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

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Aegyen
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Post by Aegyen » Mon, 25. Jun 12, 18:07

:gruebel: What zip program are you using, dillpickle?..

I've downloaded this twice, and had Izarc tell me the zip has a bad header, both times. 7z just refuses to even touch it (just calls it an invalid archive)

Izarc reports that the crc doesn't match up on your .dat file. So, even after trying a repair, I can't get the .dat extracted.

I want to try this with eldyranx3's missions in PM to see how PM is handling the conversations.xml, so everything works. ( Besides having a copy for my own modded game :P )

Vacuity
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Post by Vacuity » Mon, 25. Jun 12, 18:12

7z works for me just fine with this mod. What version of 7z are you using?

Aegyen
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Post by Aegyen » Mon, 25. Jun 12, 18:27

The last stable version of it: 9.20.

dillpickle
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Post by dillpickle » Mon, 25. Jun 12, 18:49

Vacuity wrote:Tried that. Entering Elysium of Light I am presented with two Goner TLs both offering the blue book, both with the relevant comm person. One person (presumably from before the refresh) doesn't offer the dialogue option to start the plot, the other does. Clearly all the necessary files are present and correct, but the "existing" plot-relevant objects aren't set up properly or something. Sorry, I know very little about the internals of this game, though I've started learning.
To confirm, entering Omicron Lyrae again now presented me with the relevant intro to the Terran plot bridging mission. I also noticed that there were now two Exterminators, though neither offered a mission start (but I think that's because I have a fight rank of Harmless)
That shouldn't have happened from that fix I posted - unless you used Gameplay -> Mission Director -> Reset Mission Director, which will reset everything to game start conditions as far as MD is concerned and will create these ships again.
lordmyst wrote:dillpickle - Egosoft should give you a commission. I bought AP just so I could play with this mod. Never got around to finishing TC and I wanted all the new bells & whistles that came with AP. Thanks for your hard work!
:) :)
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.
Aegyen wrote:What zip program are you using, dillpickle?..
7zip 9.20
Aegyen wrote:Izarc reports that the crc doesn't match up on your .dat file. So, even after trying a repair, I can't get the .dat extracted.
If you're trying to unpack the CAT/DAT you should be using X3 Editor 2 - the standard program for packing the CAT/DATS.
Aegyen wrote:I want to try this with eldyranx3's missions in PM to see how PM is handling the conversations.xml
Some of eldyranx3's conversaions are already in my conversations.xml... :wink:

Aegyen
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Post by Aegyen » Mon, 25. Jun 12, 19:12

I should have been more exact: I wasn't able to extract the .dat from the archive... :P

IIRC, you're the guy who uses the zip extension on a 7z file. My program coughs on that, because it tries to use Zip compression to handle the archive. Must be something in the way 7z sets itself up as a default.

I'll know in a minute, downloading again. I shredded the other downloads.. :P

Yep, as soon as I changed the extension to .7z, my 7z program opens it right up.

I ran into this once before, and recalled that a bit ago. You're the only one whose archives I run into that with. Gonna put a sticky on one of my monitors.. :lol:

Awesome work here! I have wanted other missions available as well to go and do, and this is perfect for AP.

Aegyen
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Post by Aegyen » Mon, 25. Jun 12, 21:56

Hi again.. :P

SPK'd this into PM to see how it gets handled, and I noticed one thing you might want to put on your OP for installation.

Since you have eldyranx3's conversations for Stealing Logi, and Gate to Far merged in yours, you don't want people to install his conversations. His will upack 'loose' into the t directory, and override your's in the fakepatch.

OTAS
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Post by OTAS » Mon, 2. Jul 12, 18:21

Greetings,

I really love this mod as it allows me to enjoy the TC plots in combination with the improvements of AP.
However, I have noticed one or two problems and I hope someone will be able to aid me with some advice.

Yesterday, I have started the Terran plot. Right now, Jackson wants me to form a squadron consisting of some Terran Rapiers + 2 NPC Sabres in order to patrol some Argon sectors. However, this mission is broken.

The game sends me to:
1. Circle of Labour - here, I have to kill two very fast Xenon ships with those stupid and slow-firing Rapiers. When I finally manage to kill them, the game sends me to:
2. Omicron Lyrae - here, I kill some more Xenon ships and afterwards, I am sent to:
3. Treasure Chamber - same procedure and the game then wants me to patrol:
4. Black Hole Sun - here, nothing happens.

According to several walkthroughs, the plot is supposed to end in Treaure Chamber by meeting/killing some Terraformer #decas. Unfortunately, they never appear.
Of course, I have reloaded and restarted this scenario several times. Yesterday, the game was completely reinstalled but this plot is still broken.

The mod description says that the plot manager might be able to help, so I entered "PlotManager" as player name, but this only leads to a text error on the bottom of the screen (maybe due to the fact that I'm using the German version?) Besides, the problem seems to be deeper.

Can anybody help me to fix this error?
Is it an old error caused by Egosoft? Or is it a new one introduced by this still-in-progress mod or is it even the fault of my mod collection (mostly Lucike's stuff and other scripts)?

Theoretically, it should be possible to look into the script file to see what needs to be done so that these #deca ships show up. Somehow, I always tend to "lose" those Terran Sabres accompanying me or to be more precise, the AI (artificial Idiocy) goes away or picks a fight with Argons thus getting destroyed OOS.

If we encounter the error, a fix could be created and implemented into this mod. Or am I the only one with this problem?

Vacuity
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Post by Vacuity » Tue, 3. Jul 12, 19:58

I presume that this minor bug is related to one of the MD files included in this mod.

After completing a transport passengers trade mission I received the "Well done, you have transferred all the passengers and here's your dosh"-message as usual, but it was sent by "actor.name@L2M130.OfferActor" which I am fairly sure isn't right...

Otherwise it's all smoother than a buttered baby...

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Alex Corvis
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Post by Alex Corvis » Tue, 3. Jul 12, 20:08

Not sure whethter that's a mod related error. I remember once having had similar problems in TC at this part of the plot. So maybe it's the original MD file that does not trigger always correctly.

OTAS
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Post by OTAS » Tue, 3. Jul 12, 22:27

I have found out two new pieces of information:
1. As soon as I enter the first Argon sector south of Heretic's End, the Argon military ships feel provoked by the two Terran Sabres following my patrol. Therefore, a Response Strike Force appears to kill the Sabres. I think they are plot-relevant and should survive. Their relations to the Argons need to be fixed.

2. The Terran Sabres only follow me to the gate leading to Black Hole Sun. They don't fly through it, although I am ordered to do so by the mission system via the yellow markers. Something is wrong there.

This plot is clearly screwed and it would be great if it gets fixed so that I can continue with this game.

frostdillicus
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Post by frostdillicus » Sun, 8. Jul 12, 20:25

First off, thanks for the work. I wish the improvements in AP were released for TC.

Second, does this mod allow you to keep access to the new ships that were added in AP?

Thanks.

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Ketraar
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Post by Ketraar » Sun, 8. Jul 12, 20:40

The improvements were released for TC is called Albion Prelude. :roll:
And no you cant have AP assets in TC.

Get AP and use this kind of modification to add things to AP if you miss them.

MFG

Ketraar
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frostdillicus
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Post by frostdillicus » Sun, 8. Jul 12, 20:43

No need for snark.

My point was, I wish something like this weren't necessary to enjoy TC while having the improvements in AP.

PDouma39
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Post by PDouma39 » Sun, 22. Jul 12, 15:20

Hum, I don't hope the new home-sector was that one unknown sector besides Quiet Tides? I uh, hum, allready claimed that one:). I named it Redemption and when I looked at the description I figured out this is an sector which I should have claimed through some kind of mission?
Awareness in life is rewarded by many

PDouma39
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Post by PDouma39 » Tue, 24. Jul 12, 18:08

I figured it out myself:), very nice mod you've build, love playing TC-style in AP. And all the plots work great. Thanx.
Awareness in life is rewarded by many

Vacuity
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Post by Vacuity » Sun, 29. Jul 12, 10:39

This may be a stupid question, but as I only played X3TC a little and never did any of the corporation missions, I'm not really sure.

When doing regular missions for OTAS (I presume the same would be true of other corporations) all I have been assigned so far has been assassination missions. OK, maybe that's just the luck of the draw, but the targets seem to be... difficult. Not as in they're flying M7s while I'm an an M3, but as in shooting them causes military and police ships IS to go hostile. This seems particularly badly thought out when the mark is in Legends Home and completing the OTAS-assigned mission causes the OTAS-owned destroyer to go hostile and respond to my comm attempts with remarks about turning me into dust (or something along those lines).

This means that I'm left with no real choice but to deliberately fail the mission? I don't see an option that allows me to complete the mission, retain my property and not essentially end up starting a war? Is this the way corporation missions were designed in the original TC? My apologies if it is the original design and therefore not relevant to this mod, but... It seems badly designed.

Thanks for the mod in any case.

Cormyr
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Post by Cormyr » Mon, 30. Jul 12, 00:03

It combines the best of AP (UI, graphics, ships) and TC (plots) - really great mod!

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DrBullwinkle
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Post by DrBullwinkle » Mon, 30. Jul 12, 00:13

Vacuity wrote:shooting them causes military and police ships IS to go hostile.
It's a feature, not a bug. :)

Also, this is vanilla behavior; not due to the mod.

Corporate missions require you to pay more attention to managing your reputation. You can do it; it just takes a bit of effort. There are ways to minimize rep loss, such as only killing the target of a mission rather than all of the escorts, and ramming targets rather than shooting them with guns. Also, recovering any rep loss is usually just a matter of running a mission or two for the race involved.

The idea of requiring more sophistication in managing rep is good. However, the execution can be repetitive. That is why corporate missions are often referred to as "grinds".

The Guide to the Corporations has more tips.

Cormyr
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Post by Cormyr » Mon, 30. Jul 12, 00:54

Playing as Terran I get a strange bug sometimes - in Terran sectors, the Terran police tells me to leave the sector and kills me. :/ It's really strange, I've done nothing.

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DrBullwinkle
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Post by DrBullwinkle » Mon, 30. Jul 12, 00:58

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.

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