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

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Golden Eagle
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Joined: Mon, 11. Mar 13, 01:21

Post by Golden Eagle »

Well, thanks a lot MutantDwarf, you've answered all my questions and more, perfect. :D
These all have solutions that aren't too difficult to fix, and can be solved during a running game so long as you haven't gotten to the bugged portion of the plot yet.
You've already stated a solution for the first bug you mentioned above, but how to solve the other two bugs? I haven't played the plots yet. Thanks in advance. :)
Joshua the Bear
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Joined: Sat, 2. Jul 11, 09:16
x4

Post by Joshua the Bear »

Hello,

I have been playing the vanilla TC plots in AP for a short while, as a Terran Defender, and I immeaditely noticed something:
There are combat missions being offered in Terran Space!
Although this is a good thing, what is not really a good thing is that some of these combat missions actually feature Argon enemies. Not "Enemy Race" Argon ships, but actually "Argon" argon ships, which includes the reputation hit when you try and blow them up
Since the Argons and Terrans are not officially at war at this point, this seems alittle... odd.
bmanic
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Joined: Sun, 26. Dec 10, 15:54
x3tc

Post by bmanic »

Would like to get into X3TC again and was thinking of adding this as my main mod while using Albion Prelude as the executable of choice (mainly for the fixes and because it is the latest and greatest).

So my question:

Is the latest file compatible with Albion Prelude 3.1? It says it's for 3.0 but 3.1 seems to have been a bug fix so perhaps this works anyhow?

Cheers!
biohazard15
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Post by biohazard15 »

bmanic wrote:Would like to get into X3TC again and was thinking of adding this as my main mod while using Albion Prelude as the executable of choice (mainly for the fixes and because it is the latest and greatest).

So my question:

Is the latest file compatible with Albion Prelude 3.1? It says it's for 3.0 but 3.1 seems to have been a bug fix so perhaps this works anyhow?

Cheers!

It is compatible.
However, you won't get any mission-related fixes introduced in 3.1 - because TCAP uses its own altered MD-scripts, which is currently based on 3.0.
bmanic
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Post by bmanic »

Ok.. thanks.

Anything crucial in the fixes I'll be missing?
Golden Eagle
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Post by Golden Eagle »

Dillpickle wrote:Included are my enhanced version of the 'Buy Blueprints' mission and 'Sell Blueprints to Shipyard'.
Does this mean that the 'Buy Blueprints' and 'Sell Blueprints' are built-in this mod, or I have to download and install them separately from the included download links? :roll: confirm, thanks
jburrowes
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Joined: Tue, 19. Nov 13, 13:49
x3ap

Post by jburrowes »

dillpickle,

Thanks for this! Now it doesn't matter to me that TC doesn't support TrackIR. Now I can have the TC plots in my AP playthrough.

Thanks again!
Thanks for reading,

JB
xalien
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Joined: Fri, 12. Mar 04, 01:03
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Post by xalien »

Hi,
I've started the terran plot (using XRM with compatibility patch) and all is fine, but I wonder why are there streams of argon and terran ships invading each other. Is that supposed to be happening?
MutantDwarf
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Post by MutantDwarf »

xalien wrote:Hi,
I've started the terran plot (using XRM with compatibility patch) and all is fine, but I wonder why are there streams of argon and terran ships invading each other. Is that supposed to be happening?
That sounds like it's due to the XRM compatibility patch not triggering the 'Turn off the AP war' script. The proper thread for concerns about that is this one.
dillpickle
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x3tc

Post by dillpickle »

UPDATE: 2.2 for Albion Prelude 3.1

Updated 3.0 missions to incorporate 3.1 mission fixes.
Fixed textid error for Xenon invasion missions.
Adjusted start conditions for ATF Outpost.
Fixed gate 'issue' with New Home Plot.
Fixed Dark Space Installation problem with Balance of Power.
Fixed completing PHQ with Plot Manager.
Fixed (hopefully) the IEX maps.
Fixed duplicate stations spawning if stopping the war is chosen in Shady Business.

Immersive Environments/IEX - Important Information

DO NOT use the TCAP/IEX compatibility patch from IEX topic - it currently contains errors that could break your game.

I have uploaded an IEX version of the complete TC plots for AP - no need for compatibility patches - TC Plots 2.2 for Albion Prelude 3.1 IEX.

You will still need to download IEX - AP/TC Sector Visual Enhancement - IEX 1.5a

Intall Order:
01-04 CAT -> Egosoft
05 Immersive Environments
06 IEX
07 TC Plots 2.2 for Albion Prelude 3.1 IEX

Alternatively, there is a compatibility patch

Intall Order:
01-04 CAT -> Egosoft
05 Immersive Environments
06 IEX
07 TC Plots 2.2 for Albion Prelude 3.1 IEX
08 TC_2.2_AP_3.1_IEX_Maps_Only

************************************************************************************
Golden Eagle wrote:Does this mean that the 'Buy Blueprints' and 'Sell Blueprints' are built-in this mod, or I have to download and install them separately from the included download links?
They're included - no need to install separately.
biohazard15 wrote: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?
ATF Outpost is complete as far as text goes - unless someone finds a spelling mistake...
The only text that may get added to in the future will be the Plot Manager, if I ever find the time to add in the AP Plots.

Jobs file won't change, unless bugs are found.

If you wish to make a Russian translation, I'd be happy to include with the mod.
Last edited by dillpickle on Thu, 28. Nov 13, 07:19, edited 1 time in total.
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TTD
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Post by TTD »

As promised, I am restarting AP with this mod, as something to do while Rebirth gets through the birth pains.

If I find anything that I can't get round,then I will post.

My intention is to complete all plots ,TC/AP, as and when possible.
trundling through the Terran plot atm. :D

Oh ,Oh and Oh !
I just read your last post...
If you can include the AP plots in your plot manager, I would be a very happy bunny.
Corporation Plots especially. :)
The other two version 3.1 plots I enjopyed doing, but the corporation plots werer somewhat boring.
xalien
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Post by xalien »

Mmmmkay, did a fresh AP install (tested it to see it working), then added IE(X) and then this mod as instructed in the main post, nothing else. Picked a terran defender start and found myself in a rather dark sector with khaak ships around me and game immediately freezes. Did I miss something here?

Edit: well, it doesn't matter what start I pick, I end up in some weird place with all kinds of ships around me, not just khaak. I only installed 3 cat/dat pairs and 11 scripts.
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TTD
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Post by TTD »

Fixed completing PHQ with Plot Manager
Does this require a complete restart ?

I updated and played on.

Used non-payment method for PHQ plot.

I still have the request to visit Humi Wi @ O of F

I tried again by cheating in some credits and paying for completion.
This worked. :D

So it's just the free completion that needs attention here.

Thanks.
Pyas
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Joined: Thu, 28. Nov 13, 01:29
x3tc

Post by Pyas »

xalien wrote:Mmmmkay, did a fresh AP install (tested it to see it working), then added IE(X) and then this mod as instructed in the main post, nothing else. Picked a terran defender start and found myself in a rather dark sector with khaak ships around me and game immediately freezes. Did I miss something here?

Edit: well, it doesn't matter what start I pick, I end up in some weird place with all kinds of ships around me, not just khaak. I only installed 3 cat/dat pairs and 11 scripts.
I am getting this same problem. My screen loads all the way though - random nebulous sector surrounded by Khaak.
dillpickle
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Post by dillpickle »

xalien wrote:Mmmmkay, did a fresh AP install (tested it to see it working), then added IE(X) and then this mod as instructed in the main post, nothing else. Picked a terran defender start and found myself in a rather dark sector with khaak ships around me and game immediately freezes. Did I miss something here?
Pyas wrote:I am getting this same problem. My screen loads all the way though - random nebulous sector surrounded by Khaak.
No, you didn't miss anything - I did... :roll:
In fixing the few reported minor issues with the IEX compatible map, I managed to totally break it... :cry:

So...

UPDATE: 2.2a for Albion Prelude 3.1

Fixed broken IEX map.
Fixed completing PHQ no payment option with Plot Manager.

All downloads/links have been updated.
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TTD
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Post by TTD »

cheers.
installing before my next session :D
PDouma39
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Post by PDouma39 »

I use this mod in allmost every game I play, even updated to the new one and my game is now 3.1 too.
But still there is some strange issue which I had in previous games/versions, not too serious but still. Sometimes while being in a sector you have these 'heavy load transporters' that offer you missions to protect them untill they reach their destination.
But I, mostly, don't do those missions so I leave them alone, but here is the thing, they are still there throughout the entire game, so after many hours of gameplaying, some sectors have a considerable amount of heavy load transporters in them, which are just flying at average speed and going nowhere. Why is this happening?

I played without this mod last week and in a new game (3.1) the heavy load transporters would still go to their destination and therefore not clutter my game/sectors.
Awareness in life is rewarded by many
biohazard15
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Joined: Tue, 1. May 07, 20:40
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Post by biohazard15 »

I've noticed that x3_universe_war map file isn't empty now - so that means fully functioning war, with ships spawning in war sectors? Cool :o I definitely will work on a Xtra Ship Pack war compatibility patch...
dillpickle
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Post by dillpickle »

PDouma39 wrote:I use this mod in allmost every game I play, even updated to the new one and my game is now 3.1 too.
But still there is some strange issue which I had in previous games/versions, not too serious but still. Sometimes while being in a sector you have these 'heavy load transporters' that offer you missions to protect them untill they reach their destination.
But I, mostly, don't do those missions so I leave them alone, but here is the thing, they are still there throughout the entire game, so after many hours of gameplaying, some sectors have a considerable amount of heavy load transporters in them, which are just flying at average speed and going nowhere. Why is this happening?

I played without this mod last week and in a new game (3.1) the heavy load transporters would still go to their destination and therefore not clutter my game/sectors.
I'll take a look when I get 5 minutes - I can't remember which version of it used... The vanilla version is fairly resource intensive as they're supposed to fly and dock at a station, there was something in 2.x or 3.0 that was supposed to help. I'll perhaps look at swapping it out for my XTC version that simply destroys the ships when you leave the sector (if you don't take the mission) - stops lots of surplus ships floating around running stuff that doesn't need to be run...
biohazard15 wrote:I've noticed that x3_universe_war map file isn't empty now - so that means fully functioning war, with ships spawning in war sectors? Cool Surprised I definitely will work on a Xtra Ship Pack war compatibility patch...
Err, no... 3.0 added a war manager to turn the war off 'cleanly'. The war is stopped on game start. It was only an oversight that the empty war map was left in with the original 3.0 version.
biohazard15
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Post by biohazard15 »

dillpickle wrote: Err, no... 3.0 added a war manager to turn the war off 'cleanly'. The war is stopped on game start. It was only an oversight that the empty war map was left in with the original 3.0 version.
That means, when you start the war (IIRC, MD script loads x3_universe_war file), all those ships in this file won't spawn? I thought that war manager can not just stop the war, but also restart it :?

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