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

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SirNukes
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x4

Post by SirNukes » Mon, 6. Jun 16, 05:45

Yes and no on the gradual frame drop. The TC plots themselves don't seem to give any trouble, but the mod has copies of some of the generic mission files from prior to the latest AP patch. Some of those missions seem to leave some scripts running, causing gradual slowdown over a few dozen hours of play.

You can extract the missions from the 04.cat (2.180 through 2.183) into your director folder to overwrite the old ones in this mod. That seemed to largely fix the accumulating mission slowdown for me.

For buggy mission scripts that are already bogging down a save game, I used the following steps to stop them. (The updated scripts from the patch may correctly terminate old buggy scripts once you extract them, so try that first to fix fps issues before doing the following.)
1) Wrap up any generic missions you are doing (factory building, patrols, etc.).
2) Backup the normal .xml you want to play with (eg. with only convoy missions disabled).
3) Make a copy of the .xml file with all mission spawn chances set to 0, and apply it.
4) Play a little bit, until the factory mission icons are all gone (they take time to expire), then save. If you don't do this, the icons may end up stuck forever on some factories.
5) Make a copy of the .xml file with most of the mission cues commented out (all the '<cue name="Trigger L2M101"' type stuff) and apply it. I leave the Patrol mission (L2M134) alone in mine, since I sometimes have those running for a long time.
6) Reload the save, then resave. This is where you should recover your framerate if you had a bunch of old convoy scripts bogging things down. I am guessing this works because the scripts error out.
7) Apply the standard .xml you want to play with.
8) Reload the save and play.



The option for hub resources instead of mission payment seemed fairly random. I didn't pay too much attention to what might trigger it.
Last edited by SirNukes on Mon, 3. Oct 16, 05:54, edited 1 time in total.

vexter
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x4

Post by vexter » Sat, 23. Jul 16, 01:02

Hands down, the most essential mod for this game. With this mod, AP is the best thing EGO has ever been a part of.

Im on my 3rd time through. This time as the bankrupt assassin.

Tips for nerds till playing this game, using this mod.

Get the mod for resource free stations. This is because the game cant handle the load of huge complex's and huge battles. Edit the file for lower cost. Its cheaty, but it simple makes the game funner. And you can finish the HUB plot semi legit without hitting the performance wall.

FNDL with resource man turned off. ALOT smoother game when in a massive fight.

SCS
Workshop
OK Trader.
The Marauder is handy for the spacefly farm.

If anyone really needs links PM me. Im lazy and I dont think anyone will read this.

Varyah
Posts: 36
Joined: Tue, 26. Jul 16, 16:28
x4

Post by Varyah » Fri, 12. Aug 16, 19:59

I don't know if this is a problem with this mod, might be a general problem already present in TC:AP - I greedily accepted a generic build mission for a PSP Forge only to find out the idiot client wanted it to be built in Earth orbit - mission guidance is greyed out, no beacon to see before getting shot at. The PSP Forge would probably also get shot down anyways. Therefore, unable to complete the mission.

I am currently in the middle of the Terran Plot with rank 10 ATF/Terran which gave me Earth access.

I just cancelled the mission. So this information is only just in case someone might want to investigate/fix this problem.

willypokorny
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x4

Post by willypokorny » Fri, 23. Sep 16, 23:02

Hi everyone, looooooooooong time no see.

I recently started playing AP again, improved my status in the previous save and then decided to dump it, because I was doing it way too easy for myself. So, I decided to get this mod, installed it as a fake patch and start a new game.

I'm also using my own mod that changes basically all the ships' stats, as well as introduces some new ships (basically only variants of existing ships with different specs)

I start playing with the Terran start no problem, but I noticed something I find strange in the sector Heretics End. A group of ATF ships was attacking the Argon Trading station and some other Argon stations in the sector.

Is this normal behaviour? Or is there something wrong with my game? Because my understanding was that the war is not supposed to be active yet, so something like this should not be happening.

I will be glad for any input any of you might have regarding this issue.

Regards,

Vojta

SirNukes
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Post by SirNukes » Mon, 3. Oct 16, 06:05

I used the poisoned Paranid start and didn't notice any combat prior to starting the war plot. Hopefully the fighting you saw was just an isolated incident. I have noticed in general that sometimes a group from one race will go into another race's territory and start attacking stuff, eg. a random Colossus shooting up a Paranid sector, or a Raptor with escorts shooting up a Boron sector. One time I witnessed a rapid response Minotaur shooting down every Boron transport in sector, for some odd reason.

br83taylor
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Joined: Mon, 13. Nov 06, 15:48
x2

Post by br83taylor » Thu, 13. Oct 16, 00:01

Hi, just started a new game with this installed as a mod. All going ok so far, but I am about to start the HUB plot but want to reduce the requirements by using the Apricot Medium hub script. Anyone with experience of this? Are these compatible, which version to use (TC or AP) and where to put it? Fairly new at all this stuff.

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DrBullwinkle
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x3tc

Post by DrBullwinkle » Thu, 13. Oct 16, 01:25

This mod includes dillpickle's excellent Interactive Plot Manager, which allows you to choose the level of... um.... "challenge" for the Hub and other plots.

Check the first page for instructions.

Zodiac12
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Joined: Wed, 8. Mar 17, 14:47
x3ap

Post by Zodiac12 » Wed, 8. Mar 17, 14:54

Hey there,
I have a rather annoying problem with the Terran plot right now.
I am at the part after scanning the pirate base when I have to patrol through the sectors south of Heretics End. As far I know that mission should end after I kill some #deca ships in Treasure Chest. For some reason those ships don't appear and I am sent to patrol in Black Hole Sun indefinitely. I have tried restarting the mission twice with the plot manager but the result doesn't change.
Any idea what I could do?
I should also mention that the Argons and Terrans still fight in the war sectors and that my traders will be attacked there when I am OOS.

Edit:
Seems that wasn't all that was broken. I have started the hub plot thanks to the plot manager and it also seems to be completely busted. First of all, I was unable to enter the hub the intended way through the gates in the Xenon sectors. I had to use cheats to find the sector and teleport me there. All the gates were unconncted. No biggie yet. I fulfilled my first few objectives, delivered a batch of computer components and microchips and repaired the capacitors and am now told I can realign the first set of gates. Except I can't. The menu doesn't offer an option for it.

TL;DR: I can't realign the gates. Am I really the only one experiencing these issues?

Bandaro249
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Joined: Tue, 21. Mar 17, 23:48

Post by Bandaro249 » Tue, 21. Mar 17, 23:53

siddham wrote:A question about the Khaak in AP with this mod

I understand the Khaak do not feature in vanilla AP; but since this mod has Operation Final Fury from TC, I presume they are introduced by this mod.
My question is, does this mod introduce random spawns of Khaak clusters all over the universe...like in X2? Or are they confined to certain sectors?
The random Khaak spawns spoiled a lot of the fun in X2 for me...I dont want to endure that again.
Thanks
Doesn't seem like this guy got answered i need to ask the same question.
I bought TC+AP recently and i'd like to have both plots at once since i want to follow plot line from the TC to AP with extended mechanics from AP. Did khaaks spawned in TC frequently in random sectors like they did in X2? If yes, is it implemented in this mod? I've seen posts about random invasions that can be disabled. I didn't disable or enable anything, shall i get them? I really take care of the mysterious khaak plot and i want to receive full experience :)

Zodiac12
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Joined: Wed, 8. Mar 17, 14:47
x3ap

Post by Zodiac12 » Wed, 22. Mar 17, 12:29

They are definitely featured outside of Operation Final Furry. There are a number of specific sectors were you can find them. I've also encountered swarms of scouts in regular sectors but that was veeeery rare.

Bandaro249
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Joined: Tue, 21. Mar 17, 23:48

Post by Bandaro249 » Wed, 22. Mar 17, 14:14

Thanks for answer. So they don't terrorize core sectors like they used to do in X2? Did they do so in X3 TC, or they were toned down since then? I really liked the feeling something evil can just hide behind the asteroid or appear out of nowhere, considering they used jump technology, but if the plot of X3TC considers khaak to be less of a danger it's fine.

Edit: Well i've seen opinions Khaaks on TC are agressive and can invade and claim whole sectors, that really sucks then since i haven't seen any single khaak ship so far, i guess i can't dream about real invasion and should move to TC anyways yes?

Zodiac12
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x3ap

Post by Zodiac12 » Thu, 23. Mar 17, 13:15

You can always search through the script forum and hope that somebody has the same interest as you.

Edit:
I think I've found what you're looking for:
http://forum.egosoft.com/viewtopic.php?t=232529

Bandaro249
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Joined: Tue, 21. Mar 17, 23:48

Post by Bandaro249 » Mon, 27. Mar 17, 15:51

@up
biohazard15 wrote:
Boooster wrote:Quick question: I've noticed a

3. There are no Kha'ak in my game anywhere (aside from kha'ak sectors or part of the OFF plot). I am also running a mod that is supposed to add them back in KhaaksinUFJD.spk - could this be a conflict?
3) Yes, it's possible that there is a conflict. You don't need this mod with TCAP - Khaak can spawn in UFJD sector. You also can encounter a Khaak invasion, if OFF not completed (after that, you can find them in their sectors or UFJD sector)
Ty for help, but will your mod cause conflict like in the previous post? Seems like there at least should be some Khaak invasions in tc plots.

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Aldebaran_Prime
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x4

Post by Aldebaran_Prime » Tue, 28. Mar 17, 22:25

SirNukes wrote:...

You can extract the missions from the 04.cat (2.180 through 2.183) into your director folder to overwrite the old ones in this mod. That seemed to largely fix the accumulating mission slowdown for me.

....
are you sure, that the 2.180 through 2.183 were not modified in this mod?

FriendlyFirePhoenix
Posts: 90
Joined: Tue, 14. Feb 17, 10:06
x3ap

Post by FriendlyFirePhoenix » Sat, 6. May 17, 06:30

@SirNukes

You've done GoD's work my son. Thanks for the guide on clearing the guff from the mission director. I went from 15-20fps sectors and 1-8fps battles to 15-20fps battles and lotsa(round 60?)fps in sectors.

Mythrantar
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xr

Post by Mythrantar » Wed, 10. May 17, 05:24

Hello there! I was wondering if the new AP version 3.2 have any negative effects on this mod.

TechSY730
Posts: 115
Joined: Tue, 26. Jul 16, 02:51
x3ap

Post by TechSY730 » Thu, 11. May 17, 03:31

TC plots for AP overwrites some of the fixes introduced in 3.2 with versions that are still broken (leave garbage that accumulates in your save) with regards to generic missions.
I fixed this by extracting the versions of director files in 04.cat into my director folder directly.

Other then that, there aren't really any conflicts introduced in 3.2

TechSY730
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x3ap

Post by TechSY730 » Thu, 11. May 17, 18:00

Sorry for the double post, but I just want to clarify that you should NOT extract all director files in 04.cat; some of the changes made in TC plots in AP are plot related and extracting those plot related director files WILL cause breaks.
You should only extract director files that refer to "generic" missions.

Here is the list of ones I extracted:
  • 0.1 Assassinate 1.xml
    0.83 Dual Convoy.xml
    2.105 Generic Return Ship.xml
    2.119 Trade Convoy.xml
    2.127 Generic Destroy Convoy.xml
    2.144 Buy Asteroid Information.xml
    2.180 Repair Station.xml
    2.181 Multiple Transport.xml
    2.182 Tour Of A Lifetime.xml
    2.183 Dual Convoy.xml


SirNukes
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Post by SirNukes » Mon, 15. May 17, 01:24

Aldebaran_Prime wrote:are you sure, that the 2.180 through 2.183 were not modified in this mod?
I recall looking through those scripts and they looked like copies of the older vanilla AP scripts, though my memory is getting a little fuzzy and I can't be 100% sure that I didn't miss something. My play through of the TC+AP plots completed successfully after doing the script replacement, for what that's worth. That said, my advice wasn't perfect because even the AP 3.1 scripts had some bugs in them. Hopefully people are having good fortune with the 3.2 scripts.

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