[MD][AP] Enable Impossible Mission Difficulty

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morbideth
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[MD][AP] Enable Impossible Mission Difficulty

Post by morbideth » Mon, 8. Oct 12, 01:35

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

Image

Image

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
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Post by joelR » Mon, 8. Oct 12, 02:30

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

nap_rz
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Post by nap_rz » Mon, 8. Oct 12, 12:02

is it compatible with XRM?

dillpickle
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Post by dillpickle » Mon, 8. Oct 12, 12:27

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.

morbideth
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Post by morbideth » Mon, 8. Oct 12, 18:35

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.

Nicoman35
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Post by Nicoman35 » Mon, 8. Oct 12, 20:27

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?? :roll:

Thank you

cheers

morbideth
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Post by morbideth » Mon, 8. Oct 12, 20:35

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?? :roll:

Thank you

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

MonsterMod
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Post by MonsterMod » Mon, 3. Dec 12, 20:40

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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Post by RoverTX » Sun, 13. Jan 13, 10:39

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
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Post by Torpor » Thu, 16. Jan 14, 18:18

Wir sind ***Modified***. Ergeben Sie sich.
Wir werden ihre technologischen und kulturellen Aspekte den unseren hinzufügen.
Widerstand ist zwecklos.

please excuse my bad english. no native speaker, but german forum is dying ;P

squirpion13
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Post by squirpion13 » Wed, 16. Mar 16, 03:15

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!
"Always take the time to mod a game correctly"

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DrBullwinkle
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Post by DrBullwinkle » Wed, 16. Mar 16, 03:54

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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