[GAMESTARTS] Transcend - Lost Colony (updated March 20, 2017)

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Observe
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Post by Observe » Thu, 9. Mar 17, 17:49

alexalsp wrote:Without highways....Fighter without a jumping engine, do not fly into another sector / system.
Yes, I am aware of that problem, and it is one of the reasons I decided to shelf the no-highways version until I can look into the issue further. I had hoped by now, that Egosoft would have fixed Fighters not being able to follow jump ships or even boost sufficiently to keep up when traveling between zones! As it stands, Fighters are virtually useless in general.
T-file I have already done)) Link above.
Thank you. :)

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alexalsp
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Post by alexalsp » Thu, 9. Mar 17, 18:08

updates / addet without HW t-file
https://yadi.sk/d/q2HpOB0v3FNd8F

=================
and see here - http://steamcommunity.com/sharedfiles/f ... =675166826

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Observe
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Post by Observe » Fri, 10. Mar 17, 04:08

@alexalsp: Thank you for your great job on putting together the localization files! I will include those in the next release; which I'm working on now.

Thanks.

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Observe
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Post by Observe » Sat, 11. Mar 17, 06:32

Since I'm taking the time to revisit this mod, I've decided to do some major code cleanup and also add a couple of additional gamestarts.

These changes, will obsolete the current mod and render it incompatible. I will keep the old (current) version on Steam Workshop, so that existing players won't be affected. The new version (when released) will have its own Workshop page, which will become the main mod file. Sorry if that's confusing.

Here is the pre-release for the new version (removed) in case anyone wants to try it. Note: Please make sure you disable any previous Transcend mod versions if running this new one.

@alexalsp: I've included your t files (modified) in the above version, but they are missing the Russian translation for the added gamestarts and minor changes in descriptions etc. If you have time, I would love it if you could update the translation and then I can include it in release. Thanks! :)

Description of Starts

-------------------------------------------------------------------------------

Transcend Empire

The jumpgate connecting your homeworld to the rest of civilization has re-activated. You choose whether to stay at home and continue building your empire, or set out to explore the rest of the galaxy

Ships/Stations:

Stations:

E-Cell Fab Energy Array
Military High-Tech Weapon Complex

XL Ships:

1x Arawn (Carrier)
1x Taranis (Destroyer)
1x Olmekron (Destroyer)
1x Balor (Frigate)
1x Scaldis (Trade/Hauler)
1x Lyramekron (Hauler)
1x Lyranea (Freighter)
1x Titurel (Armed Freighter)

Large Ships:

1x Stromvok (Defense)
2x Sanahar (Container)
1x Vulture (Energy)
1x Vulture (Bulk)
1x Rahanas (Liquid)
1x Rahanas (Bulk)
1x Boann (Hydrogen)
1x Hermod (Bulk/Liquid)
1x Stromvok (Defense)
1x Midir (Ions)
1x Midir (Plasma)
1x Sequana (Ice)
1x Fedhelm (Ore)

Transcend Derelict

Raised in an isolated mining settlement, you have never travelled beyond your home zone. Finally, you have managed to patch together a unique derilict ship that your father found among the ruins of an asteroid

No additional ships or stations.

Transcend Transporter

Raised in an isolated mining settlement, you have never traveled beyond your home zone. One day, you received a note, stating that you have inherited a small fortune and a fleet of trading ships; waiting for you to take command of them in Far Reach Sector.

Ships

Large Ships:

1x Heavy Sul
1x Light Sul
1x Rahanas (Liquid)
1x Sanahar (Container)
1x Vulture (Bulk)
1x Vulture (Energy)
7x Stromvok (Defense)

Transcend Miner

You have always dreamed of traveling the galaxy, with you own mining fleet. Recently, you used most of your inheritance to purchase a group of ships at an auction and now you have arrived at their delivery location to take command of them.

Ships

Large Ships:

1x Boann (Hydrogen)
1x Hermod (Bulk/Liquid)
1x Sequana (Ice)
1x Vulture (Bulk)
1xVulture (Energy)
5x Stromvok (Defense)

-------------------------------------------------------------------------------

The above information will be added to the OP once this new version is released.

Thanks.
Last edited by Observe on Wed, 15. Mar 17, 03:59, edited 1 time in total.

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alexalsp
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Post by alexalsp » Sat, 11. Mar 17, 10:12

Upd rus Lng: https://yadi.sk/d/kUm1p7NQ3FWc83

Code: Select all


extensions\osr_transcend_starts_hw\maps\XU_ep1_universe\osr_zones.xml

<identification owner="smuggler" name="Hungry Ghosts" /> 

Code: Select all

<identification name="{800100,81}"  owner="smuggler" comment="Hungry Ghosts" />

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Observe
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Post by Observe » Sat, 11. Mar 17, 17:19

@alexalsp: Thanks for the translation and thanks for catching the missing Hungry Ghosts text ID! :)

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Observe
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Post by Observe » Sat, 11. Mar 17, 18:25

Mod and OP updated with the new version. Previous versions (of this mod) are obsolete and incompatible. Please delete any previous versions. Teladi Outpost DLC required.

Compatible with X Rebirth game version 4.10 (and previous versions).

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alexalsp
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Post by alexalsp » Sun, 12. Mar 17, 08:57

Excellent. Thank you. There are no errors in the log, it's great. For two hours of the game, I did not notice any mistakes. Congratulations on the release. ))

:) :roll:

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alexalsp
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Post by alexalsp » Sun, 12. Mar 17, 11:13

extensions\osr_transcend_starts_hw\maps\XU_ep1_universe\osr_sechighways.xml

change code

Code: Select all

      <controls>
        <linear>
          <time />
        </linear>
        <angular>
          <roll />
        </angular>
      </controls>
on this

Code: Select all

      <controls>
        <linear>
          <time min="6" max="15" />
        </linear>
        <angular>
          <roll />
        </angular>
      </controls>

This will equalize the speed of super highways in the game and in the mod.

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Observe
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Post by Observe » Sun, 12. Mar 17, 15:12

Thank you alexalsp for your help! :)

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alexalsp
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Post by alexalsp » Sun, 12. Mar 17, 19:12

and remove from content.xml

Code: Select all

<text ></text>
this

Code: Select all

 author="Observe" version="410" date="2017-03-06"
This is superfluous. But it does not interfere. :D

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alexalsp
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Post by alexalsp » Mon, 13. Mar 17, 13:33

I noticed a bug. Checked without mods.

Start - Transcend Empire, Transcend Transporter, Transcend Miner

All ships in the start, does not respond to commands.

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Observe
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Post by Observe » Mon, 13. Mar 17, 15:49

@alexalsp: I'm not sure what the problem could be. Everything works fine on my system. Have you tried adding them to your squad? Also, remember this new version requires a fresh game start.

Note: I am using game version 4.10 (public beta). As far as I know, everything should work fine with 4.00 without conflict.

Thanks.

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Observe
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Post by Observe » Mon, 13. Mar 17, 16:24

FYI: I am presently adding two more gamestarts. One of them, is a rework of my previous "Exodus" start. Once this is done, I'll probably leave the mod alone for some time (years?).

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alexalsp
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Post by alexalsp » Mon, 13. Mar 17, 19:18

New game without mod. Version 4.10 RC1.

Do not respond to commands. Fly in the zone. Fly into position. They stand still and do not move.

I tried different starts. :(

Maybe a glitch.

======================

After adding to the squad, they began to move.

But if I add a ship to the zone, through the cheat menu, he responds to the commands without problems, without being in the squad.

The ships are not in the squad, must obey the commands anyway.

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Observe
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Post by Observe » Mon, 13. Mar 17, 20:37

I see the reason in my code and will correct for next release perhaps today or tomorrow. In the meantime, simply adding to the squad corrects the problem because then the pilot knows who is their commander.

Thanks for catching!

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NZ-Wanderer
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Post by NZ-Wanderer » Mon, 13. Mar 17, 20:38

Ooooo Tanscend got a nice shiny new coat of paint.... :D

Gonna have to try this out.... - Thanks for all the hard work....
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.

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Observe
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Post by Observe » Mon, 13. Mar 17, 21:41

Here is the pre-release for the new version with added "Hunted" and "Explorer" starts. This has the fix for the issue (not critical) mentioned a couple of posts ago. The only changes I expect for the final release, will likely involve the "Hunted" start, because I haven't finished it or fully tested it.

The Hunted start, may prove too difficult for players - so I'll be interested in feedback on it. This start, can be useful/fun in testing out Fleet command strategies.

Note: I haven't added text id's for the two new gamestarts yet. Once I do that, I'll ask alexalsp to provide Russian translation if he has time.

Hello NZ-Wanderer. :)

Thanks.

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alexalsp
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Post by alexalsp » Mon, 13. Mar 17, 21:47

Observe wrote: Note: I haven't added text id's for the two new gamestarts yet. Once I do that, I'll ask alexalsp to provide Russian translation if he has time.
No problems. :)

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alexalsp
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Post by alexalsp » Tue, 14. Mar 17, 01:47

Ships now respond to commands.

rus_lng_updates - https://yadi.sk/d/jaOn-eou3FjXjj

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