[SCRIPT] [X3AP] X-Missions [09/06/2014]

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[SCRIPT] [X3AP] X-Missions [09/06/2014]

Post by Joubarbe » Wed, 8. Jan 14, 18:19

X-Missions
(v2 - 09/06/2014)




- No longer supported -

See X-Missions Reloaded for newer versions





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[ external image ] Changelog
  • Version 2
  • Added - New mission : Mineral Trip. It creates new asteroids that you have to scan. Can be ore, silicon, nvidium or ice ; and the yield is completely randomized.
  • Added - Three pirate missions. They can be accepted from a barman in Pirate bases. They are harder than Commonwealth missions and they do not adapt to the playership's strength. However, rewards are much higher.
  • Added - Three new minor missions. When you have a station reputation of 3 (or more), you can access two different missions that will ask you whether or not you would like to invest money into some projects. In fact, one mission asks for a loan, the other one for an investment. The third new mission will only trigger if your sector reputation is at 4 (or more) : it offers you to buy a used ship (hull is always at 100%, no equipment, always a good deal, from 40 to 99% of the base price).
    These three minor missions are not persistent ; if you refuse them or if you do not have enough money, you won't be able to access them again (except, of course, if you reset the clients list, after completing a normal mission).
    You can also find used ships in Pirate Bases (no condition).
  • Added - Vanilla confirmation sound when you accept and complete a mission.
  • Changed - Escort mission : now the ship you must escort has a broken engine and must repair before it can go. Kha'aks like easy prey... Distance has been lowered and is not difficulty-dependent. Also, you just have to escort the ship in the station's sector and not the station itself.
  • Changed - Rescue mission is now called "Fugitives". You must catch prisoners before they join an allied station. Now, astronauts are created when you enter the sector, and the end of the mission is properly managed.
  • Changed - Rewards are indicated in the briefing and they are no more randomized.
  • Changed - Number of passengers (taxi missions) is no longer randomized.
  • Changed - The delegate appears in orange when he has a "Back In Business" mission.
  • Changed - Increased rewards, especially for sector missions (four times higher).
  • Changed - The barman will tell you if what you're looking for is already on the station.
  • Changed - The script checks events more often (5 s. instead of 10).
  • Changed - Some objectives and targets are shown in orange.
  • Fixed - The reputation do not show if the sector has no missions.
  • Fixed - Sectors are not listed in the missions manager if it has no missions.
  • Fixed - Your own factories are not listed in the missions manager.
  • Fixed - You can no longer go back from the missions manager to the bar when you have undocked from a station.
  • Fixed - You receive a message when you try to buy a Backroom product too big for your ship.
  • Fixed - You pay the right amount of credits for Backroom products.

    Please complete all your missions before updating
  • Version 1
  • Initial release (08/01/2014)
[ external image ] Overview


X-Missions is a total replacement of vanilla generic missions. It can influence your reputation, have light consequences on sectors and sometimes gives you hard choices to make. For example, defend a station does not mean defend it against pirates, but against true enemies of the station. Now you can't ignore wars raging between races and you are often invited (not forced) to join them.

Missions can only be obtained in bars. Bars are where you meet ordinary clients, and sometimes, clients who have a job for you. They can be found in factories only, in sectors of the Commonwealth. You can also find different missions in Pirate Bases.

Rewards in credits are not very high, because in the same way as in the vanilla game, missions are mainly here to give you reputation. But in X-Missions, reputation works differently. Therefore, Empires will not be aware of your actions if you've just transported a dozen of people or brought some food to a station. Now you need to prove you are worthy. So after you have done enough missions for a sector, you will unlock a sector mission, that will be much more important than the others. If you succeed, you will gain one full rank to the race who owns the sector.


[ external image ] Features
  • 19 types of randomly generated missions. No time limits.
  • No ultra-assisted missions. X-Missions is completely independent from the Mission Director vanilla system, so there is no guidance. A new Missions Manager can be accessed through a hotkey and when you are docked.
  • Immersive objectives. For example, normal escorts have no scripted spawn. That can be boring, but that's the life of a bodyguard ! A few other missions will make you fight sector's racial enemies - will you endanger one reputation to save another one ?
  • Some other missions directly influence the universe. You can have new stations and real changes in the economy. Thus, a TS you escort will always have some real products on board that will help the needy station.
  • Local reputation. If you are well known from a station, maybe you'll be rewarded with special discounts !
  • Barmen. They know the sector, so if you're searching for a specific type of mission, ask them instead of going into all factories.
  • Customizable options in the t file.
  • All corporation missions and plot missions remains available and unchanged.
[ external image ] Installation


Copy the content of the archive into your ...x3tc\addon folder.
Rename both .cat/.dat using the fake patch method. These files remove all vanilla generic missions.

Compatibility : AP only, XRM.

Please report any bug and spelling/grammatical mistakes.

You can do everything you want with this script.



[ external image ] In-Depth View


Missions are accessible for everyone. The difficulty depends on your sector reputation and its level is always shown to you in every bar. If you fail a mission, you will have the opportunity to restart it because clients are only reset when you succeed.
If no clients have missions for you, you can still talk to the station's delegate. When a station has less than 40% of primary resources, you will be able to provide them through a mission. The delegate will pay you 30% more than the max price of the resource, so it's always better than normal trading.
If you reach the max local reputation in a station and if the station is eligible, you can unlock the mission "expansion" in which you have to bring marines in order to upgrade the station from the size M to the size L (it only works for a few types of stations).

Reaching the max level of a local station's reputation will also unlock the Backroom. In the Backroom, you will be able to buy quantity-limited products for a special price, without the vanilla reputation's restriction. So it can be a good idea to always try to work for stations whose products are interesting.

Be careful when you accept a sector mission. Two of them are safe, two of them... are not. These are easy to spot because X-Missions have always the same color code :
Fight missions
Trade missions
Think missions

Again, the difficulty of a mission depends on the number of missions you have already done for the sector. In "Heroic" difficulty, the mission "Xenon Hunt" involves several P at max. speed that will destroy a station in no time if you're not prepared or if the sector is not well defended. So be careful !

Taxi missions can be hard without the guidance. I recommend using X-GPS.

When you complete your first sector mission, you will receive a free M6. If you turn off/on the script, you won't receive another M6 (cheater).

Oh, and if you want to be friend with pirates, maybe you should visit sectors that are near pirate sectors (these missions have no color).

[ external image ] Technical
  • 7322-L044.xml
  • <t id="1245">COMMAND_TYPE_SHIP_45</t>
  • Global variables prefix : "XM_"
Last edited by Joubarbe on Fri, 22. Aug 14, 19:15, edited 17 times in total.

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Familiar
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Post by Familiar » Thu, 9. Jan 14, 15:09

Looks very interesting!

And you're using both Pure X HUD and NMEC ?
I thought nobody liked NMEC :oops:

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Post by Joubarbe » Thu, 9. Jan 14, 17:06

I love both :)

Yeah the big glow may be a bit unrealistic but it looks cool ! (look at the Ocelot !)

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Post by mib666007 » Sat, 11. Jan 14, 01:12

Kind of surprised not more are replying to this but this is quite the ambitious project - I'll have to give it a try when I get around to playing X3 again

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Post by Igor.tverd » Mon, 13. Jan 14, 22:17

Ok, I have tried pretty much everything, but I can't seem to find any missions. When I open mission manager it showes 0 clients at every station. I'm playin XRM + LIFE + X-missions.
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Post by Joubarbe » Tue, 14. Jan 14, 00:10

You can't find missions just by opening the missions manager. You need to go to factories (no shipyard, dock equipment or trading stations) then in your ship additional commands, when docked, find "go to the bar".

"0 - Customer" is your local reputation at the station. From 0 to 5.

Igor.tverd
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Post by Igor.tverd » Tue, 14. Jan 14, 01:43

I don't have that command in my additional commands :(
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Joubarbe
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Post by Joubarbe » Tue, 14. Jan 14, 10:26

Again, it's in factories only, and only in Commonwealth's sectors (Argon, Boron, Split, Paranid, Teladi and Terran).

Did you install all the scripts into your addon\scripts folder ?

TheEarl
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Post by TheEarl » Tue, 14. Jan 14, 12:49

Does this stop the other generic missions or does it coexist with them ?

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Post by Igor.tverd » Tue, 14. Jan 14, 13:38

@Joubarbe

Found it and tried it, very well though out a much better alternative to vanilla missions.
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Post by Joubarbe » Tue, 14. Jan 14, 13:42

Glad you've found them :)

@TheEarl : yes all vanilla generic missions are disabled (plot and corporations are still available). If you prefer to have them back, do not install the .cat and .dat files, but I don't recommend it ; it would be unbalanced in my opinion.

TheEarl
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Post by TheEarl » Tue, 14. Jan 14, 16:40

Ok no problem. I agree with that.
The hole script sounds very interessting to me.
But before installing I would like to know:
Can I see who is the enemy before I accept this missions ?
- 'protect station'
- 'kill ship' or 'kill convoy'
Of course for guarding it is different, maybe nobody attacks.
And is the bounty for fight missions much less than in vanilla ?
I like them for the credits :-)
But I like the idea to earn reputation very slowly depending on the mission type.

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Post by Joubarbe » Tue, 14. Jan 14, 17:48

"Xenon Hunt" is the only fight mission that does not involve a race from the Commonwealth. For example, "Surgical Strike" asks the player to go in enemy territory to destroy some random ships. The enemy of a race is the "vanilla" enemy. Argon->Paranid ; Split->Boron ; Terran->Argon. If you go to Teladi or Goner sectors, you will never receive such missions.

Same thing for the "Protect station" mission, which in this script is called "Skirmish" and is a sector mission, involving many ships.

You also have an "Escort" mission and a "Convoy" mission. The former is non scripted, the latter is a sector mission and is scripted (you will fight Kha'aks).

Credits received from a mission depends on your racial reputation and on the difficulty of the mission. It can be changed in the t file, but I don't recommend changing it. Why ? Because there is now the possibility of having a lot of missions very easily, and with a reputation of 5, you will gain about 20,000 credits per mission. Besides, wares you buy for missions will be paid (refund) at the max price, and sometimes even more.

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Post by The Cuban Nightmare » Tue, 14. Jan 14, 18:09

Alright, I'm taking a look now and I think this looks promising, but I have a few recommendations.

First, make this accessible at any station, especially trade stations and stations in pirate, yaki, and terran sectors. These are places where you would likely find traders or people looking to get a specific job done. Also, the fact that you can't get missions outside of commonwealth space means that you can't play as a pirate and do missions right now. I like to play as hostile to all races except pirate and Yaki, but I need missions from time to time to keep money and rep high.


Second, post how much the job will be worth. I believe that with the added difficulty of finding your way around, job should still pay well. Also, I would never take a job without knowing how much I would be paid for my efforts. I personally might be interested in only taking higher paying jobs.

Third, perhaps add someone who is selling black market goods or ships (probably at pirate bases and the like).

In any event, I will continue testing this, but it looks interesting so far. Keep up the good work. Combined with Shush's LIFE script, this makes the universe feel more alive.

Edit:
I just saw your post. Missions should pay well, especially combat missions. I personally wouldn't destroy an M2 for anything less than a quarter of a million credits or probably more because I could probably capture it and sell it.
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Post by Joubarbe » Tue, 14. Jan 14, 18:42

Making accessible missions at any stations is not possible. It has to be a factory because of the Backroom, of some missions and the reputation.

I'm aware that pirates don't have any missions. This is a feature I would like to add later, with new "bad guys" missions. Being hostile to everyone is, IMO, a bad idea :) If you are at least at -2 with a race, keep in mind that there are pirate missions near the borders of pirate sectors (uncolored).

Combat missions grant you with more reputation and the possibility of capturing ships. This is far enough for me. Giving more credits would mean making the player able to stay away from combats and let the RRF/police do all the job.

And you will never have to destroy a M2. This is not the spirit of this script. I prefer to have 10 M6 than a single M2 that will never reach its goal (destroying a station, e.g). Keep also in mind that I don't want very high difficulty missions. I consider missions a way to make money only when you have a very small empire : 15-20 ships ; 1-2 stations. After that, you have other things to do.

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Post by TheEarl » Tue, 14. Jan 14, 19:20

Thank you I will try it.
My gameplay is never buy a ship, always capture or enter them.
So I play as pirate or yaki and maybe don't build stations except of a hq.
Maybe you want to add missions yaki<-->paranid later, they are naturally enemies. Thats only a sugestion.

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Post by The Cuban Nightmare » Tue, 14. Jan 14, 20:29

Okay, I looked at this more closely. I see what you're saying about the backroom and that it makes it odd then about gaining reputation that way because it checks to see what product the factory offers. If I'm reading the script correctly, that means that you are only able to identify one product at a time and thus other stations would screw it up because they offer multiple goods? I don't understand the rationale behind the mission and reputation portion though. For reputation, isn't it just calling the owner of the station?

How about this idea to get around the issue? I remember you can use a function to check what type of station it is. If this is the case, call it on the docked station and if it is a factory, then you can access the backroom as it currently exists. However, if it is a dock (there is even an option to check and see if it is a pirate dock) then you could have a different set of backroom options which might include the ability to bribe race reputation or something similar. Or there could be a black market using something similar to the Pirate Fence script (http://forum.egosoft.com/viewtopic.php?t=239513).

Alternatively, could you just make it so that the backroom isn't accessible at pirate stations or something like that?

I really like the idea that you have going on here and I approve of it, I just want to see if I can help. The problem I have with it currently is that you're kind of in trouble right now if you want to play in pirate or yaki space because this requires to befriend a race in order to dock with the station. I'm just thinking out loud here, but those are my thoughts.
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Post by Joubarbe » Tue, 14. Jan 14, 20:38

I'm not sure to understand you.

The backroom is unlocked when you are at least a friend to the station (local reputation of 2). It allows you to buy one of the station's product at a discounted price (the price is dependent on the current product's price).

I won't go into details, but for gameplay purposes and because I really don't want to change 1/3 of my code, I won't allow bars in dock and shipyards (and other stations than factories).

Yeah, I'm aware of these functions, I've used them for this script...

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Post by The Cuban Nightmare » Tue, 14. Jan 14, 20:45

Sorry, my thoughts are kind of running together. I see what you're saying about not wanting to change the code. I'm just saying is there something that makes pirate factories (like an IBL forge) fundamentally different so that your code wouldn't run on it? I guess what I'm trying to say is that could this be made to run on pirate factories so that you could do missions for pirates without changing much of the code?
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Post by Joubarbe » Tue, 14. Jan 14, 20:50

As I said, I will add, later, special missions for pirates and yakis. This is on my to-do list, this has always been :)

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