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

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Observe
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Post by Observe »

@NZ: I have the patch ready, but I'm going to try your steps before making available because your procedure should replicate the conditions I'm patching.

Thanks!
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Observe
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Post by Observe »

@w.evans: Here is a patch that fixes the problem when running from a savegame created prior to Transcend.

I've verified both the problem and the fix.

Instructions:

- Download here
- Extract into folder: extensions\osr_transcend\md

As soon as I hear verification from you, I'll include this in a mod update.

Thanks for perseverance! :)
w.evans
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Post by w.evans »

got it. brb
w.evans
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Post by w.evans »

Glad to report that the station had all personnel.

Also, found a Targon Tracer with one of those heavy MA turrets (didn't realize that those things were so huge! They're bigger than the Skunk! And I mean the turret, not the platform!), started firing, got reported to station authorities, and it started firing back, so it looks like all is well, in a rather perverse kind of way.

I did note that there still weren't any trades, buying or selling. I think that might require the zone to reinitialize though, and I didn't stay long enough to use the jump gate out, then back in. Doing that now.
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Observe
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Post by Observe »

w.evans wrote:Glad to report that the station had all personnel.
Excellent good news! I think we've nailed this one on the head.

I'm spending the rest of the day cleaning up code and preparing an update for both versions (Highways and No Highways). I want to leave with things nice and tidy. I'll list the changes when I do the update.

Thanks everyone for helping get to the bottom of this!

[EDIT] I think the trading will pick up after a few minutes.
w.evans
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Post by w.evans »

Hopefully this'll take care of those failed trades I've been getting in my debuglog too. That was driving me nuts trying to look for the cause.

Thanks, Observe!
w.evans
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Post by w.evans »

Just further confirmation:
Spoiler
Show
Core Dig
now has a manager, a defence officer, and an engineer working on the station. It now also
Spoiler
Show
sells nividium and buys energy cells
this was just from loading an earlier save, from before I went to Transcend, and it only took the time I needed to get there from Albion for the trades to generate.

Thanks for the update! Looks like you got it.
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Observe
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Post by Observe »

Update available.

Change Log (both No Highways and With Highways versions affected unless stated otherwise)

• Fixed problem with stations not functioning when Transcend is started from a savegame prior to Transcend installation
• Replaced medium sized startup trading ships with large sized versions
• Added custom asteroid (decoration from tutorial) in Voice of Silence startup zone.
• Housecleaning code for readability and optimization
• No Highways version - improved aiscript for moving small and medium ships long distances
• No Highways version - improved booster engine for small and medium sized ships

Savegame compatible with previous version.

Note: I've been working on a new gamestart 'Long Lost Relative' (suggestion from w.evans), but I haven't completed it yet. Expect in next update.

Thanks
DaveDee
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Post by DaveDee »

Yay!~~~

One question, is there a way to replace highway version with no ones? Not very important, just better fits to my tastes, cause cloned highway ruins emmersion in my opinion.
UniTrader
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Post by UniTrader »

you could try to swap the patch entry in your savegame - get the mod id from the ccontent.xml of the no Tubes Version and replace the id of the with tubes version in the save with that. not sure if it will work, but from my understanding it should as long as you are not in a related Tube (and your Properties in a Tube could go missing, too)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
Bryl
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Remove Transcend - Lost Colony without breaking game

Post by Bryl »

Hi,

I had Transcend - Lost Colony loaded from Steam, when I start X:R I get a message saying this extension is no longer available.

I see there is Transcend with and without highways so I'm guessing these are the extensions that took over from Lost Colony...???

Anyway, I can't load my save games since Transcend - Lost Colony is no longer available.

How do I remove it without breaking my save games? I would appreciate a quick reply since I have time to play today and would like to continue the quest line.

edit: I tried disabling the extension but that didn't work.

Thanks,
Bryl
w.evans
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Post by w.evans »

Hey Bryl,

replacing this:
edit your save wrote:<patch extension="ws_264342602" name="Transcend - Lost Colony"/>
in your save

with this:
edit your save wrote:<patch extension="ws_365249572" version="3000" name="Transcend - With Highways"/>
or this:
edit your save wrote:<patch extension="ws_364987775" version="3000" name="Transcend - No Highways"/>
depending on which version of the mod you have should make the game loadable. I don't know if it'll be stable for long though.

@NZ-Wanderer, how is the game where you tried this holding up?
Bryl
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Post by Bryl »

Ok, at least I can load my game.

But how do I remove Transcend completely and still be able to play my save games?
I'd rather not keep on with this only to find out a few days or a month from now that it's completely unplayable.

Thanks w.evans

Bryl
w.evans
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Post by w.evans »

Man, I hope that Observe can comment, but he said that he'll be out for a couple of weeks, and I don't know if he already left.

Simple, clean uninstallation via save edit's going to be tricky because it would necessitate deleting everything that has anything to do with Transcend: ships there, stations there, personnel, ships that have trades queued going there, job generated stuff, etc.

About stability, would advise to wait for NZ-Wanderer to comment. He usually takes a peek in here at least once a day, and he reported having done a successful transplant from Transcend - Lost Colony to one of the new versions. I'm not familiar with the Lost Colony version, unfortunately, so I don't know how much changed, and if these changes would be triggered.
Bryl
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Post by Bryl »

Ok, thanks for replying and hopefully the transplant works long enough to finish the plot.
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Observe
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Post by Observe »

All this is my fault and I apologize. In retrospect, I should have kept the original version, updated it and created a new No Highways version. I actually had reasons for doing what I did, but it was poorly executed on my part.

The steps outlined by w.evans, will let you use savegames from the obsolete original version of this mod with one of the new versions (highways or no highways). Naturally, you'll need to subscribe to one of them before editing your savegame.

Using a savegame from the original version should work fine. In fact, you'll be better off, because several major improvements have taken place in the new versions - which is one of the reasons I obsoleted the old. I expect high stability using old savegame with new version.

Once again, I apologize for the difficulties.

Thanks
Last edited by Observe on Fri, 16. Jan 15, 22:40, edited 1 time in total.
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NZ-Wanderer
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Post by NZ-Wanderer »

w.evans wrote:@NZ-Wanderer, how is the game where you tried this holding up?
Was still playing it up until I decided to start over :) - Had no problems at all..
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.
Bryl
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Post by Bryl »

Observe wrote:All this is my fault and I apologize. In retrospect, I should have kept the original version, updated it and created a new No Highways version. I actually had reasons for doing what I did, but it was poorly executed on my part.

The steps outlined by w.evans, will let you use savegames from the obsolete original version of this mod with one of the new versions (highways or no highways). Naturally, you'll need to subscribe to one of them before editing your savegame.

Using a savegame from the original version should work fine. In fact, you'll be better off, because several major improvements have taken place in the new versions - which is one of the reasons I obsoleted the old. I expect high stability using old savegame with new version.

Once again, I apologize for the difficulties.

Thanks
Ok, thanks for the reply. Don't beat yourself up over it ;-)
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Observe
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Post by Observe »

FYI: I'll possibly be doing one more update over this weekend before I take off. There are a couple of things I didn't get into the last update. One of these, was for the 'Empire" startgame to give the startup stations the specialists they need.

Some people have complained that it can be time-consuming hunting for the required specialists, and I want this gamestart to begin with everything the player needs to operate their empire. I have a few other tweaks that I want to make, but these all apply to new gamestart, so most of you who are already playing with Transcend existing games won't be affected.

Thanks.
w.evans
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Post by w.evans »

Thanks, Observe.

By the way, my debuglog has been spewing this:
debuglog wrote:[=ERROR=] LookupKeyName::LookupName(): The key name "comment" is not recognized in lookup 'GameStartXML'. Originated from: ""
since the last update in Transcend. Don't think it's serious, and I can't confirm that it is from Transcend, but I only remember seeing it since the last update, so I thought that it might help to let you know.

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