Importing TC plots into AP (its like a patch for TC!)

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

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

User avatar
TTD
Posts: 11165
Joined: Sun, 6. Jul 08, 10:29
x4

Post by TTD »

went towards 023 the proper route.

I only cheated the Boron rank.

As said I am going back to do it "properly".
If the issues raised is still there,then I will give you the save.

I will double check the pirate base docking.

Thanks.
Jhanactus
Posts: 75
Joined: Thu, 4. Mar 04, 09:14
x4

Wait, wait

Post by Jhanactus »

You mean I /absolutely had/ to go in from the north, not the south side, in Teladi space? ... I'mma go try that, if'n I can
User avatar
TTD
Posts: 11165
Joined: Sun, 6. Jul 08, 10:29
x4

Re: Wait, wait

Post by TTD »

Jhanactus wrote:You mean I /absolutely had/ to go in from the north, not the south side, in Teladi space? ... I'mma go try that, if'n I can
I mean you have to literally fly in from Xenon 527 (?) East gate ,as if you intend to enter 023 at west gate.
Not jumping direct to 023.

I do not think it matters how you get to 527.

I normally use a jaguar to avoid the Xenon,but any reasonably fast scout shout be ok.
Examine the wreck,fly back to Mahi Ma and make sure you have a ship that can pick him up before you speak to him next.
Jhanactus
Posts: 75
Joined: Thu, 4. Mar 04, 09:14
x4

Re: Wait, wait

Post by Jhanactus »

TTD wrote:
Jhanactus wrote:You mean I /absolutely had/ to go in from the north, not the south side, in Teladi space? ... I'mma go try that, if'n I can
I mean you have to literally fly in from Xenon 527 (?) East gate ,as if you intend to enter 023 at west gate.
Not jumping direct to 023.

I do not think it matters how you get to 527.
Well... I used one of those teladi M5s with like 40 rudder and /800/ or so max speed, that were being sold in the nearby shipyard. But yes, I went north into Xenon sector 5somethingsomething, and then east into Xenon Sector 6somethingsomething, and then east again into xenon sector 023. But.... I DID Jumpdrive to the gate in-sector in my M6 once. I didn't jump directly into 023, just the gate TO 023 - Targetted the gate so I had it on my map, Jumpdrived, then turned around and went through.
User avatar
TTD
Posts: 11165
Joined: Sun, 6. Jul 08, 10:29
x4

Post by TTD »

In TC.as you go through the gate as if to go through to 023,you end up in the Hub sector,which on the map,is east of M148.
It has 2 gates linked between the the two Xenon sectors,until you change them.

.........................................

Docking at red Pirate Station...

I think I may have caught it between turning red and actually turning hostile.
Have knocked our quite a few pirates since and not having the save,I can no longer dock there.
So maybe a minor game glitch,rather than anything to do with this mod.

''''''''''''''''''''''''''''''''''''''''''''''''''''
Terran Plot proceeding well.
been rewarded the Advanced Discoverer and been given next mission.
No problems.

'''''''''''''''''''''''''''''''''''''''''''''''''''''''

Hub Plot...

Still at Queen's Knight 42%,so still some ways to go.
Continually trading with Boron as much as possible.
User avatar
TTD
Posts: 11165
Joined: Sun, 6. Jul 08, 10:29
x4

Post by TTD »

Can someone check out Zyarth's Dominion ?
There seems to be a Boron Stock Exchange there in my game :?

Surely this should be a Split SE ?
User avatar
TTD
Posts: 11165
Joined: Sun, 6. Jul 08, 10:29
x4

Post by TTD »

HUB PLOT


After many hours today stepping up through Boron Ranks without cheating them in,I can confirm that the Hub does not intersect with 023.

I have been thinking about this...

The Hub is on the AP map but not activated in AP as of yet.
We are using the AP map.
or at least I have several of the new sectors,without the old sectors being removed .

Could this have something to do with it?

I will keep my saves for if you wish me to upload them somewhere.
But others have also had this problem,so they might have their saves.

Play testing over until you want us to try your solution.

Cheers
:)
SyncViews
Posts: 58
Joined: Thu, 27. Jan 11, 14:38
x3tc

Post by SyncViews »

When adding the stock exchanges I may have made some mistakes with sectors that changed ownership from TC to AP. I stripped out some I knew to be pirate sectors, but might have missed some other cases.
User avatar
TTD
Posts: 11165
Joined: Sun, 6. Jul 08, 10:29
x4

Post by TTD »

thanks for acknowledgment about SEs.

Awaiting next version to test from a new start.
SyncViews
Posts: 58
Joined: Thu, 27. Jan 11, 14:38
x3tc

Post by SyncViews »

Will likly be after the next week or so (university exam period) before I can do much. Still not sure on what the hub issue could be, might try a clean install to see if I managed to change somthing outside the files I distributed...
User avatar
TTD
Posts: 11165
Joined: Sun, 6. Jul 08, 10:29
x4

Post by TTD »

ok.

Concentrate on your exams.

Best of luck in those.
:)
User avatar
Black147
Posts: 94
Joined: Sun, 23. Jan 11, 14:45
x3ap

Post by Black147 »

Hmm, I was working on the same mod and wish I had found this thread sooner. :roll:

Anyway, I have a good part of work done here: the map is done, the gamestarts have been modified and merged with the TC ones and MD plot scripts from TC adjusted to fit with the AP plot. The AP plot and war missions have been adjusted to start only after all the TC plots have been completed. I have written MD code to add/rename sectors and stuff relevant to the AP plot universe and war missions after the TC plots are done, but that needs to be tested and I´m not sure how the x3_universe_war.xml can be "reintegrated" for use in the war. The map itself can easily be loaded with MD code in a running game, but I understand part of that war map and feature is hardcoded.

It would be great if we could combine the efforts, I think we´re close to a basic useable release here.
User avatar
TTD
Posts: 11165
Joined: Sun, 6. Jul 08, 10:29
x4

Post by TTD »

Hey welcome to our project.

The modder is busy with studies atm,but download our latest patch and see what you think.
Then maybe PM him after.

If you can think of a way to combine our efforts,then Hopefully he will agree.

If you read the thread through,you will find there is another modder working on this idea,but with with a different approach,too.
SyncViews
Posts: 58
Joined: Thu, 27. Jan 11, 14:38
x3tc

Post by SyncViews »

Sell apart from the apparnt HUB issue, I'm fairly happy what Ive got is stable, and will become a 1.0 once issues are ironed out.

The only major todo is look more closey at some MD filse I overrode just for being different from the TC copy, which I'll merge cleaner.


I already made various bits of MD code to do the practical TC -> AP side of things (add/change sectors, notority, etc) but need lots of filler stuff to make it a more realistic and fun progression.

The integrate ap and tc mod todo list as such is:
  • Merge TC and AP "3.02 Plot Missions.xml" with some extra conditions to the AP plots (I actually already did most of this a wekk back, need to test the file though)
  • Reactivate the war code at a given point
  • Check the jonferco corp missions, make sure it can cope with the AP plot
  • Somtime after the various TC terran related plots, have a Jonferco plot/event series for the reactivation of a destroyed gate, expansion into albion, and the moving of the gate from alpha to gamma.
  • Sometime after have somthing similar for the other major sector expansions
  • Sometime after this, figure out a good chain of events to lead to war and where AP starts off
  • At some point in the game, Paranid take back some of the pirate sectors
  • Various others sectors are claimed, suppose could make it the player can prevent this by stopping the TL with a trading station or somthing, would certainly have a loose all rep with race + war type consequence though :)
  • Somtime during all of this the player needs to take a side. If the player has tech from the opposing side, will be priority targetted so best be prepared.
  • Possibly give GOD a kick to go and build in the new claimed sectors. Certainly could code in the corp station construction and TD etc. Perhaps let player bid for some larger scale construction and supply projects.

Oh btw. As far as I can tell, the 1.1 AP patch did nothing that should break everything.
User avatar
Black147
Posts: 94
Joined: Sun, 23. Jan 11, 14:45
x3ap

Post by Black147 »

Sounds good!

I´ll PM you with what I have tomorrow SyncViews, maybe you can use something that´s still missing to move this mod along after your exams.

GL btw 8)
User avatar
Black147
Posts: 94
Joined: Sun, 23. Jan 11, 14:45
x3ap

Post by Black147 »

Any news on the status of this?

Were you already able to look at the files I sent you SyncViews?
SyncViews
Posts: 58
Joined: Thu, 27. Jan 11, 14:38
x3tc

Post by SyncViews »

Sorry, been really busy with paid stuff so I can afford rent etc...

Most of the files seem more or less the same as far as getting the TC plots working at least. Havnt had a chance to test any of the updated stuff for going beyond that, just want to get back to where TC was and stable for now.

Still not entirly sure what the hub problem is, havnt managed to reproduce any of the times I have played through the first few stages of that plot.

Looked at XRM as well. For compatibility someone needs to look at the map files and figure out what todo (perhaps use the files from TC XRM?), possibly jobs and director file issues... would want the XRM TC gamestart files to I suspect.
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

Sooooooo.......I am guessing that 2.0 changes things as far as this project is concerned. Or does it?
User avatar
Black147
Posts: 94
Joined: Sun, 23. Jan 11, 14:45
x3ap

Post by Black147 »

Sooooooo.......I am guessing that 2.0 changes things as far as this project is concerned. Or does it?
I guess it did, no post in over a month. Anyway, is there still interest in this?

No need for Hub or HQ plot, but I have been doing some work for myself in my XRM game:

-Removed the AP plot complete requirement from the Hub and HQ plots.

-Added Goner plot, removed the Harmony of Perpetuity sector, gate leading there and Goner Temple from the XRM AP map, these will be added during the Goner plot / once complete.

-Added Corporation missions with the ship rewards. For this to be useful I removed these reward ships from any other locations in XRM so they can´t be just bought. They still fly around though for capping if you choose to. For Plutarch HQ to work, I removed all Albion sectors and gate leading there. The Plutarch HQ is in Ore belt like in TC and the standard XRM map, once Plutarch rank 10 has been reached the Albion sectors open up, the Plutarch HQ gets relocated to the vanilla AP location. Any AP war plot can only start after all this has happened obviously, which in the case of XRM requires also a script adjustment since it has its own war scripts going (done).

-Added Khaak plot. This plot will use the standard XRM Khaak sectors. These do not exist in vanilla AP, so will need to be added in that case. After completion of the plot Khaak aggression level is reset every 3-7 hours to a random value between 30 and 50. This needs testing, I have no idea if this is too much/little etc.

The idea is to add the Terran plot, Aldrin, A new Home, Balance of power etc and have them lead to the outbreak of the AP war plot so this plot can be played as well and there is a nice storyline progression. I haven´t actually played these plots myself which is the reason I´m putting them into AP, so any suggestions about the order and/or requirements are welcome.

This is still very much a work in progress and due to the necessary map changes will in all cases require a restart. It will also require at least 3 map sets: 1. vanilla 2. XRM 3. EIX/XRM. Some of the scripts also require somewhat extensive edits, but it should be worth it. :D
I won´t turn down any asistance :roll:
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

I think it is an excellent idea. However, the few people who seem to work on it do so in private, which I think is a mistake. If they would publish their works-in-progress, then somebody else with time on their hands might finish some of the work.

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