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

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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TheEarl
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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.

The Cuban Nightmare
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Joined: Mon, 31. Oct 05, 22:28
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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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Joubarbe
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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...

The Cuban Nightmare
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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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Apocalypse Incorporated; destroying a planet near you!

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Joubarbe
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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 :)

radd
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Joined: Wed, 4. Jun 14, 21:47

Post by radd » Wed, 4. Jun 14, 22:03

Hi everyone, i have a problem with this x-missions and x-gps mods. Both mods can be launched manually using the ingame script editor, but for some reason doesn't start automatically. My game version: X3AP 3.1 (on steam). Any idea how to fix it? Thanks in advance

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Joubarbe
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Post by Joubarbe » Wed, 4. Jun 14, 22:34

You know you have to go to Options -> Gameplay -> Artifical Life Settings to enable mods that are disabled by default ?

radd
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Post by radd » Thu, 5. Jun 14, 01:08

Thank you, Joubarbe, i didn't know that (despite the fact that I am able to run the script editor :) ). And huge thanks for making such cool mods!

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Joubarbe
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Post by Joubarbe » Thu, 5. Jun 14, 12:10

You're welcome. Next script : X-Mercenaries !

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Joubarbe
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Post by Joubarbe » Mon, 9. Jun 14, 14:45

  • 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.

    Please complete all your missions before updating

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