[MOD] Terran Conflict plots 2.2a for Albion Prelude 3.1

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all_other_names_taken
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Post by all_other_names_taken »

dillpickle wrote:Zyarth's Stand isn't used for the deploy satellites mission, Family Ryk, Family Zyarth and Zyarth's Dominion are used for this mission.

All gates in these sectors are correct as needed, and the gate in Neptune isn't present at game start in the map file included with this mod.

As you have missing gates/sectors, and the gate in Neptune already present then it sounds like you have something installed that is overwriting the mods map file.
My bad. Family Zyarth it is.
I reckoned some of the other stuff I installed has overwritten your map.
Here's what I have:
ADS
Pirate Guild 3
Salvage Command Suite
AutoAim
Automated Satellite Network
Complex Cleaner
DCS2
Detector
Dock Lockup Fix
Emergency Jump
Enhanced Briefings
Improved Boarding
Long Range Cargo Scan
Marine Repairs
IEX
MARS
NPC Bailing Addon
Numeric Ranks
OK Traders
Pandora Tunings Ejector
Phanon Corporation
Super Tractor Beam
TC Plots for Albion Prelude

Any idea what might be causing the overwrite?
Is there a way to fix it by uninstalling the offending script/mod?

The cat/dat are numbered as follows:
04 - TC Plots for AP
05 - TC_APIEX (patch)
06 - IE 1.1
07 - IEX 1.5a
08 - Complex cleaner
09 - Detector
10 - MARS

The most time I spent figuring in what order the TCAP, TCAPIEX, IE, IEX1.5 shoud go. The instructions were scattered and not very clear to me. Looks like I got it wrong.
Any way to fix it by rearranging the cat/dat files?

Thanks for helping.
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TTD
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Post by TTD »

Just a thought...have you tried ptting this mod's cat/dats last in the list?
That should overwrite anything that effects it.
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DrBullwinkle
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Post by DrBullwinkle »

IE and IEX are the culprits; they should be installed before TCAP (if at all).

But I am not sure that moving them now will fix the problem. You might have to start a new game.
all_other_names_taken
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Post by all_other_names_taken »

This is what got me:
From the first page installation instructions wrote: Direct link to the latest files -> TCPiex 1.5a

These are a CAT/DAT pair, and need to be installed after the Terran Conflict plots for Albion Prelude ones, eg. TCAP -> 04.CAT/DAT, TcPiex -> 05.CAT/DAT...
AP comes with cat/dat 01-03
If I place TCAP at 04 and TCPIEX at 05 as the instructions say,
then IE and IEX cat/dats must come after 05, which is what I did.
Obviously, that's wrong.

dillpickle, you might want to update the instructions to something like:

IE -> 04.CAT/DAT
IEX -> 05.CAT/DAT
TCAP -> 06.CAT/DAT
TCPIEX -> 07.CAT/DAT

Thanks Bullwinkle, I suspected as much.
Another new game, oh no!
I already started this game because the previous one was broken by MARS repair drones cat/dat (there was no Pteranodon in the game).
The misfortune is that in both cases I find out it's a bugged game after investing several days into it.
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DrBullwinkle
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Post by DrBullwinkle »

all_other_names_taken wrote:I already started this game because the previous one was broken by MARS repair drones cat/dat (there was no Pteranodon in the game).
MARS is much simpler. The package for Plugin Manager is updated for AP3.0, and there should be no need to restart the game.
all_other_names_taken
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Post by all_other_names_taken »

DrBullwinkle wrote:MARS is much simpler. The package for Plugin Manager is updated for AP3.0, and there should be no need to restart the game.
I found out about your repacking of MARS only after I saw the problem and searched for it on the forum.
Don't quote me on this, but I believe I tried installing your package and there was still Mammoth instead of the Pteranodon. I believe I only deleted the repair drones cat/dat before installing your MARS package.
Didn't know how to uninstall MARS completely (nothing about it in the thread or the instructions pdf).

Update: rearranging TCAP cat/dats didn't solve the problem.
A new game it is.
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DrBullwinkle
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Post by DrBullwinkle »

all_other_names_taken wrote:I believe I tried installing your package and there was still Mammoth instead of the Pteranodon
There were a few days in which the package was not yet updated for AP3.0 but somebody said that it was... which would have been confusing if you listened to whoever posted the bad information.
Joshua the Bear
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Post by Joshua the Bear »

All TC plots and AP plots in, including the war starting?
You did...
wow.
Just... wow. That's absolutely bloody amazing.
Idleking
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Small bug/error/typo

Post by Idleking »

Found this on my trips through the offerings of various shipyards:
[ external image ]

You might want to double-check those prices :)
As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero.

[ external image ]
Litcube wrote:Don't succumb to the "I figured it'd be ok".
dillpickle
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Post by dillpickle »

Code: Select all

Enhanced Pericles S:
                   Base Price                                       70,471
                   1 x 1mj shield                                    5,192
                   Total                                                       75,663

Enhanced Pericles M:
                   Base Price                                       70,471
                   1 x 5mj shield                                   20,776
                   2 x Particle Accelerator Cannons @ 38,956        77,912
                   Total                                                       169,159

Enhanced Pericles L:
                   Base Price                                       70,471
                   4 x 5mj shield @ 20,776                          83,104
                   3 x Fragmentation Bomb Launchers @ 202,564      607,692
                   Total                                                       761,267


Unless your referring to low base value for an M4, in which case this is a vanilla (ship relval) issue, and nothing to do with the mod, as nothing in tships has been altered.
Idleking
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Post by Idleking »

Well, 70k for an M4 still looks like cheat. Some M5s are more expensive than that :lol:

On something different:
Have you checked the sector Zyarth's Stand?
I'm not sure if I screwed something up with my mods (only using this and the immersive environments), but the sector itself doesn't show up in the galaxy map (like the unfocussed jump sector) and everything is insta-killed if I enter the sector personally.
Remote access and control works fine though :?
As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero.

[ external image ]
Litcube wrote:Don't succumb to the "I figured it'd be ok".
biohazard15
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Post by biohazard15 »

I've got a question here :)

When (and if) this mod will be updated (and it seems it should, at least for Zyarth's Stand instadeath bug), will there be any updates to Text files and Jobs file?
I'm asking because in future I'd like to make a Russian translation for ATF Outpost plot & maybe make a Jobs file to work with Cadius' X-tra Ship Pack.
So can I safely start working on it or should I wait for some updates?
biohazard15
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Post by biohazard15 »

Okay, another question.

There is a file x3_universe_war in your .cat, which is empty. In vanilla this file governs the war - ship spawn, sector takeovers etc. What does that emptiness means - there won't be warship spawns and other war things once the war starts? Or I've got it all wrong and an original x3_universe_war will be used?
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TTD
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Post by TTD »

iirc...

The original mod removed the warzones because they conflicted with TC plots.

Whether or not the warzones can or will be activated,I don't know.
But in the vanila AP 3.0 , you can deactivate the war through a plot.


In the OP he states...
Albion Prelude 3.0 gave a better solution for turning the war off, so this has been implemented.
I have now got round to adapting the Albion Prelude plots to be compatible with this mod....
...There is an option for the war to be stopped before it starts, in which case The Albion Prelude Plot, AP PHQ Plot, Operation Loose Ends and Shady Business won't be available.
UnexplainedBeeping
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Post by UnexplainedBeeping »

How do you start the AP plots with this mod? I've been playing through the TC plots with Terran, Goner, Khaak, New Home, Hub, and Aldrin completed using a Terran Defender start. I'm still working on the PHQ plot, so is it something after that?

I feel I might have missed something obvious :oops:
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TTD
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Post by TTD »

In AP. you need the PHQ,Hub and UFJD before you can do the version 3.0 plots,Shady business etc.

Oh and certain race ranks too.

Possibly this is the requirements for this mod?

Am sure the author will say if I am wrong.
UnexplainedBeeping
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Post by UnexplainedBeeping »

I'm aware of the needs for the 3.0 plots, my question was for the initial AP plots. He mentions "choices" to enable or disable them but I'm not sure what those might be :P
biohazard15
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Post by biohazard15 »

UnexplainedBeeping wrote:I'm aware of the needs for the 3.0 plots, my question was for the initial AP plots. He mentions "choices" to enable or disable them but I'm not sure what those might be :P
You'll get a small mission which let you decide either to start the war or not. The AP plots won't be available if you choose latter (except Corporation Troubles & Breaking Grounds, which doesn't depend on war)
UnexplainedBeeping
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Post by UnexplainedBeeping »

I just can't seem to trigger the mission to ask. I've completed all of the TC plots but ATF Outpost never posts either, despite meeting requirements. Is there a limitation on your start, as I chose USC Commander ( I was wrong before about Terran Defender)?


I don't have any other map altering or plot altering mods, so I'm not sure where I'm missing it.
biohazard15
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Post by biohazard15 »

I've got a rather funny bug in New Home plot.

After I've chosen my sector's name, I get the task "Fly to Unknown Sector" (east of Legend Home). When I've arrived here, next task is: "Find object.name@CSVNorthgateinUnknownSector", which, as I suppose, should be "Find Gate". The gates in question is here (XYZ 0,0,-80km), but they don't working.

Trying to fix this (at least for myself) I opened 2.013 New Home.xml and found this line

Code: Select all

<!--create_gate name="CSVNorthgateinUnknownSector" gate="north" typename="SS_WG_NORTH" race="argon">
which as I can guess create those gates.
I've un-commented it - and got myself two gates, both perfectly working.

The Plot Manager is inactive since gamestart. All Mods I'm using is Cadius X-tra Pack, IEX, and some small additions (modified Jobs file, color ratings, and my Russian translation for ATF Outpost plot). X-tra or those additions cannot mess with ANH Plot (I've double-checked all possible conflicts - found none so far).

Could the 2.1 patch (about "extra gate") be the case of this bug? I've played v 2.0 - the plot worked perfectly.

UPD:

Also, please fix the TCPIex patch - there is SS_DOCK_GONER_NEW (the Goner Temple) created in EoS on gamestart.

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