[MOD] X Rebirth Lost Sectors v1.5.0

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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

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<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

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<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

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<?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

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<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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KrYcHokE
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Post by KrYcHokE » Wed, 21. Mar 18, 14:22

Im dont see any problems with CWIR and ls 1.3
And dont see any problems with this patching script, stations not destroyed. At least in my case. :S

katerdrops
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Post by katerdrops » Thu, 22. Mar 18, 18:12

Hello under 1.26 was ales ok from 1.3 Text not found: 40404- games in German 49[/list][/u][/i]

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KrYcHokE
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Post by KrYcHokE » Fri, 23. Mar 18, 23:45

---V1.3 beta2---
[*] Fixed lost text on some languages.
[*] Upgraded way of adding weapons to weapondealers (thanks to Marvin Martian).
[*] Some minor changes and bugfixes.

Download:
Lostsectors 1.3 beta2

It should compatible with CWIR.

Buzz2005
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Post by Buzz2005 » Sat, 24. Mar 18, 00:17

KrYcHokE wrote:Im dont see any problems with CWIR and ls 1.3
And dont see any problems with this patching script, stations not destroyed. At least in my case. :S
the station in this case Shipyard was not destroyed, but when I order a ship from the shipyard the game crashes

As soon as I removed lost sector shipyards worked fine

everytime I started a New game

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KrYcHokE
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Post by KrYcHokE » Sat, 24. Mar 18, 00:23

In 1.3 beta2 it still happen?

beaver1981
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Post by beaver1981 » Sat, 24. Mar 18, 11:42

In units_size_xl_terran_tl_macro.xml the purpose of this ship is

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<purpose primary="fight" />
But I think this should be

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<purpose primary="trade" />

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KrYcHokE
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Post by KrYcHokE » Sat, 24. Mar 18, 11:51

Yes, thanks.

Buzz2005
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Post by Buzz2005 » Sat, 24. Mar 18, 14:35

just now did a little test, loaded existing save with lostsector and all is ok with the shipyard so far, the one in far out albion I orded a scaldis no problem

will test further

btw thanks for the mod, the new sector with the new music is AWSOME

that one sector with spiked asteroids kills my framerate even on low but its not that bad I just dont go there :D


EDIT: I forgot I need to start a new game, bc I cant jump anyware now :D

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KrYcHokE
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Post by KrYcHokE » Sat, 24. Mar 18, 14:41

Yeah, they spiked roids are not optimized, I reduced their number in 1.3.

katerdrops
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Post by katerdrops » Sat, 24. Mar 18, 18:39

in a new game no rockets lost more ohe sectors v1.3 all OK

jlvitorasso
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Post by jlvitorasso » Sun, 25. Mar 18, 16:56

Awesome mod!
God, that Terran Tokyo... what a beautiful ship! Makes me want to see a lot more of x3 ships on rebirth. I fell like X Rebirth ships have no identity at all... just generic ship models put together to form a 'space-thing' that has guns and engines.

ns88ns
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Post by ns88ns » Sun, 25. Mar 18, 16:58

Is a new game required after upgrade of this mod from 1.2.6 to 1.3?

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KrYcHokE
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Post by KrYcHokE » Sun, 25. Mar 18, 17:04

Not, you can continue game.

AnthonyNVII
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Post by AnthonyNVII » Tue, 27. Mar 18, 20:36

Amazing job! My game feels so much more alive thanks to your mod. When I saw the small Terran fighters and the Tokyo my heart stopped lol! Any plans on adding any other Terran ships in the future like the Kyoto or Osaka? Or maybe some other race’s ships? Either way amazing job thank you so so much!

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KrYcHokE
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Post by KrYcHokE » Tue, 27. Mar 18, 20:46

Thanks, Osaka will be added in future, also you can buy paranid Odysseus from split shipyard and boron frigate in Omicron Lyrae.

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