Topic: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)  (Read 5332 times)

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The_Pelican

  • Guest
SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« on: March 23, 2003, 08:08:13 pm »
http://www.pwfe.com/SFC3/Mission_Scripts2.zip

Download from the above link, following is the readme file

Custom Scripts Mod v2.0
---------------------------
Author: The Pelican
Contact: thepelican001@btopenworld.com
AIM: ThePelican010
Designed for: Starfleet Command III version 1.01
Site: http://www.pwfe.com/SFC3
----------------------------

Installation Instructions
-------------------------

1: - As with any mod, BACKUP YOUR FILES BEFORE YOU REPLACE THEM!!!
**I reccomend you backup your entire Scripts directory, as these scripts will disable online play, presuming the server isn't using the scripts. That way you can freely switch between the two.**

2: - Inside the zip file you will find two folders, Scripts & Campaigns

3: - Copy all of the scripts from inside the scripts folder and place them in your Assets\Scripts directory.

4: - Copy all of the Campaigns from the Campaigns folder into the Assets\Scripts\Campaigns folder.

5: - Done, the new scripts will now show up when playing Conqest Mode.

Requirements
------------

Beta Patch v1.01

If you're using a modded version of SFC3, then the original non-playable ships must still have the same class in the Core file. It will ONLY look for those classes as well, so if you added a Pirate Dreadnaught, it would not be used, but if you added a 2nd Pirate Frigate, it WOULD be used.

Multi Mod Compatibility!!!
--------------------------

I've modified all these scripts so that they SHOULD be compatible with any mod, I've tested them with the TNZ mod, my own Dominion Wars Mod, and Chris Jones TNG Mega Mod, and they work fine, although it will cause a problem with the TNG Mega Mod, as the New Orleans model is missing.

The game chooses it's ships based on class, if the script asks for a Romulan Frigate, then it will look through the list of Romulan Frigates, and randomly select one. You could have 50 different versions, and it wouldn't matter.
The only exception to this is the Weapons Platform, therefore you must have the existing ones for each race, including the Pirates(for Neutral Planets). The Pirates must also still have a ListeningPost & a Shuttle.

Description
-----------

There are 12 new Scripts, 3 of which were NOT created by me. Plus the original 2 scripts, Scan & Distress Call have been slightly re-written.

**Emergency** - Same as Distress Call, but you can now be called to aid ANY ship from your race, save the top two most powerful ships. Also, the attacking ships could be any ship, from any of your enemies.

**Seek & Destroy** - My personal favourite this one. An enemy fleet has been spotted in your territory, your job is to eliminate all enemy vessels. You're assigned additional vessels to aid you in your mission. (Usually 3 on 3, but occasionally it's 4 on 4 carnage)

**Pirate Raid** - There will be a raid by Pirates on one of your smaller ships. Could be up to 3 vessels. You'll get more prestige if you capture the vessel, rather than destroy it.

**Scout** - A Scouting Party has been detected in the area, your sent to investigate. You have to eliminate the enemy ship(s) and scan the planet for any spy equipment or recent transporter activity. On some occassions, this can turn out to be an ambush, as 2 or 3 enemy ships will be there, not one.

**Survey** - The opposite to Scout, as you are sent into enemy territory to obtain information about a planet, if an enemy ship intercepts you, then you must eliminate it.

**Ambush** - You get to ambush a poor unfortunate enemy vessel.

**Ambushed** - The opposite to Ambush, this time you're the one being ambushed!!!

**Sensor Post** - A Sensor Post in the area is not longer transmitting information, you must investigate.

**Spy Games** - An spy in the enemies ranks has agreed to meet you inside enemy territory. They will be hiding in a Nebula. A special Probe has been designed to facilitate the exchange of information. If you are detected by enemy vessels, you MUST eliminate them.

Surprise Reverse, Monster & Casino were all written by Nerdlat, they are included with this mod pack just in case you don't already have them.

Hail Scripts
------------

All the Hail scripts are identical to before, except that you can now gain more prestige.

Suggestions for New Scripts
---------------------------

I already have a few ideas for some new scripts, if you have any suggestions, feel free to e-mail me with them, or post them on the SFC forums. I'll see what I can do.


Copyright and Distribution Permissions
--------------------------------------
THESE SCRIPTS ARE NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION TM & (C) ACTIVISION & TALDREN & PARAMOUNT PICTURES.

Copyright notices:

Star Trek, Star Fleet Command, Star Trek: Deep Space Nine, Star Trek: The Next Generation, Star Trek: Voyager
 (and the various logo devices used in them) are copyright Paramount Pictures, as are the
 characters, related images, and sound from the productions.  

Teeth_03

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #1 on: March 23, 2003, 09:20:45 pm »
The scripts really work great.Just 1 question. What do you do in the spy games mission when the bridge officer says that the probe can't work in this nebula?The first(and only,you posted this only about an hour ago)time I played it,it said that and i just destroyed the shuttle(poor guy).Keep up the good work,Brother(Hulk Hogan)  

feargusf

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #2 on: March 23, 2003, 09:22:36 pm »
Man! You are one busy fella! You write wonderful scripts and create a mod that stands right up there with the best. I feel a "Shower the Pelican with Love" thread coming on. Oh, and by the way, thanks for all your hard work in making this game that much better.  
« Last Edit: December 31, 1969, 06:00:00 pm by feargusf »

The_Pelican

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #3 on: March 24, 2003, 01:32:02 am »
Ah, it doesn't say that your Probe doesn't work in the Nebula, it says your SENSORS don't work in the Nebula. I built the mission from the Scan mission, and it refused to let me remove all the scanning stuff, I could make it so that it had no effect on the result, but couldn't stop you from scanning the shuttle. You just get that message, you still have to direct your probe at the shuttle.

Praxis

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #4 on: March 24, 2003, 03:12:46 am »
Sweet!  Chris Jones, GET THIS IN THE BUG FIX UPDATE, i want it on the server!    

Captain KoraH

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #5 on: March 24, 2003, 11:02:03 pm »
Thanks for writing my Spy Games mission Pelican, and for the great mission pack. I'll try to come up with some more missions that would be easy to script and let you know. This truly is a boon for the community.  

George

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #6 on: March 25, 2003, 08:03:54 am »
The Seek and Destroy mission really is the best.  Sweaty palms and everything after finishing that one!   Only had about 25% of my hull left!   The campaign was fun, but  I was ready to pitch SFC3  until this mod came along.  Thank you, Pelican, for extending the fun!  

MarianoDT

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #7 on: March 26, 2003, 04:12:59 pm »
The Script is great, but i have a question.
Most of the times I only get hail missions during SP Conquest Campaign and i have to move all over the map to get the new ones.
Are they showed in a random way or are there priorities.?

Thanks, Mariano

 

Chris Jones

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #8 on: March 26, 2003, 05:28:30 pm »
Got them set for the bug fix update....


I am having some trouble getting the new Achilles Model working in the Mod.. plugging away..

The_Pelican

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #9 on: March 26, 2003, 05:48:01 pm »
You said you had trouble getting the Hail missions to work? Well they are only used when you attack an enemy vessel, planet, base, shipyard or convoy. They do not go in the Campaign.mct file.

As for the other missions, yes, they do have priorities. Most of the missions are for the player territory, but missions like Survey & Spy Games, only occur outside of player territory.

MarianoDT

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #10 on: March 27, 2003, 11:45:40 am »
Quote:

You said you had trouble getting the Hail missions to work? Well they are only used when you attack an enemy vessel, planet, base, shipyard or convoy. They do not go in the Campaign.mct file.

As for the other missions, yes, they do have priorities. Most of the missions are for the player territory, but missions like Survey & Spy Games, only occur outside of player territory.  




Well, I donīt have problems with any mission. The thing is that Iīd like to be able to play more Seek&Destroy or Emergency missions and less Scan and Distress Call missions. For example, yesterday I spent one hour playing in SP Conquest and I didnīt get any Casino or Monster mission. How can I change the priorities.?

Thanks, Mariano  

CptCastrin

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #11 on: March 27, 2003, 01:43:35 pm »
Mind if we mirror these on SFCx?
Or just link to them (not sure what your bandwith limit is if any)?

Great work, got to try them out!    

The_Pelican

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #12 on: March 27, 2003, 02:05:16 pm »
You cannot, but I can, in theory they all have the same probability. BUT, they have a "range", if the mission is set to 13,13, then you can accept the mission if you are withing X hexes of that location. I can change that X to any value, but in most cases I keep it down to 1 or 2. By default, Scan is set to 5, I changed it to 1 or 0, so it should appear less.

And yes, you're free to mirror them on sfcx.org, I was going to send you a link, but haven't gotten around to it yet. There's plenty of bandwidth on my site for that size of download (I have 30GB actually), but I still can't put my DW mod on there, it'd wipe out my limit inside a week.

The_Pelican

  • Guest
SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #13 on: March 23, 2003, 08:08:13 pm »
http://www.pwfe.com/SFC3/Mission_Scripts2.zip

Download from the above link, following is the readme file

Custom Scripts Mod v2.0
---------------------------
Author: The Pelican
Contact: thepelican001@btopenworld.com
AIM: ThePelican010
Designed for: Starfleet Command III version 1.01
Site: http://www.pwfe.com/SFC3
----------------------------

Installation Instructions
-------------------------

1: - As with any mod, BACKUP YOUR FILES BEFORE YOU REPLACE THEM!!!
**I reccomend you backup your entire Scripts directory, as these scripts will disable online play, presuming the server isn't using the scripts. That way you can freely switch between the two.**

2: - Inside the zip file you will find two folders, Scripts & Campaigns

3: - Copy all of the scripts from inside the scripts folder and place them in your Assets\Scripts directory.

4: - Copy all of the Campaigns from the Campaigns folder into the Assets\Scripts\Campaigns folder.

5: - Done, the new scripts will now show up when playing Conqest Mode.

Requirements
------------

Beta Patch v1.01

If you're using a modded version of SFC3, then the original non-playable ships must still have the same class in the Core file. It will ONLY look for those classes as well, so if you added a Pirate Dreadnaught, it would not be used, but if you added a 2nd Pirate Frigate, it WOULD be used.

Multi Mod Compatibility!!!
--------------------------

I've modified all these scripts so that they SHOULD be compatible with any mod, I've tested them with the TNZ mod, my own Dominion Wars Mod, and Chris Jones TNG Mega Mod, and they work fine, although it will cause a problem with the TNG Mega Mod, as the New Orleans model is missing.

The game chooses it's ships based on class, if the script asks for a Romulan Frigate, then it will look through the list of Romulan Frigates, and randomly select one. You could have 50 different versions, and it wouldn't matter.
The only exception to this is the Weapons Platform, therefore you must have the existing ones for each race, including the Pirates(for Neutral Planets). The Pirates must also still have a ListeningPost & a Shuttle.

Description
-----------

There are 12 new Scripts, 3 of which were NOT created by me. Plus the original 2 scripts, Scan & Distress Call have been slightly re-written.

**Emergency** - Same as Distress Call, but you can now be called to aid ANY ship from your race, save the top two most powerful ships. Also, the attacking ships could be any ship, from any of your enemies.

**Seek & Destroy** - My personal favourite this one. An enemy fleet has been spotted in your territory, your job is to eliminate all enemy vessels. You're assigned additional vessels to aid you in your mission. (Usually 3 on 3, but occasionally it's 4 on 4 carnage)

**Pirate Raid** - There will be a raid by Pirates on one of your smaller ships. Could be up to 3 vessels. You'll get more prestige if you capture the vessel, rather than destroy it.

**Scout** - A Scouting Party has been detected in the area, your sent to investigate. You have to eliminate the enemy ship(s) and scan the planet for any spy equipment or recent transporter activity. On some occassions, this can turn out to be an ambush, as 2 or 3 enemy ships will be there, not one.

**Survey** - The opposite to Scout, as you are sent into enemy territory to obtain information about a planet, if an enemy ship intercepts you, then you must eliminate it.

**Ambush** - You get to ambush a poor unfortunate enemy vessel.

**Ambushed** - The opposite to Ambush, this time you're the one being ambushed!!!

**Sensor Post** - A Sensor Post in the area is not longer transmitting information, you must investigate.

**Spy Games** - An spy in the enemies ranks has agreed to meet you inside enemy territory. They will be hiding in a Nebula. A special Probe has been designed to facilitate the exchange of information. If you are detected by enemy vessels, you MUST eliminate them.

Surprise Reverse, Monster & Casino were all written by Nerdlat, they are included with this mod pack just in case you don't already have them.

Hail Scripts
------------

All the Hail scripts are identical to before, except that you can now gain more prestige.

Suggestions for New Scripts
---------------------------

I already have a few ideas for some new scripts, if you have any suggestions, feel free to e-mail me with them, or post them on the SFC forums. I'll see what I can do.


Copyright and Distribution Permissions
--------------------------------------
THESE SCRIPTS ARE NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION TM & (C) ACTIVISION & TALDREN & PARAMOUNT PICTURES.

Copyright notices:

Star Trek, Star Fleet Command, Star Trek: Deep Space Nine, Star Trek: The Next Generation, Star Trek: Voyager
 (and the various logo devices used in them) are copyright Paramount Pictures, as are the
 characters, related images, and sound from the productions.  

Teeth_03

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #14 on: March 23, 2003, 09:20:45 pm »
The scripts really work great.Just 1 question. What do you do in the spy games mission when the bridge officer says that the probe can't work in this nebula?The first(and only,you posted this only about an hour ago)time I played it,it said that and i just destroyed the shuttle(poor guy).Keep up the good work,Brother(Hulk Hogan)  

feargusf

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #15 on: March 23, 2003, 09:22:36 pm »
Man! You are one busy fella! You write wonderful scripts and create a mod that stands right up there with the best. I feel a "Shower the Pelican with Love" thread coming on. Oh, and by the way, thanks for all your hard work in making this game that much better.  
« Last Edit: December 31, 1969, 06:00:00 pm by feargusf »

The_Pelican

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #16 on: March 24, 2003, 01:32:02 am »
Ah, it doesn't say that your Probe doesn't work in the Nebula, it says your SENSORS don't work in the Nebula. I built the mission from the Scan mission, and it refused to let me remove all the scanning stuff, I could make it so that it had no effect on the result, but couldn't stop you from scanning the shuttle. You just get that message, you still have to direct your probe at the shuttle.

Praxis

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #17 on: March 24, 2003, 03:12:46 am »
Sweet!  Chris Jones, GET THIS IN THE BUG FIX UPDATE, i want it on the server!    

Captain KoraH

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #18 on: March 24, 2003, 11:02:03 pm »
Thanks for writing my Spy Games mission Pelican, and for the great mission pack. I'll try to come up with some more missions that would be easy to script and let you know. This truly is a boon for the community.  

George

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #19 on: March 25, 2003, 08:03:54 am »
The Seek and Destroy mission really is the best.  Sweaty palms and everything after finishing that one!   Only had about 25% of my hull left!   The campaign was fun, but  I was ready to pitch SFC3  until this mod came along.  Thank you, Pelican, for extending the fun!  

MarianoDT

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #20 on: March 26, 2003, 04:12:59 pm »
The Script is great, but i have a question.
Most of the times I only get hail missions during SP Conquest Campaign and i have to move all over the map to get the new ones.
Are they showed in a random way or are there priorities.?

Thanks, Mariano

 

Chris Jones

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #21 on: March 26, 2003, 05:28:30 pm »
Got them set for the bug fix update....


I am having some trouble getting the new Achilles Model working in the Mod.. plugging away..

The_Pelican

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #22 on: March 26, 2003, 05:48:01 pm »
You said you had trouble getting the Hail missions to work? Well they are only used when you attack an enemy vessel, planet, base, shipyard or convoy. They do not go in the Campaign.mct file.

As for the other missions, yes, they do have priorities. Most of the missions are for the player territory, but missions like Survey & Spy Games, only occur outside of player territory.

MarianoDT

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #23 on: March 27, 2003, 11:45:40 am »
Quote:

You said you had trouble getting the Hail missions to work? Well they are only used when you attack an enemy vessel, planet, base, shipyard or convoy. They do not go in the Campaign.mct file.

As for the other missions, yes, they do have priorities. Most of the missions are for the player territory, but missions like Survey & Spy Games, only occur outside of player territory.  




Well, I donīt have problems with any mission. The thing is that Iīd like to be able to play more Seek&Destroy or Emergency missions and less Scan and Distress Call missions. For example, yesterday I spent one hour playing in SP Conquest and I didnīt get any Casino or Monster mission. How can I change the priorities.?

Thanks, Mariano  

CptCastrin

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #24 on: March 27, 2003, 01:43:35 pm »
Mind if we mirror these on SFCx?
Or just link to them (not sure what your bandwith limit is if any)?

Great work, got to try them out!    

The_Pelican

  • Guest
Re: SFC3 Mission Scripts Pack v2.0 (multi-mod compatible)
« Reply #25 on: March 27, 2003, 02:05:16 pm »
You cannot, but I can, in theory they all have the same probability. BUT, they have a "range", if the mission is set to 13,13, then you can accept the mission if you are withing X hexes of that location. I can change that X to any value, but in most cases I keep it down to 1 or 2. By default, Scan is set to 5, I changed it to 1 or 0, so it should appear less.

And yes, you're free to mirror them on sfcx.org, I was going to send you a link, but haven't gotten around to it yet. There's plenty of bandwidth on my site for that size of download (I have 30GB actually), but I still can't put my DW mod on there, it'd wipe out my limit inside a week.