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

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MutantDwarf
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Post by MutantDwarf »

Yeah, there are actually three new sectors (apart from those gained by the plot normally), leaving you with a grand total of six officially Player-controlled sectors (ANH sector, BG sector, 3 extra sectors, HUB).

I don't think the script editor can activate it, as it's ran through the Mission Director, not scripts. It would be easy enough to do via the MD, though. You should be able to just place a text file containing the following code in your director directory:

Code: Select all

<?xml version="1.0" encoding="utf-8" ?>
<?xml-stylesheet href="director.xsl" type="text/xsl" ?>
<director name="template" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="director.xsd">
  <documentation>
    <author name="ANH Team" alias="..." contact="Forums"/>
    <content reference="CSV" name="A New Home" description="The entire mission and toplevel manager"/>
    <version number="1.1" date="03/08/2009" status="release"/>
  </documentation>
  <cues>
      <cue name="ANH Fixer">
		<timing>
		<time exact="6s"/>
		</timing>
		<action>
		<do_all>
		  <set_minable object="CSV_SectorOffer_acepted1.astroinUS" minable="1"/>
		  <remove_briefing cue="CSV_Chapter7_loadactor"/>
		  <remove_objective cue="CSV_Chapter7_loadactor"/>
		  <set_sector_override sector="CSV_toplevel.CSV_playersector" race="player"/>
		  <play_movie movieid="8120"/>
		  <set_value name="CSV_toplevel.CSVComplet" exact="1"/>
		  <unlock_achievement name="NEW_HOME_PLOT"/>
		  <set_value name="ANH Plot Complete" exact="1"/>
		  <cancel_cue cue="CSV_Chapter7"/>
		</do_all>
		</action>
		<patch>
		<do_if value="{value@ANH Plot Complete}" exact="1">
		  <remove_briefing cue="CSV_Chapter7_loadactor"/>
		  <remove_objective cue="CSV_Chapter7_loadactor"/>
		  <cancel_cue cue="CSV_Chapter7"/>
		</do_if>
		</patch>
	  </cue>
  </cues>
</director>
Note that I haven't tested this, so it *may* not work perfectly, but it's certainly worth a try.

(also, you'll want to remove the file once it's done so that new games won't run it immediately)


EDIT: Looking through the code I can't see any reason why the extra sectors wouldn't still connect even if you didn't get the congrats video for ANH; they're entirely dependent only upon BG being finished. Starting Corporation Troubles (and thus Breaking Grounds) is what requires the ANH completion video. If you've already completed it Breaking Grounds, there's no reason to mess around with anything. Your extra sectors will come with time.
biohazard15
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Post by biohazard15 »

Yes, it has nothing to do with video; I was referring to it simply because it's the only thing that indicates that player completed ANH.
MutantDwarf
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Post by MutantDwarf »

biohazard15 wrote:Yes, it has nothing to do with video; I was referring to it simply because it's the only thing that indicates that player completed ANH.
True, but completing ANH is only a requirement to start Corporation Troubles; it's only an ancillary requirement for getting the extra sectors, and if he's already done Breaking Ground then it's obviously not an issue.
vindr20
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Post by vindr20 »

Well, there's good news and I'm-sure-It's-going-to-be-fine news.

The good news is that the gate in the BG sector opened up. the *other* news is that none of the others have, yet.

The BG sector opened up into Ocean's Garden, within which, after a decent search, I found another unopened gate. Jumping back to the ANH sector led to the knowledge that it hadn't opened up either. Anyway, I imagine that all of that is on a timer, so I'll just keep waiting, unless someone else has something to add.
biohazard15
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Post by biohazard15 »

vindr20 wrote:The good news is that the gate in the BG sector opened up. the *other* news is that none of the others have, yet.

The BG sector opened up into Ocean's Garden, within which, after a decent search, I found another unopened gate. Jumping back to the ANH sector led to the knowledge that it hadn't opened up either. Anyway, I imagine that all of that is on a timer, so I'll just keep waiting, unless someone else has something to add.
Yes, there is a 2-4h timer for each sector, so it's going to be fine :)
MutantDwarf
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Post by MutantDwarf »

So, for the past few days I've been working on that compatibility mod to help the TC Plots in AP and XRM mods work together. I think I've cracked it, but it hasn't really been tested yet - the galaxy is great, but I've only tested the very beginning of the TC plot so far. It's been working great, but it may very well fail completely later on if I forgot something. No idea at this point.

But! If you're willing to test things, you can download the current version here. Install XRM, then the TC Plots in AP mod on top of that, then finally install the compatibility patch on top of that. Just drop it in your TC directory and you should be good to go.

A few of the features:

1. Full XRM Compatibility (may rely on XRM; haven't actually tested what would happen if XRM isn't installed, but I wouldn't suppose it'd work as well if at all).
2. XRM's replacement war should be fully functional once the Argon-Terran war breaks out. Prior to that, it shouldn't start.
3. The AP main plot, which is normally disabled in XRM, should be fully functional and follow all the normal rules for the TC Plots in AP mod.
4. I significantly revised the galaxy map; all the Terran sectors are now together, with the Aldrin sectors right underneath them. The Xenon Sector in the Aldrin sectors is also given a proper number and a more direct connection to the Xenon Core sector. Twisted Skies is moved out from its original position to get out of the way of the pan-galactic bridge between Venturer's Sentinel and Ringo Moon, while the Unknown Sector for the Terran plot is relocated to be exactly East of Zyarth Stand. Finally, the Albion sectors have been pulled out of the main map ala the Terran sectors and put all on their own, as have the Khaak sectors. Oh, and all the player-owned sectors (including the HUB) are now all next to each other.
5. The ANH Gate bug and the doubled-station bug found in the TC Plots in AP mod should both be fixed.
6. The Family Zyarth sectors should be altered when the Argon-Terran war breaks out to reflect the xenon invasion of their lands. This means Family Zyarth turns into Circle of Deceit, Zyarth's Dominion has its stations destroyed and replaced with wrecks, and Zyarth Stand doesn't have text talking about how it's all alone until after the war breaks out and the gate connection between Family Zyarth and Zyarth's Dominion breaks.
7. I ensured there were no sector name overlaps between player sectors and the XRM sectors, and gave all of the extra sectors themed names based on the name chosen for the Breaking Grounds sector.

EDIT: Oh, and you should get Terran marines when you're given the first boarding craft in the Terran plot, not random Commonwealth marines.
PDouma39
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Post by PDouma39 »

@ MutantDwarf: I am testing your work right now, and I must say nice work, off course I have just started a new game, but what I see I like allready, a non-flat XRM map, yes!. Finally, I hated that flat x-universe map, nevertheless plots, so far, are working nicely. Just starting the Kha'ak campaign, but I allready could start the Terran campaign and the Goner too.
Awareness in life is rewarded by many
MutantDwarf
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Post by MutantDwarf »

PDouma39 wrote:@ MutantDwarf: I am testing your work right now, and I must say nice work, off course I have just started a new game, but what I see I like allready, a non-flat XRM map, yes!. Finally, I hated that flat x-universe map, nevertheless plots, so far, are working nicely. Just starting the Kha'ak campaign, but I allready could start the Terran campaign and the Goner too.
Thanks! Though I'll note the map is still 'flat' in that there are no z (height) differences and things still stick to a grid - I've just moved where the sectors are displayed so that they look nicer and it's a little easier to navigate.

Let me know if you run into any issues. I'm going to be running through the campaigns as fast as I can today to test things out, but more feedback is always good!
PDouma39
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Post by PDouma39 »

I just explored through the sectors Prophecy Fullfilled and Apollox, but they are not shown on the X-universe-map, guess that is an issue. So I guess the other xrm map sectors are not shown either, will check later, the usuall (vanilla) sectors are on the map though.

edit: I think the x-universe map from the other mod(X3 terran for AP) is messing up my x-universe map, though I did place all your files correctly in the directory, or should I load the other mod before the XRM one?

Edit2: and yes, I changed the order of the mods installed and there it is, the usual flat xrm-map, so much for me being happy regarding the non-flat map, alas, things work fine and I guess I have to live with that:), everything seems to work fine so far. so the load order is first TC for AP mod(fake patch) and then XRM mod(fake patch).
Awareness in life is rewarded by many
PDouma39
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Post by PDouma39 »

Spoiler
Show
Another thing I noticed just now, when I became friendly with the Terrans (I modified the starts) I got the Terran Plot for AP, but I cannot do that because I know for a fact that right now there is no station in Segaris just yet(because of the TC for AP Mod), so would I do that plot will that station spawn and the gate to the xenon sector? I think I will do that plot after the TC for AP plot regarding the militairy outpost to be build in segaris, maybe then the Terran plot for AP will play through well, but I don't know for sure.[
Awareness in life is rewarded by many
MutantDwarf
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Post by MutantDwarf »

The *proper* load order is XRM->TC for AP->Compatibility Patch. If you do it the other way around, you *will* wind up with missions that don't work right, as you found.

Seems the map file wasn't being read in your game for some reason. I'm doing a complete, clean reinstall of AP at the moment so I can test it 'properly'; I'll let you know what I find out. I may need to stick the map file in a .dat file or something.

The map file is the 00749.bod file in objects/cuts under the main TC folder. Try sticking it in addon/objects/cuts instead? I can't test at the moment as, as I said, I'm in the middle of a reinstall. I may have just packaged it wrong.
MutantDwarf
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Post by MutantDwarf »

I just tested with a completely fresh install, and the original package was right - my map file's working perfectly fine. Looks like the install went wrong somehow, PDouma39.

To be clear, install it by first installing XRM, then installing TC for AP, then unzipping the compatibility patch into the X3TC main directory (not the Addon directory).
PDouma39
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Post by PDouma39 »

That's what I did wrong then, I put the bod file under the objects folder in AP, will try again. B.t.w. what kind of Compatibility Patch do you refer to? I just installed xrm, TC for AP and your files, nothing more.

Edit: Everything works fine now
Last edited by PDouma39 on Sat, 19. Oct 13, 17:55, edited 1 time in total.
Awareness in life is rewarded by many
MutantDwarf
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Post by MutantDwarf »

My files are a compatibility patch;)
MutantDwarf
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Post by MutantDwarf »

So, I've been playing through and the missions work great so far; Terran, Khaak, and Goner plots are fine as far as I can see - except for two little issues.

The first really is minor - the black box you're sent to retrieve in one of the early Khaak plot missions is labeled 'USC Security License'. That sounds like a bug that may be in the vanilla XRM mod; I think he used the LogBook item as his USC Security License, which would carry over into the base game, too. I'm unsure if the non-AP version of the USC Security License, though, which would explain this.

It's a minor annoyance, but I may do a re-write of the Khaak plot script so that it is no longer using that item. It'd be more major if you already have a USC Security License and then it were taken away when you got back to base. I'll see what I can do.

The second is more serious, but I'm unsure of the cause. Occasionally, voices won't speak. For example, after rescuing Pearle from the Argon you're supposed to get a message from Rai Ishiyama saying "Pilot. Report to me for your next assignment.", but it doesn't come - only a picture of his face speaking appears. Others worked great. I'm not sure what's causing this, as I said, and I haven't been able to reproduce it yet. It may just be a vanilla bug, possibly as a result of me rushing through the plots as fast as possible. Or maybe it's even more of a vanilla bug - I've just been digging through the file that tells X3 when something's voiced or not and it appears Rai's line there isn't in it at all - like they never bothered to record it. Which is a little odd, considering nothing Rai said was ever actually 'recorded' - all of his lines were created with a text-to-speech program.

*shrug*

So, in short: Going well, small issue with USC Security License in the Khaak plot, and vanilla bugs are vanilla. Probably.
dillpickle
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Post by dillpickle »

@MutantDwarf,

Can you please take your mod to it's own separate thread.

When I get some free time I will be updating this to iron out a few bugs and I don't want to be picking through issues that have nothing to do with this mod.

Thanks.
MutantDwarf
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Post by MutantDwarf »

Will do. I'll post its thread in a bit, after I've made sure that nothing's terribly broken (like happened with the New Home plot in the current version; accidentally had the coords for the Player Sector wrong in the director file:o). Until then, if you want to report a bug, ask about it, or something else, PM me.

Anyways, here's a 'proper' fix for the New Home double gate bug, for your reference. Delete the gates from the ANH map files and have them load in from the director file (by uncommenting those lines) - and bingo, fixed with no extra gates and you get proper credit for the mission.

I still haven't got to the AP portion of the plot, so I can't confirm that removing the entries from the NoWar map file will actually work in allowing the war to proceed normally and have no doubled-stations, which was the only other major bug in the TCAP mod that I know of.
MutantDwarf
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Post by MutantDwarf »

biohazard15 wrote:Found one more minor bug in TCPIex Patch - there is Dark Space Installation in sector 7-4, created on gamestart. That seems to break BoP plot - the prisoners' Scabbard doesn't want to dock with it (the Scabbard just stand still).

I checked all MD scripts and can't find even a small hint on how those gates in ANH plot are created without that commented create_gate in ANH MD script. Any help would be appreciated :)
The Dark Space Installation mentioned here is included in the base TCAP universe file; it isn't unique to the TCPIex Patch.

I'm not sure if you figured it out yet or not, but the gates in the ANH plot were in the ANH map files.
Golden Eagle
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Post by Golden Eagle »

@dillpickle please,

You said "there is an option for the war to be stopped before it starts", and you also said "if the war starts, you have the option of siding with either the Argons or Terrans", the question is:

- When, where and how do those options become available?

- And how do I start the various Albion Prelude Plots: Albion Prelude Plot, AP PHQ Plot, Shady Business, Corporation Troubles and Breaking Grounds?

- Also is it normal that there is no 'USC Commander' nor 'Argon Peacekeeper' game-starts, and there is no war at the start of a game?


Thanks dillpickle for the great work, well done. I usually don't prefer mods but this one is awesome. :D

Please mates I want to hear the answer from dillpickle himself because I don't want to play much time through the plots then find that I can't start AP plots!! I want precise answers. :)
MutantDwarf
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Post by MutantDwarf »

Golden Eagle wrote:@dillpickle please,

You said "there is an option for the war to be stopped before it starts", and you also said "if the war starts, you have the option of siding with either the Argons or Terrans", the question is:

- When, where and how do those options become available?

- And how do I start the various Albion Prelude Plots: Albion Prelude Plot, AP PHQ Plot, Shady Business, Corporation Troubles and Breaking Grounds?

- Also is it normal that there is no 'USC Commander' nor 'Argon Peacekeeper' game-starts, and there is no war at the start of a game?


Thanks dillpickle for the great work, well done. I usually don't prefer mods but this one is awesome. :D

Please mates I want to hear the answer from dillpickle himself because I don't want to play much time through the plots then find that I can't start AP plots!! I want precise answers. :)
Those options become available after you've finished the ATF Outpost missions, which require finishing the Terran Plot, the Hub plot, the Goner plot, the Khaak plot, the Aldrin plot, and the Argon Secret Service plot. They appear in the form of mission involving you asking the Goner leader to either stop the war or not; if you don't do anything, then the war continues.

The different starts, and the lack of a war at the beginning of the game, are normal and intended.

You choose to side with either the Argons or Terrans via the missions you get at the start of the Albion Prelude war. You can choose to do the Terran missions or the Argon missions (dock at some station in The Moon to do Terran plots, visit Argon Sector M-148 for the Argon missions). The other Albion Prelude plots (PHQ, Shady Business) have their normal requirements, I believe.

Corporation Troubles starts after the Terran Conflict 'A New Home' plot is finished, while Breaking Grounds is still actually just a side-mission of Corporation Troubles, just like in normal AP.



Note that there are bugs in the current version that prevent these things from working right - namely:

1. A Dark Space Installation is spawned in the normal universe file which prevents the Argon Secret Service plot from completing unless you destroy the existing Dark Space Installation prior to starting that portion of the plot.
2. Some commented-out code in the A New Home plot that prevents it from completing properly, leading to the inability to start the Corporation Troubles plot.
3. When you finishing Shady Business by halting the war, a second set of stations is spawned in the war sectors.

These all have solutions that aren't too difficult to fix, and can be solved during a running game so long as you haven't gotten to the bugged portion of the plot yet.

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