[MOD] X Rebirth Lost Sectors v1.5.0
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- Joined: Thu, 16. Jul 09, 12:24
- MegaJohnny
- Posts: 2195
- Joined: Wed, 4. Jun 08, 22:30
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- Posts: 3206
- Joined: Thu, 16. Jul 09, 12:24
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.KrYcHokE wrote:So, it looks fine with all those mods.
https://imgur.com/0AzuO6I
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.
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- Joined: Thu, 16. Jul 09, 12:24
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- Posts: 3206
- Joined: Thu, 16. Jul 09, 12:24
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
https://forum.egosoft.com/viewtopic.php?t=377825
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
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.$MICT_LR_Ships
with something like
but with your LongRange-Macros
it would be reqired to write this macros into global.$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>
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- Posts: 60
- Joined: Wed, 22. May 13, 23:26
---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
[*] 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
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
1.3 Beta
trade.station.tradingstation.xml is missing lockavgprice="true" (intended?)
ls_zones.xml
tzonecluster_LS2_Sector01_Zone12_macro shouldn't it be a ref="stations"?
libraries\component.xml is original from XR, can removed from Mod-folder
trade.station.tradingstation.xml
Code: Select all
<add_tradeware ware="ware.meat" object="this.station" allowbuy="true" allowsell="true"/>
ls_zones.xml
tzonecluster_LS2_Sector01_Zone12_macro
Code: Select all
<connection name="struct_bt_te_pirate_outpost_02_macro" ref="asteroids">
libraries\component.xml is original from XR, can removed from Mod-folder
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
i think your 1000.xml master langfile is broken
first lines should look
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
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
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)
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>
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>
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)