[MOD] X Rebirth Lost Sectors v1.5.0
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[MOD] X Rebirth Lost Sectors v1.5.0
X Rebirth Lost Sectors
Start of new game unnecessary since v1.4 (experimental feature)
The mod adds a new sectors, factions, ships, stations and weapons for Skunk.
Two new systems and seven sectors populated by new factions, in which you can buy new weapons for the Skunk and meet many new ships.
Added new starts immediately in the new systems.
So as changes in the original game universe:
[*] Added a new sector in the Maelstrom system.
[*] The family Ryak now has shipyard (located in the new sector), where you can buy new Split ships and the builder-ship.
[*] New available for the construction stations: Teladi Trading Station, Space Chelt Aquarium, Watercollector, Foundry, Split Turrets Forge, Teladi Highttech Plant, Teladi Solar Power Plant, Split Metalworks.
[*] Pirates, Xenon and Kha'ak added new ships.
[*] Improved weapons of teladi ships, added new frigate Shrike and builder-ship to shipyard of Owerwatch station.
[*] To replace part of the ships in the Home of Light to the new.
[*] Added new Split npc skins.
[*] Added plasma repeaters Mk1 / 2 for Skunk to Mechanics.
[*] New Terran ships added to Canteran shipyard.
Used models by SolCommand
Download:
Lostsectors 1.5.0
LS carriers for carrier mod.
LS bridge positions for capital ship bridge mod.
Fix to play with encyclopedia mod.
---V1.5.0---
[*] Remodeled khaak destroyer, corvette and added new defence station.
[*] Redesigned pirate ships.
[*] Capturable xenons (xenon hunt analogue).
[*] Updated soundtrack.
[*] Some improvements, optimization and bugfixes.
---V1.4.0---
[*] Added new sector to Fields of Opportunity and new faction.
[*] Added new ships to pirates, argon colonists and terracorp.
[*] Added new teladi and split stations.
[*] All new turrets now has own ware entries and can be prodused on specialized stations.
[*] All teladi ships upgraded with new weapons.
[*] Changed gates configuration.
[*] Lots of mod ships been reworked.
[*] New ships now can spawn on missions.
[*] Saves compability as experimental feature (start of new game now unnecessary).
---V1.3.0---
[*] Added German localization (thanks to SirFrancisDrake).
[*] Added station build missions to Source of Darkness, Eureka Eight, Maelstrom and Fields of Opportunity.
[*] 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.
[*] Upgraded way of adding weapons to weapondealers (thanks to Marvin Martian).
[*] Some ships are remodeled.
[*] Many bugs fixed.
---V1.2.6---
[*] Fixed pink screen on linux.
[*] Fixed some uncompatible texture formats on linux.
---V1.2.5---
[*] Added Adv. Assassin URV to drone traders.
[*] Fixed some troubles with DLC weapon traders.
[*] Minor changes.
---V1.2---
[*] Added new ships to Canteran and Teladi shipyards.
[*] Updated Glittering Flow sector background.
[*] Fixes for Linux compability.
[*] Fixed conflict with project TOBS.
[*] Bugfixes.
---V1.1---
[*] Added new ships.
[*] Realized Linux support.
[*] Added turrets to some S/M ships.
[*] Bugfixes.
Installation:
The contents of the archive put in: \\ folder where you installed the game\X Rebirth\Extensions
Screenshots
Start of new game unnecessary since v1.4 (experimental feature)
The mod adds a new sectors, factions, ships, stations and weapons for Skunk.
Two new systems and seven sectors populated by new factions, in which you can buy new weapons for the Skunk and meet many new ships.
Added new starts immediately in the new systems.
So as changes in the original game universe:
[*] Added a new sector in the Maelstrom system.
[*] The family Ryak now has shipyard (located in the new sector), where you can buy new Split ships and the builder-ship.
[*] New available for the construction stations: Teladi Trading Station, Space Chelt Aquarium, Watercollector, Foundry, Split Turrets Forge, Teladi Highttech Plant, Teladi Solar Power Plant, Split Metalworks.
[*] Pirates, Xenon and Kha'ak added new ships.
[*] Improved weapons of teladi ships, added new frigate Shrike and builder-ship to shipyard of Owerwatch station.
[*] To replace part of the ships in the Home of Light to the new.
[*] Added new Split npc skins.
[*] Added plasma repeaters Mk1 / 2 for Skunk to Mechanics.
[*] New Terran ships added to Canteran shipyard.
Used models by SolCommand
Download:
Lostsectors 1.5.0
LS carriers for carrier mod.
LS bridge positions for capital ship bridge mod.
Fix to play with encyclopedia mod.
---V1.5.0---
[*] Remodeled khaak destroyer, corvette and added new defence station.
[*] Redesigned pirate ships.
[*] Capturable xenons (xenon hunt analogue).
[*] Updated soundtrack.
[*] Some improvements, optimization and bugfixes.
---V1.4.0---
[*] Added new sector to Fields of Opportunity and new faction.
[*] Added new ships to pirates, argon colonists and terracorp.
[*] Added new teladi and split stations.
[*] All new turrets now has own ware entries and can be prodused on specialized stations.
[*] All teladi ships upgraded with new weapons.
[*] Changed gates configuration.
[*] Lots of mod ships been reworked.
[*] New ships now can spawn on missions.
[*] Saves compability as experimental feature (start of new game now unnecessary).
---V1.3.0---
[*] Added German localization (thanks to SirFrancisDrake).
[*] Added station build missions to Source of Darkness, Eureka Eight, Maelstrom and Fields of Opportunity.
[*] 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.
[*] Upgraded way of adding weapons to weapondealers (thanks to Marvin Martian).
[*] Some ships are remodeled.
[*] Many bugs fixed.
---V1.2.6---
[*] Fixed pink screen on linux.
[*] Fixed some uncompatible texture formats on linux.
---V1.2.5---
[*] Added Adv. Assassin URV to drone traders.
[*] Fixed some troubles with DLC weapon traders.
[*] Minor changes.
---V1.2---
[*] Added new ships to Canteran and Teladi shipyards.
[*] Updated Glittering Flow sector background.
[*] Fixes for Linux compability.
[*] Fixed conflict with project TOBS.
[*] Bugfixes.
---V1.1---
[*] Added new ships.
[*] Realized Linux support.
[*] Added turrets to some S/M ships.
[*] Bugfixes.
Installation:
The contents of the archive put in: \\ folder where you installed the game\X Rebirth\Extensions
Screenshots
Last edited by KrYcHokE on Fri, 2. Apr 21, 15:14, edited 27 times in total.
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
looks good, but i have serval errors
like
and you use the same Xenon Bomber Macro/Component like i have in use in my shippack mod
And Job "masstraffic_maelstrom_shipyard" is already in use at CWIR, shouldn't be a problem simple rename it into masstraffic_maelstrom_shipyard_ls for example
like
Code: Select all
[=ERROR=] 0.00 Macro::ImportConnection(): Macro template connection 'connectionfor_landmarks_hq_tower_01_macro4' not found in macro 'struct_bt_ls_colony_macro'. Macro connection 'connectionfor_landmarks_hq_tower_01_macro4' not created.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Macro::ImportConnection(): Macro template connection 'connection_turret_medium_lb02' not found in macro 'units_size_xl_ls_kit_destroyer_01_macro/'. Macro connection 'connection_turret_medium_lb02' not created.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Macro::ImportConnection(): Macro template connection 'connection_turret_medium_pe03' not found in macro 'units_size_xl_ls_kit_destroyer_01_macro/'. Macro connection 'connection_turret_medium_pe03' not created.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Macro::ImportConnection(): Macro template connection 'connection_turret_medium_lb02' not found in macro 'units_size_xl_ls_kit_destroyer_01_macro/'. Macro connection 'connection_turret_medium_lb02' not created.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Macro::ImportConnection(): Macro template connection 'connection_turret_medium_pe03' not found in macro 'units_size_xl_ls_kit_destroyer_01_macro/'. Macro connection 'connection_turret_medium_pe03' not created.
And Job "masstraffic_maelstrom_shipyard" is already in use at CWIR, shouldn't be a problem simple rename it into masstraffic_maelstrom_shipyard_ls for example
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
at jobs
you use group instead of macro
so it should be
---
and maybe, it would be nice you could your units_size_m_xenon_bomber_01(_macro) rename to something else
at the moment i doesn't see more collisions
Code: Select all
<ship id="ls_miner_mineral_medium" group="units_size_m_ls_miner_01_macro">
so it should be
Code: Select all
<ship id="ls_miner_mineral_medium" macro="units_size_m_ls_miner_01_macro">
and maybe, it would be nice you could your units_size_m_xenon_bomber_01(_macro) rename to something else
at the moment i doesn't see more collisions
Ok, I am getting really frustrated with this now, I have been trying to play X rebirth with you mod enabled, but every time I load back into the game after enabling it, it reads that it has been disabled- so long story short I cant enable your mod
Can some please help me fix this
Is there a way of enabling the mod without doing it in-game?
Can some please help me fix this
Is there a way of enabling the mod without doing it in-game?
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
plus renaming/remove the "ws_2993334"Marvin Martian wrote:doesn't use it at the steamversion of XR, but try to remove
sync="true"
from content.xml
or replace this with
enabled="true"
in <content id="" name="" ...
[ external image ][ external image ][ external image ]
Eine der hoffnungsreichsten Lebenslagen ist die, wenn es uns so schlecht geht, dass es uns nicht mehr schlechter gehen kann. [Felix Krull]
Eine der hoffnungsreichsten Lebenslagen ist die, wenn es uns so schlecht geht, dass es uns nicht mehr schlechter gehen kann. [Felix Krull]
@KrYcHokE: Have you re-modeled the fighters in your mode via external modeling program, or kitbashed them with existing ship parts?
If you kitbashed them, could you write step-by-step tutorial how to do this?
I always wanted to add some new fighters, like this Bomber Katana:
http://i.imgur.com/BPRBxbr.jpg
It like you read my mind
Is that a turret on this fighter/corvette?
http://i.imgur.com/62g02ke.jpg
If you kitbashed them, could you write step-by-step tutorial how to do this?
I always wanted to add some new fighters, like this Bomber Katana:
http://i.imgur.com/BPRBxbr.jpg
It like you read my mind
Is that a turret on this fighter/corvette?
http://i.imgur.com/62g02ke.jpg
l1amk1ng: turn off updates
[ external image ][/img]
[ external image ][/img]
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
maybe it would enough to patch the <set_turret_targets/> command into fight.attack.object.fighterKrYcHokE wrote:This deco turret( I can create real turrets for M ship but it dont work without defense officer( need some script making.
alternitive only a handler for incomming missiles and attackers could make use of <set_turret_targets/> at smallships
OOZ it should be already includet in the calculation
UpdMarvin Martian wrote:maybe it would enough to patch the <set_turret_targets/> command into fight.attack.object.fighter
alternitive only a handler for incomming missiles and attackers could make use of <set_turret_targets/> at smallships
Now it work, bu only for ships with purpose 'fight'
Code: Select all
<diff>
<add sel="/aiscript/attention/actions/do_while[@value='$target.isoperational']/select_flight_behaviour" pos="after">
<set_turret_targets object="this.ship" target="[$target]" additional_targets="$additionaltargets" />
</add>
</diff>