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

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pingkiller
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Post by pingkiller »

dillpickle wrote:

Quite possibly... Access to Terran sectors is dictated by ATF rank, not Terran. This should increase as you progress through the plot to allow greater access.
Just happened again. I completed the terran plot, got terran rank 6 and ATF rank 8(USC commander start). I was just sitting in the moon sector figurein something out,and then all of i sudden i got the message i had to leave.
dillpickle
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Post by dillpickle »

pingkiller wrote:
dillpickle wrote:

Quite possibly... Access to Terran sectors is dictated by ATF rank, not Terran. This should increase as you progress through the plot to allow greater access.
Just happened again. I completed the terran plot, got terran rank 6 and ATF rank 8(USC commander start). I was just sitting in the moon sector figurein something out,and then all of i sudden i got the message i had to leave.
I wonder if it's something to do with them tying the ATF rank to Terran rank that was in the 2.5 update, quite possible they hard coded some link between the two which is causing an issue, if I can't figure out how they did it and get it to work I'll set it up with a 'Mission Rank' like Final Fury/Corporations/etc...
kurush
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Post by kurush »

dillpickle wrote: So you removed certain files from the mod then wonder why it doesn't work properly... :gruebel: :roll:
This was a comment for people who want to get only corp. missions from your mod, making it essentially not a mod but a mission pack that can be used with standard AP map. I was never able to understand those sissies who bitch about the war zone all the time :) It appears to be a non-trivial task and apparently missing some files can ruing the save game.
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TTD
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Post by TTD »

There is a slight problem with the Treasure Hunt...

If you try to pay for,or have the plot done for free, before you get the message from the Argon,then you either don't see the ship.or you get the same problem as we had with the ED at the Hub.

So the plot manager should really only activate after the Argon message,not before.
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TTD
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Post by TTD »

So many pages now...

Has it been mentioned about the continuous spawning of Xenon ships in Zyarth's Dominion ?

I know that is part of the story, but it's worse than the Xenon traffic in Ocean of Fantasy.
I tried blacklisting it .
In the end I closed the gates,courtesy Cycrow's cheat package.

Now I have to find the Build Gates script .

No real problem though.
Just waiting for your updates on the PlotManager problems.
Really want to move ahead and get the Hub plot done :D
=======================

edited spelling mistake
Last edited by TTD on Sun, 9. Sep 12, 10:13, edited 1 time in total.
PDouma39
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Post by PDouma39 »

I changed the jobsfiles, the ones who make the xenon spawn in Zyarth's Dominion (x=19 y=5) and at one time even deleted them, but you can change them into splitships spawning I guess. That way you could 'rebuild' that sector somewhat. I don't know if changing the jobfiles need a new game start, I did start a new game after that, but perhaps ingame it could work, but just in case allways backup the original jobfiles.
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PDouma39
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Post by PDouma39 »

Would it be possible to make this mod compatible with a German Mod(also when installed English is supported, they really made an effort here) called 'Multi Galaxy Mod(MG-Mod) http://forum.egosoft.com/viewtopic.php?t=265490
I installed this mod in TC and it really lookes good, though a lot of sectors will override the ones allready in AP, just wondering if it is possible.
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Ovni
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Post by Ovni »

Edit: posted in wrong thread, sorry for the confusion.
Last edited by Ovni on Wed, 12. Sep 12, 21:53, edited 1 time in total.
dillpickle
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Post by dillpickle »

Update:

1.4 Fixed problems with Plot Manager and PHQ/Treasure Hunt Plots.
I have reduced the number of jobs for Xenon in Zyarth's Dominion, and have lengthened the spawn time, so hopefully there should be a few less around in the future. I don't want to remove them completely, as I'm fairly clueless when it comes to the jobs file and don't want to totally break it...
pingkiller wrote:Just happened again. I completed the terran plot, got terran rank 6 and ATF rank 8(USC commander start). I was just sitting in the moon sector figurein something out,and then all of i sudden i got the message i had to leave.
Despite my best efforts, I have been unable to reproduce this bug, so am unable to fix it. What else do you hve installed mod wise? There maybe something else effecting it.
PDouma39 wrote:Would it be possible to make this mod compatible with a German Mod(also when installed English is supported, they really made an effort here) called 'Multi Galaxy Mod(MG-Mod) http://forum.egosoft.com/viewtopic.php?t=265490
I installed this mod in TC and it really lookes good, though a lot of sectors will override the ones allready in AP, just wondering if it is possible.
No, this mod is based on Albion Prelude, Multi Galaxy Mod is for Terran Conflict - which has the TC Plots... :roll:

Installing it in TC is a bad idea, as there are AP specific things such as new script and MD commands that are specific to AP ad don't exist within TC, and so it will not work properly.
Ovni wrote:Additional idea for this mod (seems like I keep getting them ) : detection of pirate bases and gates. Currently I'm using a mod that auto-maps sectors I enter, because I really don't like not knowing if I missed a gate. For pirates base I guess I'm a bit lazy because I could probably just try to follow pirate groups (but with RRF in AP they get wiped out pretty quick, don't they).
Not going to happen - this is purely about putting the TC Plots into the AP game engine.
There are possibly scripts out there already that do what you want, if not it is a script thing which I am totally clueless on. :)
PDouma39
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Post by PDouma39 »

I did not explain to well, I meant by using your mod and by altering(a lot of) the MultiGalaxy Mod would it be possible to use together in AP?
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Ovni
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Post by Ovni »

dillpickle wrote:
Ovni wrote:Additional idea for this mod (seems like I keep getting them ) : detection of pirate bases and gates. Currently I'm using a mod that auto-maps sectors I enter, because I really don't like not knowing if I missed a gate. For pirates base I guess I'm a bit lazy because I could probably just try to follow pirate groups (but with RRF in AP they get wiped out pretty quick, don't they).
Not going to happen - this is purely about putting the TC Plots into the AP game engine.
There are possibly scripts out there already that do what you want, if not it is a script thing which I am totally clueless on. :)
Ha ha, apologies, I totally posted that in the wrong thread. This was meant for the Detector plugin thread :P . I guess that's what happens when you keep 20 tabs open in firefox.
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TTD
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Post by TTD »

Thanks for update (1.4 , in case anyone missed it).

My day was interrupted too much to do much beyond installing.
Will test more when more awake.
Works all the way to and icl.BoP plot so far.
Last edited by TTD on Fri, 14. Sep 12, 08:10, edited 1 time in total.
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TTD
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Post by TTD »

BTW which vesion of the ATF Outpost Mod did you include?
Original or Capital?

ie,what are the final rewards ?

Also,is the ATF mod still just a very good mod or has Ego now included it in TC?

Wondering , as some players say that TC has ten plots :?
Last edited by TTD on Fri, 14. Sep 12, 09:08, edited 1 time in total.
dillpickle
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Post by dillpickle »

TTD wrote:BTW which vesion of the ATF Outpost Mod did you include?
Original or Capital?

ie,what are the final rewards ?
The Capital version.

TTD wrote:Also,is the ATF mos still just a very good mod or has Ego now included it in TC?
My ATF Outpost Plot? Not to my knowledge - still just a mod.

TTD wrote:Wondering , as some players say that TC has ten plots :?
  • 1: Terran Plot.
  • 2: Aldrin Expansion.
  • 3: Final Fury/Kha'ak Plot.
  • 4: Goner Plot.
  • 5: Hub Plot.
  • 6: PHQ Plot.
  • 7: A New Home.
  • 8: Treasure Hunt.
  • 9: Balance of Power
  • + Corporations.
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TTD
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Post by TTD »

1. That is what I had hoped.

2. / 3. Sorry for the typo.now corrected. :oops:
That is what I thought.

Thanks for your reply and all the good work you have put into this.

I restarted,and have yet to test Zyarth's Dominion,but it will be a while before I do.

:D
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TTD
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Post by TTD »

Problem....

Megnir.

Two Shipyards occupying same co-ords after ATF Outpost completed.
One with basic ships/stations.The other with the extras.

No problem for me as I just removed the old station via Cycrow's pack.

But you might want to check that :)

EDIT
====

Just done the full payment for the Treasure Hunt.
Docked at Argon Prime Shipyard.

Shuttle docked
Listed in white...unclaimable.
Similar problem to ED at the Hub,which you fixed.

I think it is as I reported before...you have to wait for the Argon report before you use the Plot manager,still. :(

Nope...that did not work this time for full payment after Argon report.

Same tried with non payment.

As with the ED the Hub, the only way to get the ship is destroying the Station and using a cheat to claim the shuttle.
:(

update....
Started new game and used the non payment method.
It worked ok this time :D
Last edited by TTD on Sun, 7. Oct 12, 21:46, edited 1 time in total.
wizaerd
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Post by wizaerd »

I've been playing X3TC for a short while, and I've read that some of the changes made for Ablion Prelude really enhance the gameplay. But I've also seen that the content of it is minimal in comparison to Terran Conflict, and have also seen the "war" aspect of AP is really bothersome. I've never installed nor use a mod, and I've never used anything other than the vanilla, but I am interested in taking advantage of the newer aspects of AP without being stuck in AP. Hence my eventual finding of this. However, as I said, Ive never used a mod or addon to any X game.

With that known, would it be a much more enjoyable experience using this mod, and how much of a PITA is it to get it going? Is there anything special I have to do in-game to use it, or ensure it's running, etc...?
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DrBullwinkle
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Post by DrBullwinkle »

wizaerd wrote:would [AP] be a much more enjoyable experience using this mod[?]


Yes.


how much of a PITA is it to get it going?


It is pretty easy, although not quite trivial.

(@dillpickle: You could make installation trivial by numbering the .cat file and using .zip (deflate) format. Then it could be installed with the Plugin Manager. Any two-digit number will suffice. The PM automatically re-numbers and installs numbered .cats as fake patches.)


Is there anything special I have to do in-game to use it, or ensure it's running, etc...?
No. Depending on which start you choose, it will be obvious when you see familiar plot missions (blue book icon).



0) Use Windows Explorer to find the .7z file after you download it.

1) To install, open the archive with 7-zip. It is a free archival tool (and it is handy for many things other than TC Plots for AP).

2) Drag the scripts folder to your addon folder. By default, it is in "Steam\steamapps\common\x3 terran conflict\addon", which is in whichever folder you installed it to. Choose "yes" when asked if it is OK to overwrite same-named files in the folder.

3) Drag the .cat and .dat files to your Desktop.

4) Rename the .cat file to 04.cat. Rename the .dat file to 04.dat.

5) Drag and drop 04.cat and 04.dat into "Steam\steamapps\common\x3 terran conflict\addon".

6) Run X3AP and begin a new game.

If you have questions, ask away.
.
Vacuity
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Post by Vacuity »

dillpickle wrote:Update:

1.2 Fixed Corporation Missions so Argon Corporations no longer give other Argon corps. as assassination targets.
Ahh, thankyou! I presume that was the cause of my problems. I've been playing STW2 in my game-time since then, but it sounds like I should come back and play more. Thanks for the other updates as well!
wizaerd
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Post by wizaerd »

DrBullwinkle wrote:
wizaerd wrote:would [AP] be a much more enjoyable experience using this mod[?]


Yes.


how much of a PITA is it to get it going?


It is pretty easy, although not quite trivial.

(@dillpickle: You could make installation trivial by numbering the .cat file and using .zip (deflate) format. Then it could be installed with the Plugin Manager. Any two-digit number will suffice. The PM automatically re-numbers and installs numbered .cats as fake patches.)


Is there anything special I have to do in-game to use it, or ensure it's running, etc...?
No. Depending on which start you choose, it will be obvious when you see familiar plot missions (blue book icon).



0) Use Windows Explorer to find the .7z file after you download it.

1) To install, open the archive with 7-zip. It is a free archival tool (and it is handy for many things other than TC Plots for AP).

2) Drag the scripts folder to your addon folder. By default, it is in "Steam\steamapps\common\x3 terran conflict\addon", which is in whichever folder you installed it to. Choose "yes" when asked if it is OK to overwrite same-named files in the folder.

3) Drag the .cat and .dat files to your Desktop.

4) Rename the .cat file to 04.cat. Rename the .dat file to 04.dat.

5) Drag and drop 04.cat and 04.dat into "Steam\steamapps\common\x3 terran conflict\addon".

6) Run X3AP and begin a new game.

If you have questions, ask away.
.
I just wanted to say thank you for your assistance. I got everything installed and setup correctly, so Thanks...

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