conversation=this.addPart(newMissionPartConversation(this,[contact_character],"Speak with your contact"));
conversation.addPiece(contact_character,"Finally, you came!");
conversation.addPiece(contact_character,"Sorry for not broadcasting my position. As you may have encountered, this star system is not safe anymore.");
conversation.addPiece(null,"Nothing we could not handle, we just hope the other teams have not run across more trouble.");
conversation.addPiece(contact_character,"I do not even know if the other contacts made it to their rendezvous point. Jumping between systems has become quite a hassle around here.");
conversation.addPiece(null,"And we still do not know why those rogue fleets are trying to lockdown the whole galaxy? Did you have some interaction with them?");
conversation.addPiece(contact_character,"Well, they tend to shoot you on sight if you go near a location they defend. Do not know if that qualifies as interaction though...");
conversation.addPiece(null,"So where do we go from here? In your last message, you told us of a resistance group growing.");
conversation.addPiece(contact_character,"Yes, some merchants and miners have rallied behind a retired TSF general, but I lost contact with them weeks ago.");
conversation.addPiece(contact_character,"We may go to their last known location, but first I want you to see something in a nearby system.");
this.addPart(newMissionPartEscort(this,graveyard_location,contact_character,`Go with ${contact_character.name} in ${graveyard_location.star.name} system`));