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[MD][AP] Enable Impossible Mission Difficulty
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morbideth





Joined: 09 Nov 2008
Posts: 175 on topic

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PostPosted: Mon, 8. Oct 12, 01:35    Post subject: [MD][AP] Enable Impossible Mission Difficulty Reply with quote Print

This adds missions of impossible difficulty to the game. This is for AP only.

Mission types affected:

  • Assassination
  • Transport
  • Delivery
  • Return Ship
  • Battle Ships
  • Follow Ship
  • Cargo Transport
  • Trade Convoy (good luck with that)
  • Build Station
  • Destroy Convoy
  • Deliver Matching Ship
  • Group Transport
  • Freight Scan
  • Patrol
  • Defend Object


Installation:
Install as a fake patch, or by placing the cat/dat files in the mod folder and selecting it as a mod package.

Note: You MUST refresh the mission director cues for it to work.
Esc->gameplay->mission director->refresh cues





These scripts/models are free to be reused in your scripts/mods as long as you say thank you in your topic.

v1.00
Initial Release



Last edited by morbideth on Mon, 8. Oct 12, 18:34; edited 1 time in total
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joelR





Joined: 09 Jul 2007
Posts: 1973 on topic
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PostPosted: Mon, 8. Oct 12, 02:30    Post subject: Reply with quote Print

Awesome! Im glad you figured it out. Downloading now.


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nap_rz





Joined: 25 Dec 2005
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PostPosted: Mon, 8. Oct 12, 12:02    Post subject: Reply with quote Print

is it compatible with XRM?

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dillpickle



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Joined: 03 Nov 2008
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PostPosted: Mon, 8. Oct 12, 12:27    Post subject: Reply with quote Print

It would also be useful for people to know whether this is for Terran Conflict or Albion Prelude - there are differences for these missions between the two games, as well as different file structure.

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morbideth





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PostPosted: Mon, 8. Oct 12, 18:35    Post subject: Reply with quote Print

dillpickle wrote:
It would also be useful for people to know whether this is for Terran Conflict or Albion Prelude - there are differences for these missions between the two games, as well as different file structure.


A good point. Fixed.


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Nicoman35





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PostPosted: Mon, 8. Oct 12, 20:27    Post subject: Reply with quote Print

I am playing TC 3.2. I had a quick view on the differences between TC vanilla and your AP MD codes. Noticed quite a few changes, and I don't know if and which changes were made by you and which just differ because they are AP.

So could you (or someone else) post the vanilla AP MD codes somewhere, so that I am able to track back the changes made and enable me to make the whole thing TC Compatible?

OR

Please please please make it TC compatible?? Rolling Eyes

Thank you

cheers

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morbideth





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PostPosted: Mon, 8. Oct 12, 20:35    Post subject: Reply with quote Print

Nicoman35 wrote:
I am playing TC 3.2. I had a quick view on the differences between TC vanilla and your AP MD codes. Noticed quite a few changes, and I don't know if and which changes were made by you and which just differ because they are AP.

So could you (or someone else) post the vanilla AP MD codes somewhere, so that I am able to track back the changes made and enable me to make the whole thing TC Compatible?

OR

Please please please make it TC compatible?? Rolling Eyes

Thank you

cheers


I'll look into it when I get some time.


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MonsterMod





Joined: 29 Oct 2012
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PostPosted: Mon, 3. Dec 12, 20:40    Post subject: Reply with quote Print

nap_rz wrote:
is it compatible with XRM?


It works with AP and XRM. I installed the cat/dat as a lower number than the XRM files just to make sure it would not conflict, and it seems to work fine. Oh, and it goes in your Addon directory if using AP. I did 2 impossible missions, and they worked fine. Have not done enough testing to tell how difficult it is, but those missions tossed multiple M7's and other ships at me, and I was in an M2 in a fortified sector, so it was not bad.

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RoverTX



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PostPosted: Sun, 13. Jan 13, 10:39    Post subject: Reply with quote Print

You did base the following generic directors on theirs version from cat 2 instead of cat 1 correct?

Deliver Matching Ship
Freight Scan
Patrol
Defend Object

Edit: Nvm did some digging they are indeed the version from CAT 2.

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Torpor





Joined: 24 Jan 2008
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PostPosted: Thu, 16. Jan 14, 18:18    Post subject: Reply with quote Print

compatible with this?
http://forum.dvbtechnics.info/showthread.php?t=31743


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squirpion13





Joined: 07 Sep 2015
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PostPosted: Wed, 16. Mar 16, 03:15    Post subject: Reply with quote Print

Sorry for Necroing this thread, but I was curious if anyone has used this mod with AP -> XRM and installed this to a higher Cat/Dat than XRM? I saw that they installed the Cat/Dat to a lower number but was curious if anyone tested whether or not that is required.

Anyone noticed any other limitations in conjunction with some other Mods?

Also, does this automatically make ALL missions impossible now? Or does this just affect a chance at seeing Impossible missions -> Similar to how the base game works?

I'll definitely be giving this a try soon when I get more assets. Thanks!


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DrBullwinkle





Joined: 17 Dec 2011
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PostPosted: Wed, 16. Mar 16, 03:54    Post subject: Reply with quote Print

It does not make all missions impossible. It only enables the computer "dice roll" to select "Impossible" difficulty.

I think MonsterMod answered the rest of your questions. I would follow his advice.

The part about "refreshing cues" should not be necessary if you start a new game after installing this. It's just an alternative.


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