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[MOD] X Rebirth Lost Sectors v1.3.0
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KrYcHokE





Joined: 02 Dec 2015

Location: Ukraine

PostPosted: Thu, 14. Dec 17, 20:18    Post subject: Reply with quote Print

@alexalsp: Исправление для дрона будет в 1.3, а с units_size_xl_builder_ship_ls_macro у меня проблем нет Confused

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AnthonyNVII





Joined: 27 Aug 2017



PostPosted: Tue, 19. Dec 17, 19:56    Post subject: Reply with quote Print

Love this mod it’s amazing what you have done with the Terran ships! Any idea on when v1.30 will be released? I saw the pictures of all the old Terran ships and now my game just feels naked without them haha!

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KrYcHokE





Joined: 02 Dec 2015

Location: Ukraine

PostPosted: Tue, 19. Dec 17, 20:01    Post subject: Reply with quote Print

@AnthonyNVII: 1.3 beta will be released probably on end of december.

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Requiemfang





Joined: 16 Jul 2009
Posts: 2744 on topic

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PostPosted: Thu, 4. Jan 18, 06:45    Post subject: Reply with quote Print

Surprised OMG this mod is awesome... all the ships and stations it adds. Those pics, especially the boron ship. Surprised the heck out of me that you managed somehow to import ships from the previous X3 series of games and modify them to fit in with XR. The developers I know made it very hard for modders to import models into XR but it seems it was done and done well with this mod. Most ship adding mods to the game are only copies of already present ships within XR that have parts of other ships in the game copy and pasted in place on models.

Wonderful job!

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iforgotmysocks





Joined: 08 Nov 2013



PostPosted: Thu, 4. Jan 18, 07:47    Post subject: Reply with quote Print

Yap, Lost Sectors is one of a kind. I especially love the system layout and how sectors are designed.

Really well done.


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AnthonyNVII





Joined: 27 Aug 2017



PostPosted: Fri, 5. Jan 18, 03:45    Post subject: Reply with quote Print

I have to ask, do you have any plans on including in future updates ships such as the ATF ships from X3? I loved those designs and feel they fit so well with the terran ships you have in the pictures of version 1.3. Also seriously cant wait for 1.3 to be released! Keep up the amazing work!

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Marvin Martian





Joined: 08 Apr 2012
Posts: 2432 on topic

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PostPosted: Fri, 5. Jan 18, 09:52    Post subject: Reply with quote Print

at aiscripts/trade.station.tradestation.xml all
Code:
<add_tradeware ware="ware.xyz" object="this.station" allowbuy="true" allowsell="true"/>

should get the since-XR4 "lockavgprice"-tag
Code:
<add_tradeware ware="ware.xyz" object="this.station" allowbuy="true" allowsell="true" lockavgprice="true"/>


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KrYcHokE





Joined: 02 Dec 2015

Location: Ukraine

PostPosted: Fri, 5. Jan 18, 14:54    Post subject: Reply with quote Print

@AnthonyNVII: On this moment im not work at any atf ship, maybe on future some atf ships will be added.
@Marvin Martian: ok, thanks.

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JESS 246





Joined: 03 Jul 2006
Posts: 506 on topic

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PostPosted: Fri, 5. Jan 18, 20:10    Post subject: Reply with quote Print

Hi AnthonyNVII

Not sure if this will help but i'm using this mod "BattlestarFrigga" you will find it in steam Workshop.

It has a builder ship that builds a ATF station, though station and the ships it build are not what you are looking for but it's a start.

Give it a look see what you think, i'm not saying its that bad maybe contacting that mod autor might help you.

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Requiemfang





Joined: 16 Jul 2009
Posts: 2744 on topic

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PostPosted: Tue, 9. Jan 18, 04:43    Post subject: Reply with quote Print

Okay I've discovered an interesting bug. If you buy engines from mechanic NPC's added by this mod it appears that those engines get removed, they aren't installed at all, they just poof disappear into thin air making you waste money.

Edit: furthermore this has the nasty effect of making your installed engine disappear which drops your movement down to 90 m/s and you lacking booster engines.

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KrYcHokE





Joined: 02 Dec 2015

Location: Ukraine

PostPosted: Wed, 10. Jan 18, 11:46    Post subject: Reply with quote Print

@Requiemfang: You mean new engines or new mechanics?

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JESS 246





Joined: 03 Jul 2006
Posts: 506 on topic

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PostPosted: Wed, 10. Jan 18, 13:34    Post subject: Reply with quote Print

@ Requiemfang

I had this some time back and it was down to the Skunk overhaul mod it works fine if you use it right.

If you are using it reread the info about it.

The engine issue is that you have to dock save apply the mod and the new ship starts in the dock without engines and you have to buy them to start.

Somehow if you are using the skunk mod your issue is related to that.

If you are not using the skunk mod then your issue maybe related to one of the station npc crew type mods though i may be wrong.

Some other mods that i've used have mad the npc chat menus disappear after first chat.

I had fixed this by starting the game without extensions only the DLC ones then install each mod one at at time test play if all works try the next till i find the mods that cause the issue yes it will take time.

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Requiemfang





Joined: 16 Jul 2009
Posts: 2744 on topic

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PostPosted: Wed, 10. Jan 18, 17:17    Post subject: Reply with quote Print

KrYcHokE wrote:
@Requiemfang: You mean new engines or new mechanics?


mechanics that are in the new sectors added by this mod.

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KrYcHokE





Joined: 02 Dec 2015

Location: Ukraine

PostPosted: Wed, 10. Jan 18, 18:07    Post subject: Reply with quote Print

@Requiemfang: Other mods that you use?

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Requiemfang





Joined: 16 Jul 2009
Posts: 2744 on topic

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PostPosted: Wed, 10. Jan 18, 20:10    Post subject: Reply with quote Print

KrYcHokE wrote:
@Requiemfang: Other mods that you use?


Get back to you on that, gonna do a little more testing. I do know for a fact that there's another sector adding mod I use and that's the Transcend mod. Anyways I'm going to test the non-mod sector mechanics to see if I run into the same issue (which I doubt will happen) but I'll check to be sure anyways.

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