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

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

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe »

Oh no, that's normal then. That's how X3 manages additional ship commands. With this weird slot thing.
Mycu
Posts: 412
Joined: Fri, 28. Sep 12, 08:30
x4

Post by Mycu »

Is it possible to cancel a mission?
Or to lost once taken?
X3 AP 3.1 + XRM
X3 AP 3.1 + LU
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe »

No, you cannot cancel a mission. However, you can lose most missions. What type of mission do you want to cancel ?
Mycu
Posts: 412
Joined: Fri, 28. Sep 12, 08:30
x4

Post by Mycu »

No, I'm just discovering XM-R and it was one of the "abstract curiosity type" questions :)
X3 AP 3.1 + XRM
X3 AP 3.1 + LU
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe »

FYI, when you export/import your game using LU feature, all your current missions are aborted.
Mycu
Posts: 412
Joined: Fri, 28. Sep 12, 08:30
x4

Post by Mycu »

In terms of cancellation I just thought about a situation where I'll loose interest of taken, not completed easy missions when harder are available.
FYI, when you export/import your game using LU feature, all your current missions are aborted.
Ok, so there is a way :)
X3 AP 3.1 + XRM
X3 AP 3.1 + LU
Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp »

Small bug report for "Mineral Trip":

Mission asked me to scan 2 asteroids and to return to the station's sector to upload the data. Mission required me to scan all 6 asteroids (whilst saying "Scan 1 asteroids") and the mission completed remotely.

The way the mission worked out seems better than the description so I guess that maybe the initial description and counter on the PMA that are out-of-date. Nice mission regardless.
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe »

Hmm, that's strange, it's like you have the old text with the new script. I'll look into it. Anyway, the mission is not supposed to require you to dock at the station now ; and if I remember correctly, the number of asteroids to scan rarely exceeds 4.
Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp »

Thanks. If 6 sounds a bit high, it is probably inaccurate - the mission was in a sector with no pre-scanning so I may have scanned some old ones.
kolimbo
Posts: 176
Joined: Sat, 20. Oct 12, 00:56
x4

Post by kolimbo »

When you say it is compatible only with LU, does that mean any of the mods for LU won't work for it either?
User avatar
solarahawk
Posts: 257
Joined: Sat, 22. Dec 07, 23:18
x4

Post by solarahawk »

No, it means it is not compatible with vanilla X3 or other overhauls, like XRM.

XM-R will work fine with most LU mods and plugins, except EMS. Running EMS and XM-R together will unbalance missions and rewards. There may be other unintended problems due to their interaction.
ion_cannon_1
Posts: 70
Joined: Thu, 12. Aug 10, 09:46
xr

Post by ion_cannon_1 »

I'm having an annoying bug(?) with the Bridge mission. I cant get the final sector to turn blue! I have wiped out everything pirate-ey in the sector and there's an assault fleet in the sector, but it wont take over the sector an finish the mission.

If this mission doesn't finish then there's gonna be a constant stream of station-destroying pirates coming in every hour. :(

Is there a way to abort missions?

http://images.akamai.steamusercontent.c ... C2BA56EFD/

Ok, It finally completed. Weirdly enough about 10 minutes after my satellite there was destroyed by xenon and I had no other ships in that sector.
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe »

Yep, another player had the same "problem". It needs a little time, I have no idea why :)

And how did this mission go for you ? Easy, fun, too hard, boring ?
ion_cannon_1
Posts: 70
Joined: Thu, 12. Aug 10, 09:46
xr

Post by ion_cannon_1 »

I can't remember for sure, but I may have killed most, if not all of the assets in the final sector while I was in other sectors. Maybe that's the issue?
Last edited by ion_cannon_1 on Sat, 6. Jun 15, 09:46, edited 2 times in total.
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe »

Maybe, only God knows. And like His, the ways of coding are inscrutable (especially when the code is poorly written and the coder doesn't want to get his nose back in it).
ion_cannon_1
Posts: 70
Joined: Thu, 12. Aug 10, 09:46
xr

Post by ion_cannon_1 »

As for how 'hard' it was, It wasn't too bad, but in all honesty was more time consuming than 'hard'. Although I was running an Osaka M2, and a Kavasir, a Kariudo, and a Colecanth M7.

There was a few things though:

1- Attacks came from north of Brenan's Triumph. instead of Originating and coming from the final sector, which was weird.

2- Placing several large orbital weapons platforms right by the said gate and if the counterforce comes in OOS the weapons platforms do barely anything if at all, requiring me to be IS during the beginning of those waves.

3- I wish there was more enemy pirates to fight (other than counterforce) instead of dealing with a bazillion pirate bases. Pirate bases are really boring to fight against and take forever even with all the firepower I was packing!

I think it would be way more interesting if each of the pirate sectors had a patrol force assigned to it that got more severe on the later sectors, and had a few less pirate bases to remove.

4- If you are going to keep the counterforce originating at brennan's triumph, it would be cool if you could take the pirate sectors above it, like a sidequest, that would force the counterforce to spawn in the 5th sector.

Overall though it was a fun mission. :)
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe »

1- The problem is that you are not forced to capture the sector in a specific order (left to right). You can take the final one before every others, leading to strange behavior if pirates were to come from this one. It's hard to spawn ships from nowhere in a coherent way. Impossible maybe :)

3- Using M8s and big missiles, it doesn't take that much time, IMO. But yeah, it would probably need a revamp.
ion_cannon_1
Posts: 70
Joined: Thu, 12. Aug 10, 09:46
xr

Post by ion_cannon_1 »

What about having it so that if the 5th sector is taken the pirates spawn from the 4th, an so forth?
kolimbo
Posts: 176
Joined: Sat, 20. Oct 12, 00:56
x4

Post by kolimbo »

Many combat missions does not validate if a player owned ship (but not the player himself) destroys the targets. Yaki plot won't start for me as well, I get the message to dock at shipyard. then nothing happens when I do dock.

Also, surgical strike missions do not mark ships properly. Pushing the smart assist button doesn't do anything. Randomly killing ships in the sector also doesn't do anything.
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe »

The script checks if the mission's target exists, so it can be destroyed by anything. You got something wrong. Or be more specific, what missions exactly ?

When you dock you need to go to your additional commands and open your PMA.

The smart target button, in surgical strike missions, only targets the sector if I remember correctly. Targets are in orange, it's not about killing random ships.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”