cruise to some ship debris indicated by your HUD and from there, #efaa appears. Go up to her, and she decides that you're hostile. Your ship computer will briefly malfunction. After some convincing (the bottom of the two responses is the one you want), #efaa accepts that you mean no harm and demands control of your ship computer...

Ordinarily, I'm not that stupid. But, it doesn't seem that we've got much of a choice, do we? There's an 8 minute wait whilst #efaa accesses your ship computer and reconfigures your jumpdrive.
Chapter 4; Codebreaking
Spoiler
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Yep. I mean that.

#efaa takes us back to Freedom's Reach, and tells us to fly up to #cafe. We have to break #cafe's firewall, and to do that requires codebreaking!

We also get an annonymous message from what appears to be a Martin Winters wannabe...
This section of the Plot is the least stable of the X plotlines and is prone to fall prey to bugs. The chances are still small, but to potentially save yourself some hassle, do your best not to do anything surprising here.
Spoiler
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Get within comms range of #cafe, and come to a full stop. Make sure you're at a full stop too, as if you drift out of comms range you'll hate yourself.

First, you've got to break a 4-digit code. It isn't too hard, as it tells you how many of the 4 digits are right (green), wrong (red), and in the wrong place (yellow). Problem is, it changes if you take too many tries or abort the attempt. You've got quite a few though, I've taken 11 in one attempt without being booted out. Here (link) is Roger L.S. Griffiths' contribution to helping you solve this one.

Next there's a Sudoku puzzle to solve... or get a sudoku solver to do for you! Inputting the data takes bloody ages, take your time and make sure that you get it right! If you don't have a window (seems to be a common bug), make sure that you're in comms range and then comm the #cafe. If that doesn't work, fly away from it and approach again.

Stage 3 involves putting a password into the mainframe. The password is #cafe's code then #efaa's code appended; USCWintersalpha_omegaUSCMarteen_earth_plus.omega
#efaa gives you her code, you get #cafe's from the garbled messages that you'd recieved when she was malfunctioning in chapter 1. Another bug here, particularly in non-English language versions, is that the correct password sometimes does not compute correctly for a reason not presently determined. Check that you've got it correct, as X does not take kindly to double letters in input strings so you might be missing the odd letter.

With this, #cafe stops its murderous rampage and it's time for a new mission. Get ready...
Chapter 5; From Galactic Hero to Galactic Cabbie
Spoiler
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#cafe drops an astronaut in space. Move in and pick him up; you will need a Cargo Lifesupport System. Apparently, he's the one responsible for this mess. You have to take him first to Danna's Chance, then to Elena's Fortune and dock at the Military Outpost.

There, you pick up the Teladi station owner and have to taxi him back to Freedom's Reach, where he discusses your payment... Don't read the next spoiler if you don't want to know what it is.
Spoiler
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Your very own sector. All yours!... but you're going to pay through the nose for it. You first have to find a Paranid who will complete the paperwork for a modest fee of about 390 million Credits, paid in two parts (56M to the Teladi and 333M to the Paranid paper-pusher). You can leave this bit if you're low on cash, but I can't guarantee that the station that the paranid is on won't get blasted by a rampaging Pirate hoarde whilst you're waiting. Probably not as it's plot-critical and they're usually invulnerable, but I still can't guarantee it.

Once you've paid up, your sector is spawned; it's north of the Unknown Sector that is east of Zyarth's Dominion. You get to choose its name from a list, and that determines some of the sector aesthetics as well as what resources are available (it's roughly the same for each Sector though, <see link>, so it doesn't really matter). It has 'roids and it's off the beaten path; good for building a factory complex.
And that's the New Home plot complete!
Last edited by Spychotic on Sat, 10. Sep 11, 18:11, edited 39 times in total.
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Post by Deadbeat_Spinn » Thu, 29. Apr 10, 16:32

:thumb_up: :D :thumb_up:

I have the feeling this will help quite a few people considering how many threads have been created pertaining to the "A New Home" plot since 2.6 got released.

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Post by Forked » Thu, 29. Apr 10, 16:42

Thank you :)

Always good to have a place to look something up if you're completely stuck yourself.
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Post by Infekted » Thu, 29. Apr 10, 17:07

Few things.
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1. Yes you can hop from your TM into a fighter and burn on ahead to deal with the station attackers, as that is what I did. When I did it, the stations shields were already at 50% so I pretty much had to run in quick. They were almost down by the time I'd killed all the attackers.
You might want to advice people not to stray too near that big CPU ship, as you WILL die.
2. There are 91 passengers. At 6 cargo units each you need 546 free space. You can sell spare energy to the trading station to create space without a problem. Incidentally I forgot to put cargo life support to my TM, but they gave it to me for free.
3. When I had to go to the shipyard in Aldrin, it was the southern most shipyuard, so maybe its random? Regardless the guidance should take care of that.

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Post by Ketraar » Thu, 29. Apr 10, 17:15

Infekted wrote:it was the southern most shipyuard, so maybe its random? Regardless the guidance should take care of that.
Yes its random, and no there is no guidance in that section. It would beat the logic of "search". ;-)

If you take the time to properly read the IMs you get ingame, you should have no trouble passing any stage of this plot. The story should also be nice, specially if you read the Books. :-)

MFG

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Post by Infekted » Thu, 29. Apr 10, 18:08

Ketraar wrote:
Infekted wrote:it was the southern most shipyuard, so maybe its random? Regardless the guidance should take care of that.
Yes its random, and no there is no guidance in that section. It would beat the logic of "search". ;-)

If you take the time to properly read the IMs you get ingame, you should have no trouble passing any stage of this plot. The story should also be nice, specially if you read the Books. :-)

MFG

Ketraar
It was the big blue book symbol that did it for me :D

I have not read the books but I am loving the story. Well cool, big thumbs up! =]

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Post by XanII » Thu, 29. Apr 10, 20:58

Having problems leaving the TM. Maybe i'll reload the save when im really far away.
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Post by XanII » Thu, 29. Apr 10, 21:23

Nevermind that. i can leave the TM to fight when im far away from the station. but the opposition is quite nasty. And there appears to be some kind of timer before the invitation to land comes? any attempts to just land and be on your way goes snafu.

Oh well, where's the XML for this mission?
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Post by Cayo124 » Thu, 29. Apr 10, 22:07

good to know there is not much difference between sectors

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Post by AjRyder » Thu, 29. Apr 10, 22:30

The jumping in and out is impossible :evil:

Its jumping me back in the same place ALL THE TIME!!!! :headbang:
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Post by Retiredman » Thu, 29. Apr 10, 22:56

Just keep jumping and grab the free e-cell in the uf sectors.

My issue is I can't communicate with the cefa ship.
it just ignores me.
I have flown around the ship.. stopped and tried to comm it to no avail.
Is there a sweet spot where you need to be at.
I even manuevered between the spline at the front and it was a nogo.

Do you have to use the same TM class ship you used to resuced or the modified ship that you met the efaa ship with?
I have been under 1km from the target point and comm range is 25?

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Post by AjRyder » Thu, 29. Apr 10, 23:02

Retiredman wrote:Just keep jumping and grab the free e-cell in the uf sectors.

My issue is I can't communicate with the cefa ship.
it just ignores me.
I have flown around the ship.. stopped and tried to comm it to no avail.
Is there a sweet spot where you need to be at.
I even manuevered between the spline at the front and it was a nogo.

Do you have to use the same TM class ship you used to resuced or the modified ship that you met the efaa ship with?
I have been under 1km from the target point and comm range is 25?
I have jumped about 20 times already saving and reloading as I just get blown to bits. :headbang:
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Post by StarTroll » Thu, 29. Apr 10, 23:04

Normally while approching the #eefa (around 10Km maybe ?), an event starts so you must have some kind of problem.

I don't know if you must keep your TM though, I think not.
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Post by AjRyder » Thu, 29. Apr 10, 23:09

StarTroll wrote:Normally while approching the #eefa (around 10Km maybe ?), an event starts so you must have some kind of problem.

I don't know if you must keep your TM though, I think not.
Nope wont work cant jump in Aran with task force to wipe them out. Just gets blown up!!!! Now what?

Let me put it another way I started off with 500 ec's now have just over 300 thats how many uj's I have done!!!

Dont worry giving up this pile of crap of a mission. Not worth playing the game anymore. After 30 jumps still get dumped by the gate and have to jump out again. SO SO STUPID. :evil: Will never play this game again. Thanks egosoft.
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Post by Kor'ah » Thu, 29. Apr 10, 23:47

*Note to self*

Make a manual save before going anywhere near the mission chain's starting point. Seems like a good idea to share that thought.
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Post by Allan F » Fri, 30. Apr 10, 00:06

Don't go into Freedoms Reach and THEN use the UFJD. Stay in Danna's Chance and make some UFJD jumps there.
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Post by AjRyder » Fri, 30. Apr 10, 00:06

Kor'ah wrote:*Note to self*

Make a manual save before going anywhere near the mission chain's starting point. Seems like a good idea to share that thought.
Lol I have done that and it has still not worked yet I hope they patch this soon. :lol:
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Post by StarTroll » Fri, 30. Apr 10, 00:08

if you mean to get INTO Freedom's Reach for the first time, I started with a Boa + 2xBlastclaws Prototype and 2xFalcon Sentinels, and didi about 2 UFJD and got around 108Km from the center of FR.

But what I said earlier is for the next part, so if you're not there yet...sorry, you got spoiled one very tiny bit. (though you seem to be at the #eefa part)
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Waiting.

Post by Bill Huntington » Fri, 30. Apr 10, 03:48

Okay, it's only a few days into New Home being here, but I need to ask. I've made it back to Freedom's with #efaa, I'm in comm range 19 km, I'm stopped. I've got a message "Play or die".

Now nothing, for a long time. I can do empire maintenance for a while, if I should just wait. I reloaded once already. The New Home Guide says that codebreaking should be happening about now.

Do I just wait to be contacted?? Thank you.
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Post by StarTroll » Fri, 30. Apr 10, 04:17

normally if you get near the #cefa enough (I'd say around 20km) you receive some message and seconds later a window pops up to crack the system.
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