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(MOD) TSOG Missions, V1.0 Released 3/01/2011
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TEKing66





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PostPosted: Fri, 20. Aug 10, 18:43    Post subject: (MOD) TSOG Missions, V1.0 Released 3/01/2011 Reply with quote Print

TSOG Missions

TSOG Missions is a mini-plot currently released at version 1.0. This mod adds a set of missions based around a Terran group called, you guessed it, TSOG. The Terran Special Operations Group (a.k.a. TSOG) is a black ops group that do jobs that the ATF considers "Politically Dangerous". Which of course also gives the ATF anonymity and plausible denial-ability. This, of course, does mean fighting. So if it's a traders life for you, then this may not be a mod for you.

Since this is a black ops style of game play, all ships given will most likely be of commonwealth design. The idea being that these ships were captured, hijacked or stolen in some way and allow the player to move around as inconspicuously as possible.

Goals of this MOD

The goal of this mod is simply to add some missions and give everyone some new things to do. Plus you might even gain a small but formidable fleet in the process.


Features and Additions

This mod at first release adds ten new missions to be done. More may be added as time goes by, provided there is enough interest.

Two new bases, the TSOG HQ and the TSOG Base. (This will not require a new TDocks text file and should allow this mod to compatible with other mods if used as a fake patch.)

A new Unknown Sector, the home of the TSOG Base, will be added.
As the missions progress, gates will be added to connect this sector with the sector that houses the TSOG HQ in one of the Unknown sectors in Terran Space. This also gives a back door between Terran space and Commonwealth Space, buffered by a Xenon Sector. (The idea behind adding a sector, verses using an existing one, is to give a buffer sector between the Xenon sector and the sector that houses the TSOG Base.) The gates connecting these two sectors will be the "Terran Gate" like the one introduced in the Aldrin Missions connecting Neptune to Terran Unknown Sector 2.

Player rewards consist of credits (of course), armaments (lasers and missiles), ships (several and in all sizes) and ultimately two NEW player owned sectors. The two sectors will be connected and will be new sectors added to the map. These connect into the player sector gained from the "A New Home Plot". These may also use the Terran Gates.

Prerequisites For the Missions

Currently the missions will be setup to start a short time after the player completes all the stock plot missions in X3TC 2.7.1, Corporation missions do not have to be completed. Having completed the "A New Home" plot is essential.

Once a mission is completed, you can branch off and come back later.

Missions Currently In Place

0. Base, HQ and their defenders and the other setup stuff. (Complete)

1. Retrieve a package and return it it the base. (Complete)

2. Kill a double agent. (Complete)

3. Destroy a Base. (Complete)

4. Destroy an invading attack fleet. (Complete)

5. Capture a ship. (Complete)

6. Take out an enemy agent. (Complete)

7. Destroy an enemy convoy. (Complete)

8. Defend the HQ from an attack. (Complete)

9. Intercept an enemy force. (Complete)

10. Liberate a sector. (Complete)

This list is complete, but still don't count on the order of listing to be the in game flow, though it might be.

Also, I'd like to add there are a few "easter eggs" included. Some can be found while going through the missions, some only after the missions have been completed.

Downloads

SPK Version Installs as a "Fake Patch", will end up being the highest numbered .cat & .dat files in your "X3 Terran Conflict folder.


As all ways questions and comments are welcome.


Special Notes

I had a discussion with Ketraar pertaining to the RSM MD script and compatibility with this MD Script. They should be compatible as long as RSM is started after TSOG places it sectors and gates. Which at this time means the TSOG basically needs to be completed before running RSM.

Also, the two new sectors given to the player at the end will be placed so as to not interfere with the "Revelations Mod".


Credits

For their guidance, help, and patient tolerance to my questions and brain farts, I would like to give a big Thank You to;

Stu Austin (couldn't have pulled in off without you), Observe, Killerog and Cycrow. Oh, and lets not forget Sunblade, his 00749.bod file has made life so much easier.


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Last edited by TEKing66 on Fri, 7. Dec 12, 17:49; edited 22 times in total
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TEKing66





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PostPosted: Fri, 20. Aug 10, 18:43    Post subject: Reply with quote Print

reserved


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The-Last-Communist





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PostPosted: Sat, 21. Aug 10, 11:51    Post subject: Reply with quote Print

i was hopping somewon would do somthing as a new plot , good look !


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Fallen Wanderer





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PostPosted: Wed, 15. Sep 10, 00:43    Post subject: Reply with quote Print

This looks interesting!

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TEKing66





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PostPosted: Thu, 11. Nov 10, 17:00    Post subject: Reply with quote Print

I'm toying with an idea and would like to get some responses from the community.

Here 's my thought. Pick a pirate sector and have a mission where your job is to basically take control of the sector for another race.

Say, Hatikvah's Faith, you run the pirates out for good and the Argon assume control of the sector.

So, what's everyone's thoughts on this?

Looking forward to the responses Very Happy


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Spectre84





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PostPosted: Sun, 14. Nov 10, 11:53    Post subject: Reply with quote Print

Hi, this looks really promising but is there any chance of moving the HQ to an existing sector as I am currently using revelations which also adds sectors so I believe they wll be incompatable.

I have also been looking at RSM which also adds new sectors over time, I found this one after I had installed revellations though so this also incompatible.

Its just a thought as your mod is aimed at the late game to give you something to do after the plots it would be a good idea to make it compatible with mods that alter the universe

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TEKing66





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PostPosted: Mon, 15. Nov 10, 02:42    Post subject: Reply with quote Print

Yes, that could be done. But, as a finale reward I was planning to give the player a couple of new sectors. So, that would have to be scrapped.

The actual TSOG HQ will reside in a sector the is currently in the game.
There is going to be a secret base that will at this moment reside in a new sector. I have tried to contact those making mods that change the universe to work with them and make this compatible. But, it seems that I am the only one concerned with making things compatible. This is one reason the mod has taken so long to finish. It's not like I'm asking for the entire universe, just three sectors.

So, if more people respond the same way, then yes, I will omit the new sectors. Personally I feel that would take away from the mod, but, I'll do my best to give everyone what they want.

Edit: Please note that I have taken steps to make this compatible with the "revelations" Mod. And, if this mod is installed before RSM, then those two should be comaptible. Ketraar and I discussed this and he confirms that info.


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Spectre84





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PostPosted: Mon, 15. Nov 10, 19:10    Post subject: Reply with quote Print

Hi, thanks for the quick reply.

Is the compatibity issue just the map bod meaning the new sectors just wouldn't show up or is there more to it than that?
This wouldn't be that much of an inconvenience as long as you knew the location of the three sectors as you could still use the gates to get to them

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TEKing66





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PostPosted: Mon, 15. Nov 10, 22:34    Post subject: Reply with quote Print

No, according Ketraar, if the sectors and gates in my mod are inplace when his starts then his mod ignores those as being sectors his mod can add.

So, his mod will only add sectors that are not used in the game. Which means that my mod missions would have to be completed before his is installed. It's more of an issue with which mod lays claim to the sectors first.


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Last edited by TEKing66 on Tue, 7. Dec 10, 16:11; edited 1 time in total
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TEKing66





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PostPosted: Fri, 3. Dec 10, 18:05    Post subject: Reply with quote Print

Just posting an update so everyone knows this is still alive.

Currently working out a few bugs, fine tuning mostly. The initial offer to accept these missions can now be refused. Then when you are ready, go to a designated sector, meet the recruiter and accept his offer.

Once this is done, then the missions start. Very Happy with lots of stuff to destroy Very Happy

Still trying to make my mind up on the last mission, open to suggestions.
I hate writers block. Sad


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TEKing66





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PostPosted: Sun, 12. Dec 10, 05:35    Post subject: Reply with quote Print

Big Update time.

The mod is nearing completion, just have a small bug or two, taking care of a few timing issues and a complete run through and a double check. I am not giving a set date, but I will say before Christmas. Very Happy

In the OP I mention some "easter eggs"........Hints anyone? Twisted Evil


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Ikaruga





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PostPosted: Sun, 12. Dec 10, 16:04    Post subject: Reply with quote Print

Some special NPCs having the same names as some members of the forum ? Cool

Already done in LV's Deathmatch script but never gets old...

By the way, those missions seem really interesting, I'll try them for sure !


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TEKing66





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PostPosted: Sun, 12. Dec 10, 16:18    Post subject: Reply with quote Print

Actually, these "easter eggs" are a little more material. Things to grab, collect and use. Hidden here and there, you will need to search for them.
And Video Enhancement Goggles could be handy.

In the future maybe a riddle or two,
To point the way and see you through,
And help expose a couple of treasures,
For you to collect and use for pleasure.


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Retiredman





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PostPosted: Sun, 12. Dec 10, 19:05    Post subject: Reply with quote Print

Now if only you can develop a system where the various races ask for bids to buy mass quanities of material..
(be the lowest bidder)

Like government contracts..

Deliver several thousand 1 GJ shields or PPC...etc..

(BTW is there a DL link - I can't see one)


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TEKing66





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PostPosted: Sun, 12. Dec 10, 22:01    Post subject: Reply with quote Print

No Download Link just yet. Once it's debugged and I'm satisfied with the timing of a few more items. Within the next couple of weeks it should be ready for download. Very Happy


Edit: A set of trade missions are being considered, and possibly race related missions. Smile


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