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

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

Post by Joubarbe » Mon, 23. Jun 14, 12:11

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Fast travel to XM-O

Version 1.59b (Litcube's Universe only)
25/11/2014


You must re-install XM-R every time you update LU in order to overwrite some files.


Image


The Loot Module is now included in the base XM-R as an optional AL plugin. It is deactivated by default.
Here's the list of its features :
  • Highly recommended, the mod is designed to work with the Loot Module.
  • No more bailing (no more bailing at all). Balanced by the increased loot rate from the start, the special stations, the Data Relay's hacking feature, and the "Golden Opportunity" missions.
  • Custom loot levels unlockable with Perk Points.
  • No more FLC, custom loot levels overwrite it.
  • Each time you loot, you see the color-code based loot value ! (yeah, the old MMO's white, green, blue, orange, purple thing). Can be deactivated.
[ external image ] Changelog

The changelog can now be seen here.


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X-Missions Reloaded is a total replacement of vanilla generic missions and a completely new script rewritten
from X-Missions. If you've played the lattest, know that XM-R no longer has sector reputation, bar or backroom.
Missions are accessible through your Personal Missions Assistant (a unique hotkey) and have different credits
reward, racial reputation reward and difficulty level. In a nutshell, it's more like the vanilla system.

Every missions and every difficulty levels are not accessible right from the beginning. You need to accomplish
missions to gain perk points that you can use to unlock new perks. For instance, the extreme difficulty
level (which is a lot harder than "very hard") requires 15 perk points.
If you install XM-R on an advanced game, you may be interested in tweaking the default number of Perk Points in the t file (addon\t\7323-L044.xml).

In X-Missions Reloaded, every mission has been rethought, some of them have been removed and new ones introduced.
Two plots (+ four mini-plots) have also been added. See below for a complete missions list.

Missions are always given by a station. I've kept this from the previous script because that way, the more
you work for a station, the more credits you'll receive after completing a mission.
Therefore, you have a specific reputation for each station of the universe (Argons, Borons,
Paranids, Splits, Teladis, Terrans, Goners).

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  • 21 randomized missions and 2 plots, special stations, no time limit, various difficulty levels.
  • X-Missions Reloaded is completely independent from the Mission Director, but it has everything you need, like
    a smart guidance system and even a basic Personal Notes section.
  • Unlike vanilla missions, you can load/unload wares and passengers from any of your ships, through your PMA.
    That means that you can validate a "Fedex" mission without being on the needy station.
    This is very important to understand, because as you gain money, you will be able to use your other ships to
    do a lot of missions at the same time, including collecting astronauts or scanning asteroids. That can be very rewarding,
    but never cheaty, because you'll need to do a lot of synchronized work.
    Use the Additional Ship Commands menu when docked to a station to access your PMA.
  • Three types of missions : pacific, race-war related (Argons VS Paranids, Borons VS Splits, etc.) and anti-pirates.
  • Customizable options in the t file (missions frequency and credits/reputation rewards multipliers, for instance).
  • A new balance in the game. Universal Traders are not as important as before. You will struggle at start, but
    when able to buy used ships and do several missions in a few minutes, life will be better !
  • Custom game starts (optional). The menu shows when you enable the script.
    Take a look at the last screenshot above to see more. Note : "advanced" factories mean that they
    do not need any resources to work.
  • Special stations. Stations that let you build special equipment, hack into ships, do some hand-made challenges and improve your current game experience.
  • All corporation missions and plot missions remains available and unchanged if you don't have LU.
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The amount of credits given in rewards increases with your ranks (trade rank for trading missions, combat rank for other missions).
The formula is simple : 1 rank = 1%, so you can have a maximum of 30% bonus.
Mission offers are limited when your racial reputation is below 2.
  • Stuck In Space : the engine of a TS has been damaged by micro-asteroids. Protect the ship during repairs and
    escort it back to its destination.
  • Hunting Machines : defend a station from a Xenon attack. You must destroy at least one ship to validate the mission.
  • Taxi Express : transport passengers from a station to another.
  • Smell Of Napalm : bring missiles to a station.
  • Snack Break : bring food to a station.
  • Mineral Trip : scan asteroids. These asteroids are created for the mission, have low yields but can be of any
    type.
  • Heavy Convoy : a TL and its escort fleet are being attacked in a nearby sector. Join them, protect the big
    ship and escort it back to its destination.
  • Weapons Dealer : bring lasers to a station.
  • Low Interest : minor mission. Lend money to people in a station. They will repay you with 10% of interest.
    Requires a station reputation of 2, except in Teladi sectors.
  • Risky Future : minor mission. Invest money into a station's project. It asks for more money than Low Interest,
    but is not as safe. Requires a station reputation of 2, except in Teladi sectors.
  • Golden Opportunity : minor and pirate mission. Buy a used ship. The ship is fully equipped and in perfect shape.
  • Back To Business : dynamic mission. If a station has an empty stock of a primary resource, you will be asked
    to build a station that can provide. These stations will be exported if you use LU's EI feature.
  • Heroes Needed : dynamic mission. If hostiles are detected in the sector, you will be asked to destroy them and
    bring back the peace. Hostiles are Xenons, Kha'aks and Pirates.
  • Escape Attempt : some prisoners escaped from an ally ship. Catch them before they reach an enemy station.
  • Surgical Strike : destroy some ships of the enemy faction.
  • Sabotage : use a bomb to destroy a Pirate base.
  • Deadly Skirmish : join an ally fleet in an unknown sector and destroy Xenon fleets.
  • Cyber Boarding : hack a ship, deactivate its firewalls and kill the police ! Be careful, it's probably one
    of the hardest missions of XM-R... Will reward you with a Blueprint if you have a HQ.
  • Direct Assault : destroy an escorted TM in a pirate sector.
  • No Smugglers Allowed : destroy a group of TPs but beware ! when the first TP is destroyed, the other ones
    will try to jump out of the sector. Synchronization is the key.
  • Wanted : a bounty is placed on your head and you must survive all mercenaries.
  • Yaki Rebirth : time to extend Yaki activities. It's a pretty classic plot with stations to build, things to destroy,
    wares to bring. Reward : the possibility to overtune your ships engine at the Yaki Shipyard (10% of the
    price of the ship - 20% more speed).
    Requirement : Go to the Shipyard in Senator's Badlands.
  • The Bridge : eradicate Pirate threat between Elena's Fortune and Aladna Hill. This plot is inspired by the
    MOBA genre. You earn resources by destroying Pirate Bases, and use these resources to strengthen
    the automatic waves sent against the enemy sectors, or build Orbital Weapons Platforms. You can also give
    orders to the next wave (one every hour), whether you want it to attack the next sector or defend the
    one you've just conquered. Reward : 200M credits.
    Requirements : Fight Rank 21 - Go to the Military Outpost in Elena's Fortune.
  • Special Stations : the 1.4 introduces four new mini-plots that follow the same pattern and let you build special stations.
    These mini-plots are repeatable every time you want to build another special station, but you must first unlock each of them with
    Perk Points. So, for each station, you must first dock to a corporation's HQ, bring some resources, place your station (a total of
    5 station reputation points are needed), then bring 6 trained marines to fully activate it.

    Arena : this station offers various challenges that will take you to an empty isolated sector, with a new ship. Your
    goal is always the same : destroy every enemy ships. There are 3 difficulty levels and 5 challenges per level. Challenges are
    randomly chosen, and they are always linked to a station. When you complete a challenge, you gain 1 station reputation and
    1 badge. These badges are various, they can give you lasers/missiles/OWP/lasertowers, train one of your marines or overtune/repair your ship.

    [ external image ] [ external image ]

    Peacekeeper : the main purpose of this station is to increase the reputation reward given by all stations in
    the sector for completing a mission. However, this station is affiliated with Atreus and Splits don't really like Borons and the
    idea of peace. So every hour, Split pirates will assault your Peacekeeper. Their forces will become stronger over time. Fortunately, if you
    have enough money and Perk Points, you can build Orbital Weapons Platforms through the Peacekeeper to help you defend your asset.
    Keep in mind that it will be very hard to keep your station alive more than 48 hours...
    The Peacekeeper can be improved with Perk Points to increase more reputation rewards. All Peacekeepers remove the racial rank requirements in their sector.
    Note : Orbital Weapons Platforms come unequipped.

    Data Relay : this station has two modes. Once a mode has been activated, you cannot go back. The first mode is the Ship Mode. It allows you to hack ships
    in the sector to steal data, such as coordinate data that will give the location of a ware full of credits, or confidential data that you can sell to a station to
    increase your station reputation. In this mode, you need to build Transcoders to intercept data from roaming ships. Transcoders have a limited range, so be sure to place them intelligently.
    The second mode is the Station Mode. That mode is much harder, but you can hack into stations to steal docked ships. It requires some skills !
    Mostly, it requires time, because you can be backtraced. This time can be increased by adding your current Data Relay to your personal network. More Relay in a network means more time to hack.
    Of course, bigger ships requires more time. If you are backtraced... oh wait, if you are backtraced you'll see what happens ; but don't expect things to happen right after the backtrace :)

    Workshop : five special equipments can be built in here. The Mineral QPlex Scanner (scan all asteroids in a sector), Shield
    Rechargers (come in 5 variants : 10MJ, 30MJ, 80MJ, 300MJ and 800MJ), the Engine Booster, the Amplitude Magnetizer and the Hacking Console (needed by Data Relays). Of course,
    it's not just about unlocking some cheaty gear. Each of one has a blueprint that you need to unlock locally with Perk Points. Then
    you need to build the desired equipment, which can take up to 16 hours for the Shield Recharger of 800 MJ (one equipment at a
    time). Then each activation of this equipment requires Energy Cells and triggers a cooldown (35 minutes for the same Shield Recharger,
    for instance). The other equipments have also a counterbalance. The Engine Booster consumes a lot of Energy Cells and force
    your speed at its new maximum for a few seconds. The Amplitude Magnetizer can recharge your laser energy, but will reset your shields
    and has a chance of damaging your hull. All these equipments can be activated through your PMA. Shield Rechargers have an Auto-Recharge
    option, that you can customize for every single ship of yours, making the Recharger a valuable equipment.
    Note : your ships can use their Transporter Device to receive an equipment from a Workshop if they are in the same sector.

    [ external image ] [ external image ]
Warning : when you place special stations, the location is not tested, so it is possible to mess things up and make a station collide into another one. So be careful !


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Copy the content of the archive into your ...x3tc\addon folder.

Rename both .cat/.dat using the fake patch method if needed. If you don't have other fake patch, you have nothing to do. These files remove all vanilla generic missions.

The script is disabled by default. Go to Options -> Gameplay -> Artificial Life Settings to enable it and be able to assign the hotkeys.

Compatibility : Litcube's Universe only.

You can do everything you want with this script.

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Technical
  • 7323-L044.xml
  • 8423-L044.xml (Litcube's Universe Export/Import file)
  • <t id="1245">COMMAND_TYPE_SHIP_45</t> (the same one as X-Missions to make both scripts incompatible with each other)
  • Global variables prefix : "XMR_"
Last edited by X2-Illuminatus on Sun, 21. May 23, 22:38, edited 372 times in total.
Reason: fixed download button

Viliae
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Post by Viliae » Mon, 23. Jun 14, 12:41

Welcome

Looks very promising, I will try it for sure, but... Yes there is a but: How to remove yours previous versions of "X-missions" (of course I'm not talking only about turning them off in AL).

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Joubarbe
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Post by Joubarbe » Mon, 23. Jun 14, 12:47

Finish all your missions, then turn it off, then quit the game and remove every files of X-Missions (only al.plugin.x.missions and al.x.missions.main need to be removed, but it's better to have a clean and nice folder :)). After that, you can install X-Missions Reloaded.

Viliae
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Re: [SCRIPT] [X3AP] X-Missions Reloaded

Post by Viliae » Mon, 23. Jun 14, 16:29

Hello

Thank you for the answer, but I've got another question:
Is this a simple typo:
Joubarbe wrote:(...)
Three types of missions : pacific, race-war related (Argon VS Split, Boron VS Paranid, etc.) and pirates.
(...)
or you forgot who is fightin with who? :wink:

According to X-encyclopedia Argons are fighting with Paranids and Borons with Split.

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Litcube
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Post by Litcube » Mon, 23. Jun 14, 18:16

Lookin' good, bud. Keep it up.

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Joubarbe
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Re: [SCRIPT] [X3AP] X-Missions Reloaded

Post by Joubarbe » Mon, 23. Jun 14, 18:22

Viliae wrote:Hello

Thank you for the answer, but I've got another question:
Is this a simple typo:
Joubarbe wrote:(...)
Three types of missions : pacific, race-war related (Argon VS Split, Boron VS Paranid, etc.) and pirates.
(...)
or you forgot who is fightin with who? :wink:

According to X-encyclopedia Argons are fighting with Paranids and Borons with Split.
Where did you see that ? I would never make such a mistake ! :)

Privata
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Post by Privata » Tue, 24. Jun 14, 02:27

Is there a way to get the hotkey for the PMA to work on stations? it seems I can only use it in space

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Joubarbe
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Post by Joubarbe » Tue, 24. Jun 14, 09:07

When docked to a station, go to Additional Ship Commands, then you'll find the PMA command.

Privata
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Post by Privata » Tue, 24. Jun 14, 17:36

thank you very much.

about the topic above on war between species it seems to be open to debate

if you will its
Argon - Paranid , at a stat of cold war with sometimes conflict , they used to be friends befor the events of X1 but know are at a cold war stat thats getting hoter.

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Joubarbe
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Post by Joubarbe » Wed, 25. Jun 14, 10:29

No debate here I think. Yes, there's a cold war, but it's... cold :) So I didn't take it into account and sticked with the official relations. (therefore Teladis and Goners do not offer any racial-war missions)

On a side note, I'd like to add that racial reputations in this script are more flexible than in vanilla. You can lose several ranks during one mission, but also regain them quite quickly (at least until rank +5). And missions are always available, even when you have a negative rank.

Insigar
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Post by Insigar » Thu, 26. Jun 14, 17:18

Ok, first of all I love this mod^^

But I have this mission where it says to transport passengers to "station null".

What does this mean and is there a way to fix this?

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Joubarbe
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Post by Joubarbe » Thu, 26. Jun 14, 19:18

Hmm not good.

Please tell me where you received this mission (sector + station).
Also, do you have all passengers in your cargo ?

Insigar
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Post by Insigar » Thu, 26. Jun 14, 19:55

Well, I kinda forgot which station and sector it was (didn't think it would be important), but it was a Split sector and I'm sure I had all passengers loaded.
I aborted the mission by ejecting all the passengers so I can't look it up :/

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Joubarbe
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Post by Joubarbe » Thu, 26. Jun 14, 20:05

Too bad, I can't fix what I can't reproduce. If it happens again, you know what to do :)

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Joubarbe
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Post by Joubarbe » Sun, 29. Jun 14, 18:35

  • Version 1.1 - 29/06/2014
  • Added a new optional hotkey to smart target the objective of the current mission
  • Added Cargo Lifesupport Systems to trading stations. Considering that Taxi missions are for rookies,
    and that it's only an equipment to have people on board, I don't think it's a cheat.
  • Added a check for the destruction of the employer's station in the mission "Mineral Trip"
  • Automatically target the next asteroid in the mission "Mineral Trip"
  • Number of asteroids to scan in "Mineral Trip" are randomized and reduced
  • Mission credits rewards are increased for faction-war missions (+20%) and pirate missions (+50%)
  • Your raw reputation is shown at the upper right corner of your PMA (current rep/next rep)
  • Reputation is displayed as a subtitle when you level up after completing a mission
  • The PMA will not close after unlocking a perk
  • To be coherent with Litcube's Universe, missions only show when you know the employer's station
  • Show stations in the correct order after accepting a mission, when the menu opens again
  • The price of a used ship is now randomized from 70% to 40% (100/40 before)
  • Slightly increased reputation for difficulty easy, hard and impossible.
  • Randomized some "Escape Attempt" variables... Less prisoners, harder to catch
  • Risky Future and Low Interest randomized. Amounts of credits needed are more varied. Even a rookie can
    invest now !
  • Exploit : "Hunting Machines" cannot be completed if you did not manage to kill a single ship
  • Bug : return a null station in Taxi Express - should be fixed
  • Bug : negative price with Golden Opportunity
  • Bug : was not showing the right amount of earned credits in the "good job message" (reward + station bonus)

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Re: [SCRIPT] [X3AP] X-Missions Reloaded v1.1

Post by Phraggah » Mon, 30. Jun 14, 02:35

I can't seem to find where the hotkey is listed in options. Is it under interface -> extensions?

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Joubarbe
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Post by Joubarbe » Mon, 30. Jun 14, 09:06

Yes, Interface -> Extensions. You have XMR : Missions Assistant, and XMR : Smart Target. The latter is optional.

You have to activate the script in Options -> Artificial Life Settings to see both hotkeys.

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Joubarbe
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Post by Joubarbe » Mon, 14. Jul 14, 12:41

  • Version 1.2 - 14/07/2014
  • New feature : You Lived Before ! This optional feature offer you 20 advanced game starts that influence station reputations and default perk points, as well as classic stuff.
    See the last screenshot in the first post.
  • "Golden Opportunity" has changed. Now it offers fully equipped ships for a good price.
  • "Golden Opportunity" restrictions now also apply to Teladi stations (station reputation >= 2).
  • The ship class in "Golden Opportunity" is now indicated in the briefing.
  • "Smell Of Napalm" and "Weapons Dealer" now show their objectives before you accept the mission. This will not affect missions created prior to this patch.
  • Bonus granted with station's reputations are increased (10% for 1 point, instead of 5%).
  • "Heavy Convoy" is much harder.
  • The amount of credits given in rewards increases with your ranks (trade rank for trading missions, combat rank for other missions). The formula is simple : 1 rank = 1%, so you can have a maximum of 30% bonus.
  • "Low Interest" and "Risky Future" give both 1 station reputation point when completed, like every other missions.
  • All ships created for missions purposes have now the maximum of Rudder Optimisation (they already had max Engine Tunings).
  • The amount of products required for "Smell Of Napalm", "Weapons Dealer" and "Snack Break" has been reduced.
  • Added a .bat file to easily delete all files related to XMR (read the .txt file that comes with it).
  • The script cannot be initialized if you're docked.
  • Bug : all plot stations are now activated when created.

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Post by Sparky Sparkycorp » Tue, 15. Jul 14, 09:14

Looking forward to trying his within LU soon - thanks very much!

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Post by gchojna1 » Tue, 15. Jul 14, 15:28

Is it possible to add "building station" mission ?
I like it very, very much :)

Greg

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