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

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Joubarbe
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Post by Joubarbe »

Vanquish reported that "... he's found in null", or something like that.

Ship name was * Caiman *.
Probably something stupid I did, I'll fix that.
i can't see any of the pictures from OP.
Server 4 of the image host I used seems to be down. I'll wait and see.
Smart target in Mineral trip does not work initially.
Did you wait for the mission to notice that you arrived into the sector ? The check is every five seconds, so it will target the asteroid when the mission status is updated.
Smart target does not work for Surgical strike
You jumped half way ? And smart target didn't show you the next gate leading to the way up to the objective sector ? Never had this problem. Will check.
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vukica
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Post by vukica »

Joubarbe wrote:You jumped half way ? And smart target didn't show you the next gate leading to the way up to the objective sector ? Never had this problem. Will check.
yup. got mission in antigone, jumped to home of light.
mission was in empire edge. smart target didn't do anything, it even wouldn't target ships.
Joubarbe wrote:Did you wait for the mission to notice that you arrived into the sector ? The check is every five seconds, so it will target the asteroid when the mission status is updated.
nope, will check that next time...
Split say NEED MORE FIREPOWER!!
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

When I started using this mod with my existing game (LU but not important), being knocked down from my previous rank-related mission difficulties to the bottom of XMR scale was quite a setback. Although in the interest of trying something new and bug-testing, I didn't mind too much.

Perhaps you could consider adding an optional scaling of available points for people using this with existing games to help them regain some of their non-trade earning potential.
Joubarbe
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Post by Joubarbe »

Sparky Sparkycorp wrote:When I started using this mod with my existing game (LU but not important), being knocked down from my previous rank-related mission difficulties to the bottom of XMR scale was quite a setback. Although in the interest of trying something new and bug-testing, I didn't mind too much.

Perhaps you could consider adding an optional scaling of available points for people using this with existing games to help them regain some of their non-trade earning potential.
If you have money, you have ships ? If you have ships, you can risk harder missions, don't you think ?

Or do you mean giving perk points according to your fight rank, for instance ?
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vukica
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Post by vukica »

vukica wrote:
Joubarbe wrote:Did you wait for the mission to notice that you arrived into the sector ? The check is every five seconds, so it will target the asteroid when the mission status is updated.
nope, will check that next time...
behavior is as reported before.

took mission in three worlds. mission sector is herron's nebula.
smart target not working in three worlds, unless i go to the menu and activate guidance there. then it's ok.
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Joubarbe
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Post by Joubarbe »

Well, you know you have to have the mission selected (highlighted in orange) to have smart target working ? It's smart, but it's not guessing what mission you want to follow :)
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vukica
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Post by vukica »

Joubarbe wrote:Well, you know you have to have the mission selected (highlighted in orange) to have smart target working ? It's smart, but it's not guessing what mission you want to follow :)
right, there can be multiple missions! now i get it!

sorry to have bothered you!
Split say NEED MORE FIREPOWER!!
Joubarbe
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Post by Joubarbe »

Hehe, no worries :) If you take only one mission at a time, you're underusing the script ! (but I'm not here to judge how you play ^^)

EDIT : the images should be up in the next 24 hours. Maintenance day... (yeah, when they do the maintenance, they shut up the whole system, clever guys)
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vukica
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Post by vukica »

Joubarbe wrote:Hehe, no worries :) If you take only one mission at a time, you're underusing the script ! (but I'm not here to judge how you play ^^)

EDIT : the images should be up in the next 24 hours. Maintenance day... (yeah, when they do the maintenance, they shut up the whole system, clever guys)
i'm just killing time and some boron or paranid.

and i'm feeling like bug hunting today.

"maintenance"? yeah... i've had experience with such "maintenance". hate the maintenance guys. they don't do nothin' all day, except for smoking weed.
most of their maitenance is rebooting *nix machines, every few weeks.
sorry, rant got out of hand...
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Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Joubarbe wrote:
Sparky Sparkycorp wrote:When I started using this mod with my existing game (LU but not important), being knocked down from my previous rank-related mission difficulties to the bottom of XMR scale was quite a setback. Although in the interest of trying something new and bug-testing, I didn't mind too much.

Perhaps you could consider adding an optional scaling of available points for people using this with existing games to help them regain some of their non-trade earning potential.
If you have money, you have ships ? If you have ships, you can risk harder missions, don't you think ?

Or do you mean giving perk points according to your fight rank, for instance ?
Yeah, the giving of some perk points according to fight and trade rank (or the unlocking of some perks instead if you prefer).

For example, I installed XMR with 2 M6s, 2 UTs and a combat rank of 20 or 21 and earnings of 2-5 Mil per assassination mission (targets of M8 or M7 were common). Whereas having unlocked "average" missions and a range of mission types (there isn't a combat mission tree so there a need to spread around), I am currently on ~120k per mission.

Having seen the nice v1.3 change log teaser (nice idea), I guess that could increase base on one of the bugs fixed so maybe things are a bit out of proportion in v1.2 so at this point.

I can't comment on what that might be equivalent to in v1.3 but it gave me the idea that people that have grinded earnings pre-XMR might hope for an element of continuity. For example, my saving up for an M7 took quite a hit and others might like to use and replace fighters or expand their trade empire.
Joubarbe
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Post by Joubarbe »

Ok I think that by saying 1.3, you mean 1.4, because 1.3 is the current released version. The 1.4 fixes and slight changes about rewards will not change a thing about your problem. I think I have to figure out something, but it won't be easy to balance this. Every game is different and even with a combat rank of 20, you could have just a few ships, and some other players could have a bigger empire with the same rank.

If you had 20 perk points, do you think it would be fair ? Would that be useful ?

Keep in mind that very hard missions (and they ARE very hard) are based on 1 million credits rewards (in 1.4). Also don't forget that you can customize rewards amount in the t file (at the very bottom).

Would it be helpful if I had a customizable default perk points value ? It would only affect players who don't use the custom "You Lived Before" game starts.

EDIT : I think the last question is a fair solution. With all the customization, you should be able to tune your game as you wish. I can't risk to do something I cannot test. And I have big features planned...
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Yes, sorry, I am in 1.3 and I was thinking about the 1.3 trade rank bug-fix.

Thanks very much for considering this even if it proved too hard hard to achieve in the end.

At the moment, I am not very experienced with the missions but 20 sounds OK as it would allow the unlocking of hard missions and a mission type. Scaling does sound like it could be tricky. Perhaps 1 perk per 2 ranks across Trade and Combat to a maximum of 20 although that's not very imaginative.

Edit: Customisable sound's OK with perhaps a limit like 20 or something.
Joubarbe
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Post by Joubarbe »

Sparky Sparkycorp wrote:Yes, sorry, I am in 1.3 and I was thinking about the 1.3 trade rank bug-fix.

Thanks very much for considering this even if it proved too hard hard to achieve in the end.

At the moment, I am not very experienced with the missions but 20 sounds OK as it would allow the unlocking of hard missions and a mission type. Scaling does sound like it could be tricky. Perhaps 1 perk per 2 ranks across Trade and Combat to a maximum of 20 although that's not very imaginative.
No, I'll make the default perk points value customizable. It should be that way anyway, I'm not here to stop players from cheating (even if it's not your desire here).

By the way :
Vanquish reported that "... he's found in null", or something like that.
Fixed.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Thanks :)


(I didn't see your edit before posting before so added an edit to previous post to reply to that)
Joubarbe
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Post by Joubarbe »

I'm all for cheating restrictions, but regarding that it's not an in-game value, I'll allow every value. Same goes for rewards. You can put 1 million instead of the default 100 if you want. IMHO, that's not me to decide. The only thing the player should know is default values are values I use for my real games, so it's meant to be play without having to modify anything.
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Post by Sparky Sparkycorp »

Question regarding "Deadly Skirmish" mission: Are there any restrictions on availability such as sector offer location or unlocked difficulty level? Or perhaps is it relatively rare?

I have been familiar with most unlocked mission types being locatable within 2 or 3 sectors whereas across 16 sectors, I've not seen it offered yet (average missions unlocked).
Joubarbe
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Post by Joubarbe »

Deadly Skirmish is only from Hard to Impossible. Not Average. Same goes for Cyber Boarding.
Berhg
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Post by Berhg »

Hi Joubarbe! I'm going to try your awesome looking mod in an LU game. I would also like to use Vikuca's X3 Remap for LU in the same game! Should they be compatible? Is your mission mod reliant on particular sector/station placements? I'm guessing it won't because because you state its compatible with both LU and XRM.

It would be a great double whamy new exploration experience to try both at once in a new game.
Joubarbe
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Post by Joubarbe »

@Berhg : as far as I'm know, X-Missions Reloaded will run on a game with a custom map. However, some minor (maybe major) problems will occur. At the moment, I have only one in mind : the plot "The Bridge". In this plot, a few sectors must be overtaken by Argons and these sectors adjoin each other in Vanilla, LU and XRM ; but not in the map of vukica. But that does not mean it won't work, but it won't work as intended (waves will have to make a long way to attack pirate sectors, and maybe they will pass through hostile sectors ; same for pirate counter waves).

UPDATE : vukica gave the same answer to this question on his thread.
Berhg
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Post by Berhg »

Oh I see. I would hate to miss out on your varied starts and plot. I'll hold off on combining them for now.

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