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



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PostPosted: Wed, 23. Apr 14, 02:35    Post subject: [MOD] ButterMissions v1.4 (20 May. 2014) Reply with quote Print

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 ? Razz


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 Crying or Very sad )

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 ! Razz

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



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


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


Downloads :





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 Razz
-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


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My mods : ButterRanges, ButterRewards, ButterMissions, No Music In Highways, TAF!


Last edited by TheRealBix on Tue, 20. May 14, 14:23; edited 4 times in total
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Wana





Joined: 27 Jun 2010
Posts: 270 on topic

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PostPosted: Thu, 24. Apr 14, 00:06    Post subject: Reply with quote Print

Love you man !

Gonna test it right away !

aussitôt dit, aussitôt fait !

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TheRealBix



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PostPosted: Fri, 25. Apr 14, 05:15    Post subject: Reply with quote Print

New major version available Smile

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 Razz
-Spawn behaviour changed and enhanced to support swarms.


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My mods : ButterRanges, ButterRewards, ButterMissions, No Music In Highways, TAF!
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Wana





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PostPosted: Fri, 25. Apr 14, 14:39    Post subject: Reply with quote Print

for those who want challenge

Impossible mission difficulty :



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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PostPosted: Mon, 28. Apr 14, 02:57    Post subject: Reply with quote Print

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 Smile !


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My mods : ButterRanges, ButterRewards, ButterMissions, No Music In Highways, TAF!
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TheRealBix



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PostPosted: Tue, 20. May 14, 14:24    Post subject: Reply with quote Print

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


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Erazil





Joined: 29 Sep 2013
Posts: 12 on topic

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PostPosted: Tue, 20. May 14, 15:41    Post subject: Reply with quote Print

merci / thanks you Smile

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Wana





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PostPosted: Wed, 21. May 14, 01:13    Post subject: Reply with quote Print

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

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TheRealBix



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PostPosted: Wed, 21. May 14, 02:20    Post subject: Reply with quote Print

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


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Sparky Sparkycorp
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Joined: 30 Mar 2004
Posts: 7009 on topic
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PostPosted: Wed, 28. May 14, 15:05    Post subject: Reply with quote Print

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


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Wana





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PostPosted: Wed, 28. May 14, 15:10    Post subject: Reply with quote Print

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

oops Embarassed

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Stonehouse





Joined: 07 Feb 2004
Posts: 277 on topic

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PostPosted: Fri, 6. Jun 14, 13:14    Post subject: Reply with quote Print

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





Joined: 22 Aug 2014



PostPosted: Sun, 24. Aug 14, 04:48    Post subject: Reply with quote Print

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.

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swatti





Joined: 07 Dec 2003
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PostPosted: Thu, 2. Oct 14, 23:03    Post subject: Reply with quote Print

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.

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swatti





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PostPosted: Fri, 31. Oct 14, 20:08    Post subject: Reply with quote Print

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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