No, not yet. The MD and scripts files are, the maps are not. Check back later today, I´m working on the maps right now.Also i have to ask if IEX is compatable with this mod right now..
[MOD] [AP] Terran Conflict plots for AP (TCAP) - v1.1 Work in Progress (05.05.2012)
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Black147 wrote:No, not yet. The MD and scripts files are, the maps are not. Check back later today, I´m working on the maps right now.Eriodas wrote:Also i have to ask if IEX is compatable with this mod right now..



I noticed that many of the plot sectors are now scattered amongst multiple xml files. I'm rather hoping that your wonderous scripts will still be able to update the TCAP/IEX map when IEX 1.3 eventually comes along?

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Hi there.
Love the idea of what you're workin' on here, Black.
I do hope you'll forgive me for not volunteering to lend my services as a beta-tester. It's NOT because I don't care enough, but rather because I've never played TC(just bought AP a fortnight ago), and don't know the missions/plot well enough to be of any help.
I'm not QUALIFIED, you might say.
However, as an owner of the Terran War Pack, it would of course be of INESTIMABLE value to someone like myself, to be able to play the missions and plot that I spent good money on, since Egosoft have seen fit to share a non-STEAM .exe for AP but NOT TC. At least, not as far as I could SEE in the Downloads section anyway. Forgive me if I missed it of course.
But anyhow, as a user who's paid for two games(well, two sets of CONTENT I should say), but only able to play one of them without STEAM, I should very much like to thank YOU for playing your part in helping users such as myself to play a game(or a close approximation thereof) that I've paid good money for.
Just one wee request you might say.
Would you be willing to amend the opening post perhaps, with links to walkthroughs of each of the plotlines that this mod will introduce into AP? Mainplot, PHQ plot, er... any others?
It'd be really handy to have them immediately to hand in this location, and might mean that it'd be easy for beta testers to cross reference... and indeed, if they're simple and straightforward enough, well, I might even have a go myself and see if I can be of some help to this project.
Anyhoo, thanks once again. I look forward to seeing this mod reach completeion.
Love the idea of what you're workin' on here, Black.
I do hope you'll forgive me for not volunteering to lend my services as a beta-tester. It's NOT because I don't care enough, but rather because I've never played TC(just bought AP a fortnight ago), and don't know the missions/plot well enough to be of any help.
I'm not QUALIFIED, you might say.
However, as an owner of the Terran War Pack, it would of course be of INESTIMABLE value to someone like myself, to be able to play the missions and plot that I spent good money on, since Egosoft have seen fit to share a non-STEAM .exe for AP but NOT TC. At least, not as far as I could SEE in the Downloads section anyway. Forgive me if I missed it of course.
But anyhow, as a user who's paid for two games(well, two sets of CONTENT I should say), but only able to play one of them without STEAM, I should very much like to thank YOU for playing your part in helping users such as myself to play a game(or a close approximation thereof) that I've paid good money for.

Just one wee request you might say.
Would you be willing to amend the opening post perhaps, with links to walkthroughs of each of the plotlines that this mod will introduce into AP? Mainplot, PHQ plot, er... any others?
It'd be really handy to have them immediately to hand in this location, and might mean that it'd be easy for beta testers to cross reference... and indeed, if they're simple and straightforward enough, well, I might even have a go myself and see if I can be of some help to this project.

Anyhoo, thanks once again. I look forward to seeing this mod reach completeion.

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@Thraxwhirl: Your request is mostly off-topic for this thread, but:
See Spike's Walkthroughs for the llist of "main" plots (and walkthroughs for them).
See Guide to the Corporations for "Corporate Plots".
Both are listed in the Ultimate X resource and guides list, which is a "sticky" post at the top of the Universe forum.
See Spike's Walkthroughs for the llist of "main" plots (and walkthroughs for them).
See Guide to the Corporations for "Corporate Plots".
Both are listed in the Ultimate X resource and guides list, which is a "sticky" post at the top of the Universe forum.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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The Gate in Family Zyarth <-> Zyarth Dominion is supposed to be active in Vanila TC, but here it isn't. So we have to take the much longer AP route.
Edit:
A couple of other details like the stations in the unknown sector near Zyarths Dominion (it was totally empty in TC) and a Gate to other sector, i think a new one of the Albion prelude addon.
In the mission were you are all Jumping to Aldrin with the ATF Tyr and its escort, you just can't do it... it seems the game is asking for a gate or Jump Beacon that doesn't exist (i think you could jump to Aldrin in TC without one, but i'm not sure).
After using the cheat script to warp there i noticed that there is a jump beacon, but since the map wasn't explored i guess the jumpdrive didn't recognized it. After this the plot went well until it was finished
Edit:
A couple of other details like the stations in the unknown sector near Zyarths Dominion (it was totally empty in TC) and a Gate to other sector, i think a new one of the Albion prelude addon.
In the mission were you are all Jumping to Aldrin with the ATF Tyr and its escort, you just can't do it... it seems the game is asking for a gate or Jump Beacon that doesn't exist (i think you could jump to Aldrin in TC without one, but i'm not sure).
After using the cheat script to warp there i noticed that there is a jump beacon, but since the map wasn't explored i guess the jumpdrive didn't recognized it. After this the plot went well until it was finished

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Yeah, no problemI noticed that many of the plot sectors are now scattered amongst multiple xml files. I'm rather hoping that your wonderous scripts will still be able to update the TCAP/IEX map when IEX 1.3 eventually comes along?

What would help is list of sectors where you change something, so I can figure out which specific map I need to look at, but it´s not a big deal without that.
At the start of the game it is like in TC, but after 20 game hours the Family Zyarth <-> Zyarth Dominion gates are destroyed along with most stations in Zyarth Dominion and a new map is loaded for that area that matches the AP map ie includes all the buildings in the unknown sector and the sector added by AP.The Gate in Family Zyarth <-> Zyarth Dominion is supposed to be active in Vanila TC, but here it isn't. So we have to take the much longer AP route.
Edit:
A couple of other details like the stations in the unknown sector near Zyarths Dominion (it was totally empty in TC) and a Gate to other sector, i think a new one of the Albion prelude addon.
I´m aware this event needs a little mission or something, or at a minimum a story and message. Just haven´t done that yet

See in changelog:
I´ll check out the Aldrin jumping issue. Other than that everything worked fine? If so I´ll post up the IEX and IEX/XRM versions and look into adding the Aldrin expansion next. Should probably do some work on the above mentioned Zyarth Dominion Xenon invasion event. Ideas are welcome!- Added new cue to manage the Xenon invasion of Zyarths Dominion and map changes in that area. This cue activates after 20 hours. TODO: better activation story/mini plot?
Thank you Eriodas for your invaluable bugfinding/verification efforts!
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Yes. XRM version is up and Aldrin plot added. Please testWill this eventually work with XRM?

The Aldrin plot requires access to the Hub, however the AP Hub plot happens kinda late in the storyline and already includes the start of war for the Boron, so I created a workaround: you get to play the first part of the TC Hub plot, but you don´t have to ship the microchip stock of 3 galaxies there and the plot ends after the first set of gates is operational.
You can use the Hub from then on with 1 gate set and do the Aldrin missions. Sometime after the Aldrin mission is complete the Boron government informs you that it needs ownership of the Hub back for further study and takes control of the Hub. You can get control of it back for good in the AP Hub plot.
I have also made the completion of the Aldrin plot a prerequisite for the Zyarth Dominion Xenon invasion. For now, you´ll get a message from the Split asking for help, but .... you´ll see...
XRM version:
Please note that I had to tweak the XRM incursion scripts. KEEP A BACKUP OF THE ORIGINAL XRM SCRIPTS! I added a conditional target race selection to these scripts ie before the AP war the target races will be Xenon and pirates, after the start of the war they will revert to the original XRM behaviour (ie Terran/Argon/Boron are targets).
Also note:
The start of the actual AP war isn´t implemented yet. That´s because the Balance of Power mission isn´t implemented yet and it can only start after the completion of that one and some event that blows up the Torus. I am not sure yet on how to handle the declaration of war from the Boron during the AP Hub plot. It is my understanding that the Argon/Terran war starts first and then the Boron join, but maybe not?
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Hi Black147,
First of all thanks for your work and the results achieved; AP is definitely more appealing now.
I still wanted to highlight that your mod and the MK3 Optimization by gnasirator are using the same text file 1500-L; so even if the inside pages ID are not in conflict with each other, the extraction of file in \t overwrites the one already present.
Moreover it seems that even the vanilla mk3 script uses page id 1500 (which is also in the locked range for bonus pack stuff).
You might consider using a different txt file, making it easier the coexistence of both mods?
Thanks in advance!
First of all thanks for your work and the results achieved; AP is definitely more appealing now.
I still wanted to highlight that your mod and the MK3 Optimization by gnasirator are using the same text file 1500-L; so even if the inside pages ID are not in conflict with each other, the extraction of file in \t overwrites the one already present.
Moreover it seems that even the vanilla mk3 script uses page id 1500 (which is also in the locked range for bonus pack stuff).
You might consider using a different txt file, making it easier the coexistence of both mods?
Thanks in advance!
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After playing AP for a bit I began missing all of the plots in TC. I'm very excited to see that this mod is so far along!
I can't wait for you to get A New Home and Balance of Power added to the mod! I will probably hold off installing this until then, just to avoid starting a new game in the middle of my empire building.
I can't wait for you to get A New Home and Balance of Power added to the mod! I will probably hold off installing this until then, just to avoid starting a new game in the middle of my empire building.
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No problem Black147, take the time you need! The babe will return stronger than before!Black147 wrote:Good point Tiek, I just took the ID from the early discussion and alpha. I'll look into which IDs are available.
In other news: my comp was a little shocked by a lightening strike while on vacation. It'll be a bit until it's repaired and until then ... patience. I apologize.
Certainly "mother nature" in recent times is becoming very "violent" in the world; maybe it's time to migrate in the universe X! Do you know travel agencies who sell tickets

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Argh, I am afraid that I am to blame for the lightning strike.
You see, I was thinking to myself "Surely some benevolent person has begun modding the TC plots in AP, so we may enjoy all of the glory in one package." Then I checked the forums and sure enough, such a thing existed. Once I learned of this mod and got my hopes up, disaster could not be far behind.
You see, I was thinking to myself "Surely some benevolent person has begun modding the TC plots in AP, so we may enjoy all of the glory in one package." Then I checked the forums and sure enough, such a thing existed. Once I learned of this mod and got my hopes up, disaster could not be far behind.

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Any progress yet on this version?Black147 wrote:Good point Tiek, I just took the ID from the early discussion and alpha. I'll look into which IDs are available.
In other news: my comp was a little shocked by a lightening strike while on vacation. It'll be a bit until it's repaired and until then ... patience. I apologize.
I have looked at the other attempts by other players.