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

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PDouma39
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Post by PDouma39 »

Nowadays when I log in to my game I eventually destroy the left over heavey load transporters when I am in that sector just to be sure if they don't have any location added to their directory/where they are going
Awareness in life is rewarded by many
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TTD
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Post by TTD »

I sometimes do that with all the mission TLs that build up in Yaki space.
biohazard15
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Post by biohazard15 »

ANH plot is still somewhat buggy, I'm afraid. I've tried to complete it with plot manager (for free) - north gate in Unknown sector doesn't working, and there is no south gate in player sector (I've revealed it with cheat pack).

Didn't played it normally yet.

I'm running TCAP 2.2a for IEX, IE+IEX (obviously), and installed cheat pack for testing.

EDIT

Yep, it still bugged - mission objective shows correctly (Find Gate instead of Find CSV...), but the gate itself doesn't working.


Fix:

1) In 2.013 A New Home, uncomment (delete "<!--" and "-->") those lines:

Code: Select all

<!--<create_gate name="CSVNorthgateinUnknownSector" gate="north" typename="SS_WG_NORTH" race="argon">
                                        <position x="0" y="0" z="80km"/>
                                        <sector x="9" y="7"/>
                                        <destination gate="south" sector="CSV_toplevel.CSV_playersector"/>
                                      </create_gate>
                                      <create_gate name="this.CSVSouthgateinPS" gate="south" typename="SS_WG_SOUTH" race="argon">
                                        <position x="0" y="0" z="-80km"/>
                                        <sector sector="CSV_toplevel.CSV_playersector"/>
                                        <destination gate="north" x="9" y="7"/>
                                      </create_gate>-->
2) In player sector map files (there is five of them, ANH_Map_racename) delete following code:

Code: Select all

<o t="1" x="9" y="7" r="14" size="27500000" m="0" p="-2" qtrade="100" qfight="100" qbuild="100" qthink="100">
    <o t="18" s="0" x="0" y="0" z="40000000" gid="0" gx="9" gy="6" gtid="1" a="8193" b="0" g="0"/>
  </o>

Et voila - plot ends as intended, no broken or cloned gates.
Download it here: http://yadi.sk/d/5hC4MYatDasN5.

Note that this solution DOES NOT fix aforementioned ANH bug in plot manager.

Also, I'm not sure how this fix will affect other ANH-related scripts (primarily extra player sectors). Most probably it won't at all.
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TTD
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Post by TTD »

Just completed FF plot without using plot manager.
after collecting the reward FF was still listed in Plot Manager.

then used non-payment method to clear from list...

it then pushed me from Captain 10% to General !00%
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TTD
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Post by TTD »

Just paid for ANH.

Gate to ANH sector is north gate of UKsector, East of Legends Home.
Not where it was originally.

Just thought I'd remind new players to this mod. :)

But one question...

How long to wait for BoP to start ?
biohazard15
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Post by biohazard15 »

TTD wrote: But one question...

How long to wait for BoP to start ?
About 1-2 hours after the end of Aldrin Expantion, IIRC.
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TTD
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Post by TTD »

I completed ATF and then paid for BoP.

I then get two messages saying I can pay for certain stages of the Hub plot...even though that's already complete (and not shown by the plotmanager any more.)

I have had Corp Troubles available for some time.

Soon after I complete TC plots, I get message to visit Goner temple.
I agree to to help negotiations.
I then get a bug tracking code,as a reply.
No further message.

I am continuing with the Corp Plot and have saved out my previous saves.

Need I worry about the Goner?
Not been offered Shady Busines yet.
Nor any other AP plot.

Started as Yaki Insurgent


...
Ignored the goner

A bit more into the game... I have the nessage that the war has started.
offered work by both the Terran and Commonwealth.

Goner request no longer there.

Done op loose ends.

So it's mission time for argon rep increase ?
I am -4 with the Argon, and using Cycrow's CP does nothing for me as regards station/ship hostilities.

Guessing Shady buisiness should start any time soon.
The the oportunity to end the war.

Meanwhile, I still have Corp Troubles

Still not sure about if I should have continued with seeing the Goner.
But that error code and no further message, bothered me a bit. So I continued from where I got the message and ignored it.
Eric the Viking
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Post by Eric the Viking »

dillpickle,

I don't suppose you would still have the 2.1 version of this mod floating round?

I've installed a fresh AP, installed XRM (got the message saying all was ok), installed your mod and then MutantDwarf's compatibility patch.

The problem is that I never get the message telling me that MD's patch is installed and running as I should have. MD does say he's not sure about compatibility after 2.1 , hence my request.


Thanks,

Eric
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TTD
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Post by TTD »

I have the "tc_plots_2.1_ap_3.0" in my download files.

If dilpickle can't find his, and he gives me permission, I can send it to you. :)


edit.

Since severe MB fault, have lost all that was on both internal and external HDDs.

Rebuilt and no longer have this file.
Last edited by TTD on Fri, 17. Jan 14, 01:29, edited 1 time in total.
Eric the Viking
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Post by Eric the Viking »

Thanks TTD, that would awesome! :)

It's actually through the links I saw in your sig that I've embarked on this replay :)

I'm not sure it's the cure to my problem but I'd like to eliminate as many possible issues before I dive back into the X-universe.


Cheers,

Eric
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TTD
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Post by TTD »

Destroying Xenon in Getsu Funi slowly brings Argon rep back up again :-)

I am into the 12 hours period of random attacks on my property. Just PHQ, Millitary Base and The Hub...plus whatever ship I am in. The other ships are all docked.

I lose satelites sometimes ,but not worried about those.

edit...

Doing the testbed maiden voyage...
Double stations stil in OL...
probably in the other effected sectors too, still.


EDIT

A day or so later and double stations gone. :-)
(15-12-13)
Last edited by TTD on Sun, 15. Dec 13, 05:47, edited 1 time in total.
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Combat Wombat
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Post by Combat Wombat »

So I am completing the HQ plot with payment and I thought the Orca was supposed to spawn in the HUB system but it isn't there. I haven't completed the HUB plot yet but that shouldn't matter.
You can give a man fire and he will be warm for a day, but set him on fire and he will be warm for the rest of his life.
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TTD
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Post by TTD »

You should find it docked at the Hub.

As you can see from above, I have played through the TC plots now.
Unless you have a bug or a conflicting mod/script, then you should find the Orca there.

However, you do have to be in sector to find many of the reward ships.
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Combat Wombat
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Post by Combat Wombat »

The HUB is currently hostile. Would it a be a fair guess that that is the issue?
You can give a man fire and he will be warm for a day, but set him on fire and he will be warm for the rest of his life.
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TTD
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Post by TTD »

You are not supposed to qualify for the PHQ plot until you have 6 hours after the first pair of gates have been connected.
The Hub is already yours by this stage.

*****
edit...check next post
*****

I would check to see if it is docked, but it will be list in white, not green.

If it is there, then get the Hub plot finished ,one way or another.

If it is not to be seen anywhere in the sector or docked at the hub, then go back to before you paid for the plot, if possible.

If that is not possible, use Cycrow's cheat script and cheat yourself an orca and then cheat a PHQ into the Orca.
This should make the PHQ functional as a PHQ, when placed in a sector from the Orca, (or other TL if you prefer not to have the Orca.).
Last edited by TTD on Fri, 17. Jan 14, 01:32, edited 1 time in total.
dillpickle
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Post by dillpickle »

Combat Wombat wrote:The HUB is currently hostile. Would it a be a fair guess that that is the issue?
If the hub is still hostile, check the shipyard in Kingdom's End.
TTD wrote:You are not supposed to qualify for the PHQ plot until you have 6 hours after the first pair of gates have been connected.
The Hub is already yours by this stage.
There is an option with the plot manager for the PHQ on reputation, rather than waiting for the end of the hub plot.
TTD wrote:I have the "tc_plots_2.1_ap_3.0" in my download files.

If dilpickle can't find his, and he gives me permission, I can send it to you.
Not a problem... I have it somewhere, but things are a little hectic at present... :roll:
FabryAlliance
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Post by FabryAlliance »

Hi! After installation the Argon Pacekeeper plot disappeared. It is normal?
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TTD
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Post by TTD »

FabryAlliance wrote:Hi! After installation the Argon Pacekeeper plot disappeared. It is normal?
I just check a Stean Vanilla version.


Yes the Argon PeaceKeeper start is there in vanilla.

Also , if you have not used it as a false patch,but install from the Mod folder,if you choose original,in the flash screen options, Argon PeaceKeeper will show.
But it puts you at the frontline when the war is on.

Therefore I assume it would be ahead of time,if playing TC plots, as the war does not start until well into the game.

That is probably why it does not show up with this Mod.
FabryAlliance
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Post by FabryAlliance »

Thanks for your quick answer.

So i have to install TC for AP plots from the mod folder (Now i have a Xtra Ship mod active).

But i have another question: if i play now like another start profile (i.e. Terran Patriot or Argon Patriot ) i can play the main Albion Prelude plot? (with this mod active)
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TTD
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Post by TTD »

With this mod active, I believe you can play all the game starts that are active from the start.plus any you have unlocked.

There is a reg Hack to unlock all.

You can, and many players do, run this mod as a false patch, but afaik, you have to choose which mod to run if you use the mod folder.
I say this, because I have only ever been able to choose one mod at a time from the flash screen.

If you use the mod folder method, you do get to run the game in vanila, if not modded through false patches in any way.
Otherwise "original" will run your game with false patches, which in this case, will remove the start you asked about.

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