[X3LU] X-Missions Reloaded (XM-R) v1.59b

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Sparky Sparkycorp
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Post by Sparky Sparkycorp » Fri, 29. Aug 14, 23:18

Sorry, by unlocking, I just mean the need to re-spend the PPs to be able to see the missions. Not the ability to spend PP to gain race ranks.

(Thanks for the E/I tips)

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Post by Sparky Sparkycorp » Fri, 29. Aug 14, 23:41

Joubarbe wrote: I also have to play (a lot) more to balance middle and end games.
I am at 1d and 11hr and I am a combat/missions-focused player. Within a couple of days, it is possible to unlock everything and then PPs become meaningless. If mission failure lead to lost PPs, it would extend the relevance of PP into the medium game and reward learning from mistakes.

I probably need to play more to offer any ideas for the long-term.

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Post by Joubarbe » Fri, 29. Aug 14, 23:50

I won't do that. I want to be able to unlock things fast ; don't forget that in vanilla, as well as in XM-R, missions are not really useful after a few days. When you have 20 UT and 2 or 3 SHC, like I have in my game, you're starting to have a good income and only Extreme difficulty is interesting.

PPs are useful for special stations after you unlock everything, and loot level. The problem is if you don't see it, then something is not good, and I must fix it :)

I already have some ideas, mainly to reduce the rate of missions generation, and maybe influence all that with PP as well. Special stations should also be more useful.

I'm just thinking out loud here.

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Post by Sparky Sparkycorp » Sat, 30. Aug 14, 00:23

Joubarbe wrote: I'm just thinking out loud here.
Bless you!
Joubarbe wrote: mainly to reduce the rate of missions generation
I agree. At the moment, after several unlocks, we have a lot more missions per sector than vanilla and sorting through them starts to become an new issue.

It might be nice to be able to decline some PP upgrades, or to filter missions by some kind of type (combat, trade, etc.).

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Post by moony » Sat, 30. Aug 14, 09:35

Joubarbe wrote:It appears that you may not have to do an EI after all. Cannot confirm that. I saw some decas transporting good to their stations, but that's all. I still recommend it, to reset the whole thing properly (I guess).

Pretty simple, you do an EI as usual, and XM-R is exported as well :)

I thought that some positive feedback instead of bugreports would be a nice change of pace :)

OCV is now working as intended in my game so the bugfix is good. Only problem I'm having now is that I have no idea how to make money fast enough to stop that onslaught..I'm getting my *ss kicked here..

I also was able to finish the Yaki plot with the change you made.

The mini plots like Yaki's and The bridge are quite fun I must say. I wouldn't mind a few more of these..* hint *

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Post by Joubarbe » Sat, 30. Aug 14, 09:51

Positive feedback is always good :) Thanks.

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Post by Shasslar » Sat, 30. Aug 14, 12:44

Possible Back To Busniess bug :

I bought and dropped a Protein Paste Factory M, and transfered control. They gave me 300 000, while the station is worth 325 000.

So, I've been doing charity or sumthin' ?

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Post by Joubarbe » Sat, 30. Aug 14, 12:53

The X universe is ruthless...

(I will investigate)

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Post by Joubarbe » Sat, 30. Aug 14, 19:24

Added a temp changelog on the first page.

This will be a rebalance patch, so don't expect its release too soon. The current version is fully playable, but I want to make some changes regarding the difficulty of this script. All these adjustments will be done with the Loot Module installed, and with the new ability to take control of docked ships, you will have no excuse to not download it :) I was looking for a way to replace the bailing for several versions now, and I think I've found a good way to do it.

The 1.50 will bring more focus to missions, perk points and special stations. It will take longer to unlock everything, and should give more meaning to highest rewards.

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Post by Sparky Sparkycorp » Sat, 30. Aug 14, 23:15

That's a meaty list of changes, and thank you for incorporating some of my suggestions :)

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

Possible v1.48 bug:
I accepted Extreme "Wanted" missions in Asteroid Belt and Jupiter (next door) and after clearing a few sectors, I cannot find mercs in other sectors nearby.

It made me wonder if the "don't spawn mercs in the sector the mission is accepted rule" could be conflicting across the two missions leading to missing spawns in those systems from the opposite missions.

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Post by Joubarbe » Sat, 30. Aug 14, 23:28

Just to be sure : did you search Saturn, Jupiter 2, Asteroid Belt, Mars, Jupiter and Heretic's End ?

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Post by Sparky Sparkycorp » Sun, 31. Aug 14, 00:38

Joubarbe wrote:Just to be sure : did you search Saturn, Jupiter 2, Asteroid Belt, Mars, Jupiter and Heretic's End ?
Thank you. They are in Jupiter 2.

I am not sure why but my Galaxy Explorers stopped working in the past without entering Jupiter 2 and I had not noticed there was a gate to it so it remained unexplored. On the Galaxy map, I may have seen the gate connection but if I did, it would have looked like a connection to Venus and not odd.

Thanks again.

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Post by Shasslar » Sun, 31. Aug 14, 18:47

Hey Joubarbe, I have a small problem in my LU XM-R game : When doing The bridge, I have no option to reinforce the wave strength.

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Post by Joubarbe » Sun, 31. Aug 14, 19:19

Can you post a screenshot of your Waves Manager ? (the thing in purple "Click to manage", in your PMA)

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Post by DeathBreath » Sun, 31. Aug 14, 20:46

Well hello Joubarbe I have a few questions and one bug I just saw which I think is a bug.

Firstly I want to ask if you are open to some kind of changes in the enemy spawning in some of the missions of your script or are you keeping them the same in the next version. I ask because the current enemy spawning at least for me is a little dull - there is no variation or something.

I mean for example the sabotage mission.It just spawns only fighters even on impossible difficulty. Can we have some m6,m7,m8 mixed in there. Or the wanted missions. They only spawn fighters and m6. Why not have more variety in the enemies encountered especially in the later difficulties. Like even m1s or m2s in the very hard and impossible difficulty. Or in the heavy convoy missions there's only m1s in there, I have never seen any m2 to spawn in that mission. Or for the "Surgical Strike" missions, why don't we have some capital ships spawn in there also.
It's just an friendly suggestion it's your script and if you don't want to change that so be it. I like having to fight a lot of enemies of once and that is partly why I liked the vanilla fight missions especially at higher fight rank and a couple of them at once.
That would also make taking harder level missions which pay a lot more a more difficult task with capital ships mixed in the fun 'cause an impossible level sabotage mission which pays a lot can be completed with only 2 m7's.

About the bug I mentioned it happened in a very hard deadly skirmish mission. I was with the argon and the enemy was paranid. They had their m2p called "cyclops" spawned in the battle which sat idle at 0 m/s all the time without attacking anything and then suddenly started moving and attacking.

Oh and also can you make the 2 factions start attacking themselves as soon as I arrive and not start wandering around the sector without attacking anything because I have to start attacking the opposing force for them to notice me AND even then the fleet that is on my side decides to just go to the nearest gate leaving me to fight the entire force all by myself.
Also I find it funny that on very hard difficulty I had to face an cyclops which I couldn't defeat only with my terran M2P and had to bring reinforcements, but on impossible I could defeat their entire fleet only with one ship. If you can add even more enemies in the skirmish with them attacking themselves it would be really epic fight.

Sorry for the long post but this is all that came to my mind if all of these are stupid suggestions or not worth mentioning just say so and I will not mention anything like this ever again.

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Post by Joubarbe » Sun, 31. Aug 14, 21:04

Deadly Skirmish is going to change in the next version. You will fight Xenons and every faction will be in the battle. The big problem I have with Deadly Skirmish is that the battle issue is very random. I have done many tests, and as you say, sometimes it's harder in Very Hard than it is in Extreme.

In Sabotage and Wanted, I need to have fast ships. It would be ridiculous to have M1 and M2 as bounty hunters, or as a rapid response fleet (or maybe if they jump in...). In Surgical Strike, that could be more understandable.

Anyway, as I said earlier, the 1.50 will have a lot of core changes. It will be a perfect occasion to start a new game with LU 1.3.5 :)

EDIT : and yes I'm always open to suggestions. If it wasn't for all of you here, I'd have give up a long time ago...

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Post by Sparky Sparkycorp » Sun, 31. Aug 14, 21:23

DeathBreath wrote: About the bug I mentioned it happened in a very hard deadly skirmish mission. I was with the argon and the enemy was paranid. They had their m2p called "cyclops" spawned in the battle which sat idle at 0 m/s all the time without attacking anything and then suddenly started moving and attacking.
I've only tried a few Deadly Skirmish missions but I've noticed that escort fighters can spawn outside a large ship with a docking bay. The large ship then sits at 0 m/s until the escorts have docked. As the Cyclops can dock ships, perhaps this was the cause.
DeathBreath wrote: Oh and also can you make the 2 factions start attacking themselves as soon as I arrive and not start wandering around the sector without attacking anything because I have to start attacking the opposing force for them to notice me AND even then the fleet that is on my side decides to just go to the nearest gate leaving me to fight the entire force all by myself.
I've seen this too. Scoob asked what range within which a ship will react to a hostile (in main LU thread) but I didn't see a reply from Litcube/Jack yet. Perhaps being too far away could contribute but I wouldn't know.

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Post by Joubarbe » Sun, 31. Aug 14, 21:35

In Deadly Skirmish, the enemy is attacking the faction you defend, and this faction patrols the sector. There was a valid reason for that, but I don't remember :)

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Post by Sparky Sparkycorp » Sun, 31. Aug 14, 21:46

Joubarbe wrote: EDIT : and yes I'm always open to suggestions. If it wasn't for all of you here, I'd have give up a long time ago...
Praise be to the Holy Month, for she has been bountiful :)
Joubarbe wrote:In Deadly Skirmish, the enemy is attacking the faction you defend, and this faction patrols the sector. There was a valid reason for that, but I don't remember :)
Hehe, nice to know though!

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Post by Shasslar » Mon, 1. Sep 14, 08:37

Hey Joub, sorry I couldn't post that screenshot. I'm not home right now but the menu allows me to build OWPs, big / medium / small, but I have 0 option concerning wave strength. Just the option to switch from attack to defend.

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