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.");
conversation.addPiece(contact_character,"If you need any equipment before going, there is a dockyard in this system. They often offer some missions if you need money too.");
conversation.addPiece(null,"Yes, we came here with basic equipment as to not raise suspicion, but it looks like we will need more to defend ourselves.");
this.addPart(newMissionPartEscort(this,graveyard_location,contact_character,`Go with ${contact_character.name} in ${graveyard_location.star.name} system`));
conversation=this.addPart(newMissionPartConversation(this,[contact_character],`Listen to ${contact_character.name}`));
conversation.addPiece(null,"What is all this junk?");
conversation.addPiece(contact_character,"This was until recently an unofficial ship scrap yard. Lots of abandoned ship carcasses were floating in here, and many smugglers used to camouflage their activities amongst those.");
conversation.addPiece(contact_character,"I don't know what happened of the ship relics themselves, they disappeared, but all you see left are their quantum matrix computers.");
conversation.addPiece(null,"This makes no sense, ship bodies have no value without their brains!");
conversation.addPiece(contact_character,"Exactly. Someone went through a lot of work, but I do not see the reason why.");
conversation.addPiece(null,"Do you have any clue on where the ships were taken?");
conversation.addPiece(contact_character,"From what I gathered from locals, they were taken far away, maybe to the other side of the galaxy.");
conversation.addPiece(null,"So many ship structures stripped and transported elsewhere is weird. You're right, it's a LOT of work. We definitely need to know what is going on with it.");
conversation.addPiece(null,"...");
conversation.addPiece(null,"But it seems that we will have to deal with something else first! My high-spectrum sensors just picked an incoming fleet that will emerge near us.");
// Fight with the patrol
this.addPart(newMissionPartCleanLocation(this,graveyard_location,"Fight the arrived fleet"));