[TC] New Home Plot Walkthrough

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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Spychotic
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Post by Spychotic »

vikingkid3 wrote:I need some help with this. I am stuck on the first part of the mission. I cannot save the civilians from the teladi station. I UFJD into freedom's reach, fly to the station, by the time I get there there are about 12 or more ships on my radar flying around the station. I launch my fighter, an LX, and start killing ships. Then I start killing more ships, and more ships, and more ships. The next part of the missions never triggers. It doesn't matter how many ships I destroy or how long I am fighting, I always die before anything happens. I got fed up enough that I turned on god mode from cycrow's cheat package. I probably killed about 100 ships before there were so damn many around me that they killed me WITH god mode enabled! how the F*** am I supposed to do this? Any ideas to fix the game?
Are you sure that you're destroying the correct fighters?

There's two groups; one attacking the station and one surrounding the CPU ship. You should be able to destroy three of the original ones around the station with ease without having to go anywhere near the CPU ship's cloud. I did it in the Chokaro, didn't even need to undock my fighters.

Are you running any mods?

Spike
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Post by Nanook »

[SOLAR]INFERNO wrote:Why on earth would I think that you have to press caps lock for _ it's called caps lock not upper character lock.And I don't see why Egosoft made it like that most games recognize the caps lock being on.
Capslock isn't commonly used to go between upper and lower case, except when someone is typing everything in upper case. So they probably figured it was more useful as a hotkey to be used however the player wished. With all the commands in this game, there's a definite shortage of available keys.
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Post by vikingkid3 »

Spy
I assume they are the correct fighters because I am flying directly towards the station. By the time I get there from 108km away there are about 12 or more and in my Chokaro I barely live long to get an m5 down to half hull before I die. And more keep coming. Only mod I am running that I think could affect it ( though It has never affected any other plot) is Naval Shuffle, the ships fly faster and thus get their quicker. Usually makes the game more fun, but maybe it's breaking this plot.
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Post by vikingkid3 »

Spychotic wrote:
Are you sure that you're destroying the correct fighters?

There's two groups; one attacking the station and one surrounding the CPU ship. You should be able to destroy three of the original ones around the station with ease without having to go anywhere near the CPU ship's cloud. I did it in the Chokaro, didn't even need to undock my fighters.

Are you running any mods?

Spike
problem solved I had to cheat warp myself to the station in order to kill the correct ships. my earlier estimates to how many ships were at the station by the time I got there were wrong. Ever single ship in the sector was there by the time I get there every time. I don't know why. So I had to pick 3 specific ships out of at least 200. Impossible. Thanks for the help.
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Post by Nanook »

vikingkid3 wrote:.. Ever single ship in the sector was there by the time I get there every time. I don't know why....
Most likely because they were faster than vanilla ships. And missiles probably could've solved your problem. Kill a few enemies from long distance, then use the docking computer to dock from a distance. The Chokaro has a pretty impressive list of useable missiles for a freighter. And as I recall, you only have to kill a few of the baddies to trigger the landing message.

But let that be a lesson learned. Unsigned scripts and mods, for the most part, add a lot to the game. But they can also really mess with vanilla plots, if you're not careful. :wink:
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Spychotic
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Post by Spychotic »

Nanook wrote:... But let that be a lesson learned. Unsigned scripts and mods, for the most part, add a lot to the game. But they can also really mess with vanilla plots, if you're not careful. :wink:
Which is why issues like this for modded games do not belong in this forum, and I shall repeat yet again, the place for them is not in my thread, taking my time to read and answer, but in the appropriate thread in the Scripts and Modding forum. Apparently, I need to add a third paragraph repeating this in my original post.

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Sevrent
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Post by Sevrent »

4 Digit code breaking.

1212
3434
5656
7878
9090

After running those through the ringer you should be just a hop/skip/jump away from easy completion. I found breaking the lines into doubles instead of quads easier, then just use the halves rule to narrow it down. I'll give an example,

1212 / 1 1 2
3434 / 0 0 4
5656 / 1 0 3
7878 / 1 0 3

Now at this point we can stop because we have all 4 of our numbers, but if you didnt, run the 9090 line to find them.

Now we have to figure out which of our numbers are right. So we reverse the first 2 numbers in line 1 and run 2 numbers from line 3.

2156 / 2 1 1
With 2 digits now green and knowing we have either a 7 or an 8 left we simply move the last 2 digits in one at a time. Now we know from line 1 that the numbers 1 and 2 both are correct, so trading out 5&6 with 7&8 1 at a time.

2176 / 2 1 1

7 isnt our number ! so lets mix the numbers up on the 3 we have and insert the 8. We know that out of 2186 we are going to get 2 green and 2 yellow (because we have a yellow in 2176) so lets pick a group and reverse them.

6182 / 0 4 0

With 2 and 6 reversed we have no correct numbers, so we know 2--6 was correct and -18- is incorrect.

so we reverse 1&8 and put 2&6 back for 2816 <---- which is the answer on attempt #8

Hope that was less confusing to read than it was to write and it helps a bit.

P.S. This walkthrough was amazing thx for the help. Tried to use spoiler tags but it messes up the colors :roll:
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Nanook
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Post by Nanook »

Spychotic wrote:
Nanook wrote:... But let that be a lesson learned. Unsigned scripts and mods, for the most part, add a lot to the game. But they can also really mess with vanilla plots, if you're not careful. :wink:
Which is why issues like this for modded games do not belong in this forum, and I shall repeat yet again, the place for them is not in my thread, taking my time to read and answer, but in the appropriate thread in the Scripts and Modding forum. Apparently, I need to add a third paragraph repeating this in my original post.

Spike
And I'm sure that if he'd known it was a script/mod issue, he wouldn't have 'bothered' you in "your" thread. :roll: But of course, he didn't, and so chose to ask in the most appropriate place. Beware, it's a long fall off a high horse. :P
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Spychotic
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Post by Spychotic »

Nanook wrote:Beware, it's a long fall off a high horse. :P
I'll have to take your word for it. Like I said, mods change the game in many strange ways, and as my original post says, if players have modded games, the correct place to ask is not here. This thread strictly deals with vanilla issues only. Thread rule. Clearly noted. It stands.

My apologies got out to modded players for making this rule; I don't dislike you, I just don't know anything about your games. If I did, I'd help out any way I can.

If someone wants to create a thread in X-Universe - X3TC Spoilers to deal with modded games suffering plotline problems, a place to ask which mod might be to blame, then feel free. As far as I'm concerned, that's off-topic, and should also be in the S&M forum if I'm reading the forum rules right. Perhaps Nanook could advise on a place, and I'll add it to the original post?

Spike
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Post by Nanook »

Spychotic wrote:... As far as I'm concerned, that's off-topic, and should also be in the S&M forum if I'm reading the forum rules right. Perhaps Nanook could advise on a place, and I'll add it to the original post?

Spike
Since it's hard to distinguish mod/script related issues from vanilla in most cases, when asking about the New Home plot, this is an appropriate thread to post in initially. Once it's determined that it's a mod/script issue, then it gets redirected to the appropriate thread, as I apparently didn't make clear enough in my previous post. Otherwise, all we have is a duplication of effort, which helps no one, with players asking obviously vanilla questions in a mod-related thread just because they may be running a mod or script in their game.

The only things that belong in the S&M forum, and all others will be locked btw, are specific questions about mods and scripts. That does include questions about the effects of mods/scripts on the various plots, when it's obvious that mods/scripts are the issue. However even for modded games, most questions players have are not necessarily known to be mod/script related and so should be posted in this or the main forum first. Once it's determined that the issue is mod/script related, then and only then is it appropriate to redirect the poster to the S&M forum.

It's obvious to me that vikingkid3 did not know his problem was mod/script related, and so posting here was appropriate. When it was determined what the issue was, he apparently got the answer he needed. So I'm surprised to see that you consider questions such as vikingkid3's inappropriate and such an issue.
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Post by al9984 »

stuck on chapter 3...
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"You cruise to some ship debris and from there, #efaa appears"
I'm in the Unknown sector with an out of order jump drive, and i cannot find ship debris.
i've done a "map sector with a radius of 75 from the center with no luck... what am i missing?
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Post by Spychotic »

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You shouldn't be missing anything. There will be a pause of about a minute between your jumpdrive reporting failure and your HUD automatically switching to the ship debris that it will highlight. Try restarting the mission.
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Post by al9984 »

thanks...
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found it. now need to up work the strength to redo the firewall part again after getting upto the 3rd part
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Post by jaws104 »

No ships attacking teladi station at any stage when i ufjd to Freedoms Reach, 30+ hostile ships 20km or so off the station towards the gate

I killed three random fighters in the blob with silkworms but it didn't trigger anything. Would there be a way to identify which ships needed to be killed? Do they have fixed i.d.'s maybe?
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Post by Spychotic »

I'm afraid that I don't know and I can't check. Does a mission restart work?

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Post by Naroku »

What is the time fram before the dudd contacts you about buying the sector. I droped the dude at the station now waiting still.
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Post by Spychotic »

Couple of minutes. Enough, for me, to fly to the gate and back.

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Post by Naroku »

yea it took a bit more ,but now it is timne to choose which sector i want. Ceo had a nividium roid in it ,but gonna check each one and see what is what
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Post by StarTroll »

All the sectors have about the same overall quantity of minerals, be it Ore, Silicon and Niv, there might be 1 sector with 2 Niv roids, but I may be wrong.
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Post by Naroku »

yea the Xaar one has a 15 and a 17 nividium rock. Figure now I can start makeing e cells with this 300% sun. After hub I suppose it is possible to link yourself into ALL the real busy sectors at will since all the sectors got a bum gate in them.
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