[MOD] X Rebirth Lost Sectors v1.5.0

The place to discuss scripting and game modifications for X Rebirth.

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Requiemfang
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Post by Requiemfang » Sat, 20. Jan 18, 21:20

sweet, can't wait to try out the new version :D

roy35150
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Post by roy35150 » Sat, 20. Jan 18, 22:29

Looks Awesome :)

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MegaJohnny
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Post by MegaJohnny » Sun, 21. Jan 18, 01:32

That looks mad! Canteran ships restored to their xenophobic glory. Look forward to trying this mod out :)

Requiemfang
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Post by Requiemfang » Sun, 21. Jan 18, 03:48

KrYcHokE wrote:So, it looks fine with all those mods.
https://imgur.com/0AzuO6I
Good news if I start a new game I don't see the issue, bad news current game I see the issue. I'm going to assume that already spawned Dysons have the issue. gonna check this by having a new dyson built at the SY and see if it is repeated.

Edit: Yep its just a graphical bug on the games part with already spawned UT Dyson's, commissioned a new ship from the SY and it had all it's parts. :D

wurst01
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Post by wurst01 » Sun, 21. Jan 18, 17:55

hello, looks VERY GOOD!!! when its finish to download? I wanna TRY :-) :)
greetings Kai

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KrYcHokE
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Post by KrYcHokE » Sun, 21. Jan 18, 18:14

soon™

Requiemfang
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Post by Requiemfang » Sun, 21. Jan 18, 20:40

KrYcHokE wrote:soon™
:rofl: in before someone goes :rant: :headbang:

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KrYcHokE
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Post by KrYcHokE » Sun, 21. Jan 18, 20:42

sooner than before :lol:

Requiemfang
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Post by Requiemfang » Mon, 22. Jan 18, 00:27

Hmmm I noticed that some of the new ships have IHC's do these ships stay at range to fire these weapons for maximum effect? like what this mod makes the Sucellus does.

https://forum.egosoft.com/viewtopic.php?t=377825

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KrYcHokE
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Post by KrYcHokE » Mon, 22. Jan 18, 01:16

In xr 4.30 it actually can stay to firing main gun.

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Marvin Martian
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Post by Marvin Martian » Mon, 22. Jan 18, 08:37

i think Requiemfang like to say that MICT have a own movement script and here Missile or IHC Ships get handeld different

it would be reqired to write this macros into global.$MICT_LR_Ships
with something like

Code: Select all

<cue name="LS_MICT_stuff" instantiate="true">
	<conditions>
		<check_any>
			<event_cue_signalled cue="md.Setup.GameStart"/>
			<event_game_loaded />
		</check_any>
	</conditions>
	<delay min="300ms" />
	<actions>
		<do_if value="global.$MICT_LR_Ships?">
			<set_value name="$todo" exact="
				[
						macro.units_size_xl_red_destroyer_macro,
						macro.units_size_l_single_attack_ship_macro
				]
			"/>
			<do_all exact="$todo.count" counter="$j" >
				<do_if value="global.$MICT_LR_Ships.indexof.{$todo.{$j}}" negate="true">
					<append_to_list name="global.$MICT_LR_Ships" exact="$todo.{$j}"/>
				</do_if>
			</do_all> 
			<remove_value name="$todo"/>
		</do_if>
	</actions>
</cue>
but with your LongRange-Macros

beaver1981
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Post by beaver1981 » Sat, 24. Feb 18, 12:38

Will the update to Lost Sectors 1.3 require a new game or will it just be a drop-in update?

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KrYcHokE
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Post by KrYcHokE » Sat, 24. Feb 18, 12:47

New game for update from previous versions of LS not need, just drop-in update.

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KrYcHokE
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Post by KrYcHokE » Mon, 19. Mar 18, 23:42

---V1.3 beta---
[*] Added a new system and two new factions.
[*] Added new ships and stations for construction.
[*] Added a new weapon for the skunk.
[*] Added start in the new system.
[*] Added english texts(thanks to eMYNOCK).
[*] Added unique stations to the Source of Darkness.
[*] Improved background in the Source of Darkness.
[*] Some ships are remodeled.
[*] Many bugs fixed.

Download:
Lostsectors 1.3 beta

beaver1981
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Post by beaver1981 » Tue, 20. Mar 18, 12:44

nice ;)

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Marvin Martian
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Post by Marvin Martian » Tue, 20. Mar 18, 14:52

1.3 Beta

trade.station.tradingstation.xml

Code: Select all

<add_tradeware ware="ware.meat" object="this.station" allowbuy="true" allowsell="true"/>
is missing lockavgprice="true" (intended?)

ls_zones.xml
tzonecluster_LS2_Sector01_Zone12_macro

Code: Select all

<connection name="struct_bt_te_pirate_outpost_02_macro" ref="asteroids">
shouldn't it be a ref="stations"?

libraries\component.xml is original from XR, can removed from Mod-folder

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KrYcHokE
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Post by KrYcHokE » Tue, 20. Mar 18, 15:01

Marvin Martian wrote:libraries\component.xml is original from XR, can removed from Mod-folder
I can not imagine when he got there. :shock:

upd:
Forgot to put files in the lostsectors folder, should be so: x rebirth/extensions/lostsectors/ext_01,ext_02,content

Buzz2005
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Post by Buzz2005 » Wed, 21. Mar 18, 12:43

1.3 beta is not working with CWIR, I cant comm shipyards or any station
when I remove lost sector all is ok

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KrYcHokE
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Post by KrYcHokE » Wed, 21. Mar 18, 12:56

I am know no much about CWIR, patches for compatibility with previous versions were created by the CWIR team.

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Marvin Martian
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Post by Marvin Martian » Wed, 21. Mar 18, 13:38

i think your 1000.xml master langfile is broken
first lines should look

Code: Select all

<?xml version="1.0" encoding="UtF-8"?>
<!--author KrYcHokE-->
<language>
	<page id="40404" voice="no">
		<t id="1">Trade Station</t>
anyway, id 469 - 477 are missing too at the two EN files, but ids 579+580 are missing in -l007

About compatibility
do this "patching" Stations really work any time? last time i try this only destroy everything - in my opinion don't patch around this way - people should start new game or live with the differences

I would otherwise suggest to create own shipyards and replace the original (if really nescessary), or simply not touch much instead add/remove macros from buildmodule by simple patches

Also replace of whole dealers should avoided, i think it would be better to check and add items in list if requried like

Code: Select all

<do_if value="param.itemtraderlists.dronetraderlists.{1}.indexof.{[ware.spe_drone_interceptor_ls, 1, 1, 30]}" negate="true">
	<append_to_list name="param.itemtraderlists.dronetraderlists.{1}" exact="[ware.spe_drone_interceptor_ls, 1, 1, 30]" />
</do_if>
there are a lot good Mods with new spaces and/or ships, but its a pitty that always the people try to redesign all vanilla spaces and shipyards in addition :S
so they in most cases not compatible to each other or any bigger modification
so if you have your own spaces, don't touch the vanilla stuff (or hardly not)

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