[MOD] ButterMissions v1.4 (20 May. 2014)

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TheRealBix
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[MOD] ButterMissions v1.4 (20 May. 2014)

Post by TheRealBix » Wed, 23. Apr 14, 02:35

Hi there !



I've said it on Steam, so here we are : ButterMissions !
For the moment only combat missions have been enhanced, but who knows, maybe I could continue ? :p


So missions now have more waves, more targets, bigger targets, more types of difficulties (eg : now Escorts have Very Easy mode) and a new mission has been added : Destroy Fleet ! (yes i had no imagination for the name :cry: )

As i'm not a SuperMan of scripting, this new one is basically the same mission as Defend Station, but modified for end game challenge.
The goal is the same, protect station, and there's only one wave of ships. It also doesn't have easy or medium difficulty but... It has an "Impossible" difficulty ! Good luck with it ! :p

Ships can also spawn in squads now, in groups of 5 (except for XL capships) so it gives more challenge than scattered ones. If it works well I could also add in the future swarm-like spawns.


For this mod you must install my other mod ButterRewards. It's not absolutely required but if you don't, you'll be disappointed :wink:

I also suggest you to install Rebalance Test mod from Egosoft for more challenge



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Installation :
Just subscribe to the mod on Steam Workshop, that's all ;)


Downloads :
[ external image ]




Changelog :
1.0 :
Initial Release
1.1 :
-Fixed a bug with spawns (some changes I made weren't taken in count)
-Decreased availability of the new Fleet Destroy mission
-Increased reward for difficulty "impossible" of new Fleet Destroy mission
-New : Assassination missions are now modified by the mod. Escorts are now more dangerous.
-New : Fighters Swarms (groups of 15-20 fighters) ! Really efficient in escorts ! Also used in Fleet Destroy missions :p
-Spawn behaviour changed and enhanced to support swarms.
1.2 :
Fixed overpowered forces in patrols.
Added saves compatibility so you can delete my mod and continue to play without it (But don't do that you fools !)
1.3 :
Added a real formation for Fleet missions. NOW they are terrific !
1.4 :
Updated for 2.0 !




ToDo :
Enhance more missions



- - - - - - - - - - - - - - -

Notes: Feel free to comment and give suggestions
Last edited by TheRealBix on Tue, 20. May 14, 14:23, edited 4 times in total.

Wana
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Post by Wana » Thu, 24. Apr 14, 00:06

Love you man !

Gonna test it right away !

aussitôt dit, aussitôt fait !

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TheRealBix
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Post by TheRealBix » Fri, 25. Apr 14, 05:15

New major version available :)

1.1 :
-Fixed a bug with spawns (some changes I made weren't taken in count)
-Decreased availability of the new Fleet Destroy mission
-Increased reward for difficulty "impossible" of new Fleet Destroy mission
-New : Assassination missions are now modified by the mod. Escorts are now more dangerous.
-New : Fighters Swarms (groups of 15-20 fighters) ! Really efficient in escorts ! Also used in Fleet Destroy missions :p
-Spawn behaviour changed and enhanced to support swarms.

Wana
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Post by Wana » Fri, 25. Apr 14, 14:39

for those who want challenge

Impossible mission difficulty :

[ external image ]

In this case, Canterans ennemies are easy.
You can add a mod for Targon Tracers on Balors, but Sucellus are nice pets. They don't fire, like Berserk Knight said in MCE 0.16

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TheRealBix
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Post by TheRealBix » Mon, 28. Apr 14, 02:57

I forgot to update the post for new versions !

1.2 :
Fixed overpowered forces in patrols.
Added saves compatibility so you can delete my mod and continue to play without it (But don't do that you fools !)
1.3 :
Added a real formation for Fleet missions. NOW they are terrific !

The new mission is going to be even more interesting now :) !

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TheRealBix
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Post by TheRealBix » Tue, 20. May 14, 14:24

The mod is now compatible with the new patch 2.0, enjoy !

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Erazil
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Post by Erazil » Tue, 20. May 14, 15:41

merci / thanks you :)

Wana
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Post by Wana » Wed, 21. May 14, 01:13

what was malfunctionning with 2.0 with your v1.3 ? just curious

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TheRealBix
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Post by TheRealBix » Wed, 21. May 14, 02:20

What was malfunctionning .. I don't really know, because I didn't tested. Some files of the mod should not be applied correctly so the mod wasn't really working (as a lot of files have been updated).

For exemple, I've seen that some essential parts of the file dictating how missions of assassinations work have been rewritten. So I had to modify some lines in my own file to not overwrite those changes. Otherwise it could have been some strange things :wink:

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Wed, 28. May 14, 15:05

Hi Bix,

I've experienced an issue in a multiply-modded game relating to mission fighters being stuck inside the model of a station they are attacking.

It was a Argon Secret Service, defend station mission so I suspect it could be a vanilla issue rather than mod-related. Mentioning here though since I mentioned your mod in the report:

http://forum.egosoft.com/viewtopic.php?t=367522

Regards,
Sparks

Wana
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Post by Wana » Wed, 28. May 14, 15:10

For what i saw on a french game website, TheRealBix is hacking ctOS actually :)

oops :oops:

Stonehouse
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Post by Stonehouse » Fri, 6. Jun 14, 13:14

Does the mod increase the availability of these missions?

(if yes, may its possible to increase the trade missions too?)

every station shows up to 3 kill missions but only a few stations offer trade missions

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piscisferro
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Post by piscisferro » Sun, 24. Aug 14, 04:48

Stonehouse wrote:Does the mod increase the availability of these missions?

(if yes, may its possible to increase the trade missions too?)

every station shows up to 3 kill missions but only a few stations offer trade missions
+1 this mod spawn kill missions all arround, since I installed this mod I didnt see any other kind of mission, only kill missions.

swatti
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Post by swatti » Thu, 2. Oct 14, 23:03

UPDATE NEEDED! Does NOT work well with 2.5 - some missions spawn nothing.

Now that we have fleets we can use, this mod is THE "end-game" X:R has.

swatti
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Post by swatti » Fri, 31. Oct 14, 19:08

YARR!! Still broken! Omicron missions spawn ships with "none" in the command and cartel-boss missions spawn no ships at all.

Is this still being updated?

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TheRealBix
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Post by TheRealBix » Fri, 31. Oct 14, 20:03

I recommand you to disable the mod until I update it. I just need time to play the game and see the changes. But time is money :roll:

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Sandalpocalypse
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Post by Sandalpocalypse » Fri, 31. Oct 14, 21:21

I poked around in the scripts to try to figure out what broke. Couldn't figure it out right off, even looking at the error logs. But I have to sya its pretty amusing watching dozens of xenons fly by in the highway because they forgot what they were doing and didnt get off.
Irrational factors are clearly at work.

swatti
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Post by swatti » Sat, 1. Nov 14, 15:32

Toptip for carnage and hilarious moments.

Accept as many cartel fleet coming -missions as you can on a sector where gates end, let them all pile up at the end and then cancel the missions. All fighters will pick the first target they can and attack... All 300 of em.

In ALBION the missions usually work. Not always tho.

In OMICRON the missions only spawn fighters since omicron has its own capital ships... It just spawns the same "value" in fighters. KEEP THIS!!
it's fun fighting a swarm of fighters. Make it a separate mission if possible.

Conbadicus
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Post by Conbadicus » Sun, 5. Apr 15, 14:51

Does this cause any problems in 3.5 ?

bm01
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Post by bm01 » Sun, 5. Apr 15, 14:59

Yes, I've used it a few months ago (last year) and there was serious issues with some missions, and it hasn't been updated since.

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