[MOD] Improved Missions (v.001) [23.11.13]

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KelArkir
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[MOD] Improved Missions (v.001) [23.11.13]

Post by KelArkir »

====Description====

This mod is about making the generic missions
- Diverse
- Meaningful
- Use a range of difficulty settings

The Vanilla Missions are very limited, most of them to only 2-3 difficulty settings which do not differ much. For example spawning large capitals is not even possible. Also, money wise, difficulty/time consumption and risk are nowhere balanced.
This mod tries to get the missions in order, one mission at a time :)

The mod is tested in free form mode only, so this might break the campaign :(
I hope you people have fun with it :)

====Done====
Station Defense | Criminal Factions | 7 Variants

====To Do====
Station Defense | Other Factions / Civil War
Capital Ship | All Factions
Escort | Friendly/Neutral
Transport | Friendly Factions
Mining | Friendly Factions
Assassination | Hostile/Neutral Factions
Station Attack | Hostile/Neutral Factions

Find those pesky unwanted mission creation calls from somewhere™
And make sure that I hit the nail with the difficulty/reward scheme, feedback wanted :)

====Download Link====

http://xrebirth.nexusmods.com/mods/196//?


Edit with 1.17 Patch right now no idea what works and what not ...
Last edited by KelArkir on Sat, 23. Nov 13, 18:11, edited 4 times in total.
SparvieroGed
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Post by SparvieroGed »

Great idea!

Yesterday I take down a capital for 10k credits...The Economic Crise Hit Albion XD
bm01
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Post by bm01 »

Oh yeah. This badly needs more diversity.
Gnertzl
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Post by Gnertzl »

nice mod.. i tried a medium mission, there was a balor with the fleet, made around 192k, seems fine to me.
And it works with the campaign
spacecoyote99
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Joined: Thu, 10. Oct 13, 20:57
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Post by spacecoyote99 »

Loving this mod so far. Took 2 defense missions in Hot Air, fought a few Balors in Hot Air, good fun. It's also nice that time spent is now properly rewarded. Also they managed to actually blow up part of the shipyard which I'd never seen happen before, going to be interesting to see if it is restored over time ^^

The only comment is the rewards might be a touch too high. The one that spawned 2 Balors had a reward of over 2 million credits. I farmed about 10 million in.. An hour or so? Might be a bit much.
csaba
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Post by csaba »

spacecoyote99 wrote: The only comment is the rewards might be a touch too high. The one that spawned 2 Balors had a reward of over 2 million credits. I farmed about 10 million in.. An hour or so? Might be a bit much.
If you had captured both Balors that would have made you 10 to 12 mil credits and vanilla missions also spawn Balors so the rewards ain't too much cause a vanilla mission can net you 6 mil from a captured ship.

Aaaaaand you can find 10 mil in an hour with long range scanning.... Santa came early to the Albion sectors. :lol:
spacecoyote99
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Post by spacecoyote99 »

csaba wrote:
spacecoyote99 wrote: The only comment is the rewards might be a touch too high. The one that spawned 2 Balors had a reward of over 2 million credits. I farmed about 10 million in.. An hour or so? Might be a bit much.
If you had captured both Balors that would have made you 10 to 12 mil credits and vanilla missions also spawn Balors so the rewards ain't too much cause a vanilla mission can net you 6 mil from a captured ship.

Aaaaaand you can find 10 mil in an hour with long range scanning.... Santa came early to the Albion sectors.
Yeah capturing is still a real easy way to make cash too, just like X3 -_- It sort of makes trading and everything else pointless. But it's not too big a deal, and the original "20k for killing a cap ship" was pretty silly.

In any case, this is a vast improvement over the vanilla missions. It was really cool to see the station fighting off a real attack and the battlefield littered with wrecked ships after a few fights.
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Cyllie
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Post by Cyllie »

I'd cut the rewards in half
mikeck
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Post by mikeck »

I'm assuming this works fine with 1.17?
Lord Morpheus
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Post by Lord Morpheus »

Tested it. Found some bugs. If you kill attackers your reputation will go down, instead of up. I started a medium difficulty mission. 30 Fighters and three Heavy Suls with drones. A bit much for medium I think. And if you kill fighters generated by the missions, the game doesn't show any explosions.

But I like the idea ;)
iforgotmysocks
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Post by iforgotmysocks »

Lord Morpheus wrote:And if you kill fighters generated by the missions, the game doesn't show any explosions.
Not his fault. Thats a regular gamebug.
seedee
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Post by seedee »

csaba wrote:If you had captured both Balors that would have made you 10 to 12 mil credits and vanilla missions also spawn Balors so the rewards ain't too much cause a vanilla mission can net you 6 mil from a captured ship.
i tend to not cap mission caps anymore,
they seem to have bugged docking things and I don't want to loose my marine officer
he's got 3 stars right now, i'd be really angry :p
mikeck
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Post by mikeck »

iforgotmysocks wrote:
Lord Morpheus wrote:And if you kill fighters generated by the missions, the game doesn't show any explosions.
Not his fault. Thats a regular gamebug.
Hmmm, not sure i understand. I play combat missions and enemy ships spawn...I shoot them and they explode if firery deaths
Gui Yu
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Joined: Fri, 26. Mar 10, 16:36
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Post by Gui Yu »

Love your mod just took on 2 heavy sul's a light sul and a balor. Bounty 1.4 million. Keep up the good work.
LastChime
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Post by LastChime »

Sounds awesome will give it a go later tonight!
StormMagi
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Post by StormMagi »

Any chance you can make the generic missions racial? IE in Devries have Sucelluses and Titurels for cap ships?

Also I took several kill cartel boss missions in Devries,, was 1 Sucellus 1 Balor + 2-3 fighter escorts. Same thing in Albion but it was an Arawn instead of a Sucellus. This was in vanilla Rebirth, they were classified as Very Hard w/ 30k payout.
MOD XR Show Skills

Flying spaceships since 1993.
Tyrant597
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Post by Tyrant597 »

Have you considered adding 'dynamic' missions which have a chance to trigger when the player enters a zone?
You don't talks about X:Rebirth...
X4 Mods: Collect Inventory Wares Stations Supply Build Storage Mass Move Marines
KelArkir
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Joined: Sat, 16. Nov 13, 14:29
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Post by KelArkir »

Right now I'm waiting to see what 1.18 brings to the table before I clear more missions. But since egosoft is taking their time to fix things, Im inclined to just add some more before that, maybe even today :)

This is partly due to the fact, that player progression doesnt work right now, which is highly annoying :( (You can see the framework of it though, it just doesnt work...)

Anyways:
StormMagi, as is, I just commented out the part that makes the generic missions racial, for the sole reason that the starting system of the free form has no criminal faction assigned. With only one faction available, there would've been a plethora of systems that contained no missions at all :D
Skay24
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Joined: Sun, 24. May 09, 23:39

Post by Skay24 »

Hi,
how are the cap ships assaign to missions. Because sometimes on lv very hard i had 3 Balor, and on lv hard i had 3 Heavy Sul, 3 Light Sul and 1 Balor, and all in 1 formation so quick death for me. Is there a way to change how many cap ships are in a mission will be, it would be great.
swatti
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Post by swatti »

Is this still being developed? I very much hope so.

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