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

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

Post by dillpickle » Sun, 17. Jun 12, 19:55

Terran Conflict plots 2.2a for Albion Prelude 3.1

This is for Albion Prelude only, Terran Conflict already has these plots... :P


Will require a New Game for changes to the Galaxy Map to take effect.

2.2 for Albion Prelude 3.1 - What's New

Albion Prelude 3.0 gave a better solution for turning the war off, so this has been implemented.
I have now got round to adapting the Albion Prelude plots to be compatible with this mod.
Plots available are:
  • Albion Prelude Plot and
  • AP PHQ Plot
  • OR Operation Loose Ends
  • Shady Business
  • Corporation Troubles
  • Breaking Grounds
The station reward for the PHQ/Operation Loose Ends plots is effectively an equipment dock, but it uses the Terran PHQ model - 18 Capital Ship docks, plus internal docking.
There is an option for the war to be stopped before it starts, in which case The Albion Prelude Plot, AP PHQ Plot, Operation Loose Ends and Shady Business won't be available.
If the war starts, you have the option of siding with either the Argon or Terrans, plot availability being dependent on choice.
I'm unsure on what of scale the war will happen through turning it off and on again, but probably on a lesser scale than in vanilla AP.
Your Race Rep will hit rock bottom with whoever you decide to side against.
The 'War Effort' missions to raise rank during the Albion Prelude Plot work a little differently to the vanilla game.

I've added some extra checks for Terran Rep, so you should no longer get attacked if your rep is high enough.

Foreign language files have been added - ** NOTE - These are not translations, but should prevent some bugs that can occur if playing in a different language. **

Several of the previous fixes have been removed, as they have now been implemented in the vanilla game.



The Map:

Basically it is the Albion Prelude map with relevant changes for TC:
  • Njy's Deception, Family Rky and Family Zyarth added back in for plot purposes.
  • Unknown sectors next to Zyarth's Dominion and Argon M148 returned to Unknown status for plot purposes.
  • Zyarth's Stand is moved to retain a connection with Twisted Skies.
  • The New Home sector has moved... Same sectors different names.
  • There may be other sectors somewhere...
  • The Galaxy Map has all relevant sectors added.
The Plots:
  • Terran Plot.
  • Goner Plot.
  • Kha'ak Plot (Operation Final Fury).
  • Aldrin Expansion Plot.
  • Hub Plot.
  • PHQ Plot.
  • Treasure Hunt Plot.
  • A New Home Plot.
  • Balance of Power Plot.
  • + ATF Outpost Plot.
  • The Albion Prelude Plots, (with the exception of the AP version of The Hub) are now available, depending on choices made.

I have done a quick run through of all the plots to make sure they play out OK, altering as necessary to fit the AP environment.

The Corporations:
  • Are included, and fixed so being fired or the HQ being destroyed won't break the mission chain.
  • Plutarch Mining are in their new home of Albion Delta.
  • Corporations have been 'tweaked' - Dukes don't exclusively target the Paranid... They have become 'equal opportunities'.
  • All Corporations may ask you to kill a target of a rival Corporation...
  • Some of the mission rewards have been changed - The OTAS shipyard gets more ships at each reward level.
Other fixes etc...
  • Assassination missions won't complete if the pilot bails - you have to finish the job.
  • Follow ship missions for Corporations where the ship would just stop, jump away and the mission fails should be fixed.
  • Changed the pop up message when too close in follow ship missions to a hint. - Fixed in AP 3.0
  • Xenon Invasion missions where a ship leaves the sector, but you can't should be fixed. - Fixed in AP 3.0
  • Fixed clean up of escort ships created for Escort Convoy missions. - Fixed in AP 3.0
  • All convoy ships created for Final Fury are now removed so they don't clog the Military Base.
  • Various other mission ships and objects left over are cleared up.
  • Billboard removed from under one of the docking clamps on Argon Stock Exchange. - Fixed in AP 3.0
  • 'Glowy balls of doom' altered on Boron Equipment Dock to prevent ship damage. - Fixed in AP 3.0
  • Super Shipyards and Boron EQD fixed so internally docked M6's don't explode on exit. - Fixed in AP 3.0
Generic Missions:

Included are my enhanced version of the 'Buy Blueprints' mission and 'Sell Blueprints to Shipyard'.
All the new generic missions added with AP 3.0 are available.

Extra Stuff:

Interactive Plot Manager - Needs to be activated in game to be available.

The ability to complete plots (or pay for them) on an individual basis, or reset a broken plot...
Further details can be found in the thread for the X3TC standalone Interactive Plot Manager

The interactive plot manager currently supports only the Terran Conflict Plots - At present I don't have the time to go through and adapt it for all the Albion Prelude Plots

Hub Mission assistance via combat missions.

Just completed a 50,000,000 credit patrol for the Boron? Instead of spending it on building a small chip complex that you will have no use for once the plot is complete, why not have those merry Boron deliver 50 million worth of microchips instead... More details to follow.

Immersive Environments/IEX

Compatible maps for this mod to work with IEX (currently 1.5a) you will need to go to IEX - AP/TC Sector Visual Enhancement - IEX 1.5a and download the IEX files.

DO NOT use the TCAP/IEX compatibility patch from IEX topic - it currently contains errors that could break your game.

I have uploaded an IEX version of the complete TC plots for AP - no need for compatibility patches - TC Plots 2.2 for Albion Prelude 3.1 IEX.

You will still need to download IEX - AP/TC Sector Visual Enhancement - IEX 1.5a

Intall Order:
01-04 CAT -> Egosoft
05 Immersive Environments
06 IEX
07 TC Plots 2.2 for Albion Prelude 3.1 IEX

Alternatively, there is a compatibility patch

Intall Order:
01-04 CAT -> Egosoft
05 Immersive Environments
06 IEX
07 TC Plots 2.2 for Albion Prelude 3.1 IEX
08 TC_2.2_AP_3.1_IEX_Maps_Only

A new game will be required to get the full benefit of IEX.

XRM

A compatibility patch has been released by MutantDwarf for those that want the TC plots in XRM AP.
Details and download can be found here -> TC Plots in XRM:Albion Prelude


Installation:

Extract the zip folder into the addon folder in the X3TC/AP root folder, this will add the relevant scripts and a TC_Plots_2.0_AP_3.0 CAT/DAT pair.

The CAT/DAT's can either be placed in your mod folder, or numbered as a false patch.


Download:

I have moved all my downloads to NexusMods, in an effort to ensure they are still available to anybody that still wants to use them:

Dillpickle's Mission Director Collection for Albion Prelude

Modifications:
director / various... :roll:

t / 7360-L044.xml
t / 8340-L044.xml
t / conversations.xml

types / jobs - added the TC Kha'ak Jobs.
types / gamestarts.xml
types / tdocks - added Terran Military Support Station.

Fixes:
18/06/2012 1.1 A couple of extra files crept in with the M6 docking fix that cause some oddities in the Military Outpost internal docks.
Fixed multiple messages when Corp. HQ destroyed.

26/08/2012 1.2 Fixed Corporation Missions so Argon Corporations no longer give other Argon corps. as assassination targets.

29/08/2012 1.3 Fixed Abandoned Ship spawning in player sector.
Reward ships now turned over to player when using Plot Manger to complete missions.
Goner Ozias now boardable at end of Goner Plot.

12/09/2012 1.4 Fixed problems with Plot Manager and PHQ/Treasure Hunt Plots.
I have reduced the number of jobs for Xenon in Zyarth's Dominion, and have lengthened the spawn time for them.

21/10/2012 1.5 Fixed problem with Plot Manager/Balance of Power Mission.

07/06/2013 2.0 Fixed (hopefully) Terran Rep issues.
Added most of the Albion Prelude Plots.
Changed stopping the war to take advantage of the new 'War Manager' added with Albion Prelude 3.0.
Jobs for Aldrin Expansion sectors disabled until the sectors are connected.
Possibly more, will add them as I remember...

09/06/2013 2.1 Fixed multiple gates being created in Ne Home Sector if using Plot Manager to complete it.

25/11/2013 2.2 Updated 3.0 missions to incorporate 3.1 mission fixes.
Fixed textid error for Xenon invasion missions.
Adjusted start conditions for ATF Outpost.
Fixed gate 'issue' with New Home Plot.
Fixed Dark Space Installation problem with Balance of Power.
Fixed completing PHQ with Plot Manager.
Fixed (hopefully) the IEX maps.
Fixed duplicate stations spawning if stopping the war is chosen in Shady Business.

28/11/2013 2.2a Fixed broken IEX map.
Fixed completing PHQ no payment option with Plot Manager.


Special Thanks:
Killjaeden, for his assistance in fixing the M6 Internal docking issue, and the 'glowy' runners on the Boron EQD.
Last edited by dillpickle on Tue, 29. Nov 16, 18:09, edited 18 times in total.

Vayde
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Post by Vayde » Sun, 17. Jun 12, 20:21

Stunning!
Still life in the old dog yet...

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Argonaught.
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Post by Argonaught. » Sun, 17. Jun 12, 20:23

Wow good work dillpickle.

Wanted to ask about the main AP plot reward, will that ship be given as a reward from one of your plots? or is it added to buy as a blueprint?

Wondering also since the Albion sectors are still there what was the main reason to disable the AP plot...is it just that some sectors/station used in it had to be re-situated to enable the TC plots?

I'll give this a go on a new game start anyway, be nice to have a few extra things to do while building an empire. :)

Argo
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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dillpickle
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Post by dillpickle » Sun, 17. Jun 12, 20:41

Argonaught. wrote:Wanted to ask about the main AP plot reward, will that ship be given as a reward from one of your plots? or is it added to buy as a blueprint?
It's available somewhere... somehow...
Argonaught. wrote:Wondering also since the Albion sectors are still there what was the main reason to disable the AP plot...is it just that some sectors/station used in it had to be re-situated to enable the TC plots?
The AP Plot needs some looking through, as quite a few of it's triggers are linked to war scores - without the war going on it will take some changing, it may be possible to rework it so plays along in a similar way without the war interaction...

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Argonaught.
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Post by Argonaught. » Sun, 17. Jun 12, 22:29

Ah yes, I forgot about the war stuff that goes on.

Is the war still enabled in those sectors?

If there's no war then maybe the plot progress could be linked to either Terran or Argon rep, so when it reaches a certain one it just continues along leaving the war stuff out of it.

Just an idea though, haven't looked at how the whole war thing works in MD at all.

Argo.
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DrBullwinkle
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Post by DrBullwinkle » Sun, 17. Jun 12, 22:31

.

Did you say, "no war"? If so, Yay!

Better missions and rewards for Corporations (and no broken Corps) - Yay!

Combat Missions for Hub - Yay!

ATF Outpost - Yay! :) (It is one of the best missions I have played.)

.
Last edited by DrBullwinkle on Mon, 18. Jun 12, 17:31, edited 1 time in total.

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Familiar
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Post by Familiar » Mon, 18. Jun 12, 07:59

Great news! However, any chance for XRM compatible version? Please :)

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Argonaught.
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Post by Argonaught. » Mon, 18. Jun 12, 12:32

Familiar wrote:Great news! However, any chance for XRM compatible version? Please :)
XRM changes way too much.

After my disappointment with how my attempted mod for XRM was received by the XRM team, and with no thanks for deciding to discontinue my Mod for the sake of the XRM team, I would advise not making anything extra for XRM as the hassles that would come with it would be astronomical.

Although it is up to each individual to decide if they want to support another Mod by creating something specific, although that extra mod will need to be changed each time the larger mod is altered.

Just my thought on the whole thing.

Argo.
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Familiar
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Post by Familiar » Mon, 18. Jun 12, 13:03

Argonaught. wrote:
Familiar wrote:Great news! However, any chance for XRM compatible version? Please :)
XRM changes way too much.

After my disappointment with how my attempted mod for XRM was received by the XRM team, and with no thanks for deciding to discontinue my Mod for the sake of the XRM team, I would advise not making anything extra for XRM as the hassles that would come with it would be astronomical.

Although it is up to each individual to decide if they want to support another Mod by creating something specific, although that extra mod will need to be changed each time the larger mod is altered.

Just my thought on the whole thing.

Argo.
Yes, in general cross mod compatibility is pain in the ass... but I doubt universe map will be changed in XRM anymore, so it is possible to make compatible version as autor of IEX does for example.

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Post by joelR » Mon, 18. Jun 12, 14:16

Familiar wrote:
Argonaught. wrote:
Familiar wrote:Great news! However, any chance for XRM compatible version? Please :)
XRM changes way too much.

After my disappointment with how my attempted mod for XRM was received by the XRM team, and with no thanks for deciding to discontinue my Mod for the sake of the XRM team, I would advise not making anything extra for XRM as the hassles that would come with it would be astronomical.

Although it is up to each individual to decide if they want to support another Mod by creating something specific, although that extra mod will need to be changed each time the larger mod is altered.

Just my thought on the whole thing.

Argo.
Yes, in general cross mod compatibility is pain in the ass... but I doubt universe map will be changed in XRM anymore, so it is possible to make compatible version as autor of IEX does for example.
Im thinking I may have to go with an SRM/CMOD game just so I can use this.

Maddox65
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Post by Maddox65 » Mon, 18. Jun 12, 17:29

Amazing Work...

Thanks also for the plotmanager, as now with the payment plan we have a good reason to make money :)

Great stuff.

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Post by dillpickle » Mon, 18. Jun 12, 21:33

*** 1.1 Update ***

A couple of extra files got added when fixing the M6 docking, these are causing some visual oddities with the internal fightr dcks on Military Outposts. - you will need to remove the old CAT/DAT and use the new ones.
Also fixes multiple messages from a Corporation when their HQ is destroyed.

Argonaught. wrote:Is the war still enabled in those sectors?
No, the war has been disabled.
Familiar wrote:Great news! However, any chance for XRM compatible version?
Sorry, No.
XRM has it's own war scripts which would need disabling, as well as 50 new sectors, so the chance are that it will use th same sectors I've used is quite high.
The only way it would work is to start again from scratch on an AP/XRM base, which to be perfectly honest I'm not prepared to do.
XRM is also frequently updated, which would mean constantly checking for compatibility.
Familiar wrote:Yes, in general cross mod compatibility is pain in the ass... but I doubt universe map will be changed in XRM anymore, so it is possible to make compatible version as autor of IEX does for example.
All IEX does is to alter the sector appearance - background/planets/fog etc...
The game will play no matter whether the system is blue, green or pink...

Plots are dependant on a lot more than just the sectors - there are the correct shiptypes in tships, the right stations in the right station, and with a complete mod like XRM it's a lot to sort through for nine plots plus the support files...

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Post by skullscar » Wed, 20. Jun 12, 12:13

there is a problem in operation final fury plot, the part where i need to jump in khaak sector 931- there is no such sector. my map doesnt show any khaak sector at all. i even used cheat collection package with option to reveal all sectors in the game

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Post by dillpickle » Wed, 20. Jun 12, 13:20

skullscar wrote:there is a problem in operation final fury plot, the part where i need to jump in khaak sector 931- there is no such sector. my map doesnt show any khaak sector at all. i even used cheat collection package with option to reveal all sectors in the game
I've just done a fresh install of the latest AP, installed the TC plots for AP 1.1 - all the Kha'ak sectors are showing up fine.

Have you tried opening your galaxy map and typing 'K' to find it?

Do you have anything else installed that could effect the universe map?

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Alex Corvis
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Post by Alex Corvis » Wed, 20. Jun 12, 13:25

Did you start a new game after installation? Didn't try out that mod myself (yet ... give it a try after exams) but in TC any change to the universe map needs a new start to load the map. And your problem extremely sounds like you didn't.

Btw what's the reason for disabling the AP main plot? Or let me ask the other way round: why would I need to install that mod if it just converts AP into a TC version with a different map (and a few new ships)?

Don't get me wrong, the description sounds great and I will try it for sure. But disabling the AP plot does not make sense to me.

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Post by dillpickle » Wed, 20. Jun 12, 13:54

Alex Corvis wrote:Did you start a new game after installation?
Knew there'd be something I'd forget to add in the description... :roll:
Alex Corvis wrote:Btw what's the reason for disabling the AP main plot? Or let me ask the other way round: why would I need to install that mod if it just converts AP into a TC version with a different map (and a few new ships)?

Don't get me wrong, the description sounds great and I will try it for sure. But disabling the AP plot does not make sense to me.


The reason it was disabled was there were stages that relied on the players 'war score' changing by getting involved in the war sectors - with the war disabled it takes a bit more effort to get the plot to play without the ready made war going on... It is being worked on to be added back in later...

The reason for doing it was AP has a lot of new features - better OOS combat, bigger menus etc... etc..., but, in my opinion, lacking in content - three (shortish) plots and then you're left with the same sandbox except with a war zone where nothing gets resolved and instant death for player owned ships...
TC on the other hand is heavy on the content - nine plots, plus the Corporations. So with this you get the new features added to AP, but with TC's content... :)

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Post by Vayde » Wed, 20. Jun 12, 15:33

Instead of combining half a dozen freely available mods and scripts, refining the interface and then selling the result, Egosoft cold have just released it as a patch for TC.

Result, huge applause and commendations from an already loyal fan base and some nice publicity prior to X:R's release.

Admittedly they would be down on a bit of revenue but it's never really been about the money anyway, has it?
Still life in the old dog yet...

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Post by Alex Corvis » Wed, 20. Jun 12, 16:56

dillpickle wrote:It is being worked on to be added back in later...
Yippie :D

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Post by Vacuity » Wed, 20. Jun 12, 17:00

Just a note to say that I've been trying this out and it seems to be working thus far. The 1.1 version fixed the visual oddities with the Argon trading stations, I haven't checked the pirate bases yet, which were the other stations with weird bits I noticed in v1.0.

Thanks a lot, and I look forward to future updates.

Vac

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Post by skullscar » Wed, 20. Jun 12, 17:33

no i didnt start new game... well this is a plot i wont be doing cause i cant stand to loose everything i have now hehe

edit: ok, i started new game just to see does it work. the answer is no. on the start i revealed all sectors and there are no khaak sectors again. enduring light is now unknown sector but no new sectors have been added.
im using battlestar galactica mod, menagerie shipyard and cycrow cheats ap plugin
edit 2: hub plot wont start. requirements are boron rank kings knight (level 8 ) and apprentice trader (level 6). my boron rank is 10 and trade rank is magnate (level 26). i believe i know the reason for this- i finnished hub plot in albion prelude storyline and i have control over it now so thats why the mission wont start
Last edited by skullscar on Wed, 20. Jun 12, 21:24, edited 5 times in total.

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