[MOD] X Rebirth Lost Sectors v1.5.0

The place to discuss scripting and game modifications for X Rebirth.

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KrYcHokE
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Post by KrYcHokE » Tue, 3. Jan 17, 13:10

No, you can load saves from LS 1.1

JESS 246
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Post by JESS 246 » Tue, 3. Jan 17, 13:15

Full of Awesomeness nice work.

escondido
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Post by escondido » Fri, 6. Jan 17, 13:11

cant download the files ((

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KrYcHokE
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Post by KrYcHokE » Fri, 6. Jan 17, 13:29

fixed

dfm5000
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Post by dfm5000 » Fri, 6. Jan 17, 14:32

Wow that's some excellent work, did it take you 7 years to make all those ships?

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KrYcHokE
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Post by KrYcHokE » Fri, 6. Jan 17, 15:46

Nearly)

dfm5000
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Post by dfm5000 » Sun, 15. Jan 17, 15:00

XD

dfm5000
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Post by dfm5000 » Sun, 15. Jan 17, 15:09

I'm having trouble with the Dispater, i'm using the no fuel mod; but for some reason my ship is refusing to jump.

I get the infamous calculating parameter deal; now I put 3000 fuel cells in just to make sure it being empty of fuel cells wasn't the problem.

Patrolling the sector it's in works, ship will also boost if told to withdraw from battle.

Another Dispater managed to jump fine; it was originally set to escort another Dispater both of which I captured the one not moving is the escort.

I'm also currently doing the campaign portion where Yisha get's slapped for loosing all my ships and throwing us into devries.

I hope this is enough info.

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KrYcHokE
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Post by KrYcHokE » Sun, 15. Jan 17, 15:56

If another Dispater works fine it original game bug or no fuel mod, try to replace captaine of bug ship or continue campaign.

JESS 246
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Post by JESS 246 » Sun, 15. Jan 17, 16:58

Same here I have the ships not jumping to the lostsectors and other none game star sectors maybe their A.I. don't recognize new areas needs looking into.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Sun, 15. Jan 17, 18:52

dfm5000 wrote:I'm having trouble with the Dispater, i'm using the no fuel mod; but for some reason my ship is refusing to jump.

I get the infamous calculating parameter deal; now I put 3000 fuel cells in just to make sure it being empty of fuel cells wasn't the problem.

Patrolling the sector it's in works, ship will also boost if told to withdraw from battle.

Another Dispater managed to jump fine; it was originally set to escort another Dispater both of which I captured the one not moving is the escort.

I'm also currently doing the campaign portion where Yisha get's slapped for loosing all my ships and throwing us into devries.

I hope this is enough info.
JESS 246 wrote:Same here I have the ships not jumping to the lostsectors and other none game star sectors maybe their A.I. don't recognize new areas needs looking into.
It would help KrYcHokE if you could provide additional information about:

- What other mods you are using.
- Whether you're playing a campaign game like dfm5000.
- If in a campaign game, the stage you at in it.
Last edited by Sparky Sparkycorp on Sun, 15. Jan 17, 20:06, edited 1 time in total.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Sun, 15. Jan 17, 18:55

KrYcHokE wrote:If another Dispater works fine it original game bug or no fuel mod, try to replace captaine of bug ship or continue campaign.
If this good advice doesn't clear the problem dfm5000, it could also help to try again when 4.10 is released (or maybe in the beta temporarily). The 4.10 beta contains an improvement to the way player-owned ships, and their escorts, are dealt with when some of the are confiscated by the PMC.

dfm5000
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Post by dfm5000 » Sun, 15. Jan 17, 20:02

KrYcHokE wrote:If another Dispater works fine it original game bug or no fuel mod, try to replace captaine of bug ship or continue campaign.
Forgot to mention that was another step I took which was to replace the captain, but I feel she lost her job for nothing because the other captain did the same thing.

Do you think the script didn't terminate for escorting the previous dispater?

I sold the ship, and it's still not moving.

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KrYcHokE
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Post by KrYcHokE » Sun, 15. Jan 17, 20:27

Maybe jumpdrive destroyed? If no, it AI bug.

Ezarkal
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Post by Ezarkal » Mon, 23. Jan 17, 18:44

I just started a new game with this mod on. It is full of awesomeness. I didn't yet have time to explore the new system properly, but from what I've seen, you've put a hell of a lot of work in there, and it shows.

Thanks for sharing!



Up to now, the only thing I problem I have is that the multibeam canon (or whatever the exact name is) does not auto aim when you play with the joystick. I don't know if it's intended, but it makes the weapon kind of useless in a dogfight, and very hard to use even on anything smaller than a xenon P.

edit: typo
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.

Some people never develop beyond this stage.

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eMYNOCK
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Post by eMYNOCK » Tue, 24. Jan 17, 01:36

This Mod and espacially the Ships do look awesome.

I will give it a shot when i have time.

huge question from my side anyway...

do you use the vanilla build trees / macros for the foundry and water collector or are they a complete rewrite?

by the way, what was the incompatibility with TOBS?

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KrYcHokE
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Post by KrYcHokE » Tue, 24. Jan 17, 12:39

@eMYNOCK: I edit vanilla watercollector and create alternate foundry, about conflict it same name of teladi CV macro.
@Ezarkal: beam weapons cant use autoaim.

birdtable
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Post by birdtable » Tue, 24. Jan 17, 17:58

Launched ...Got caught with contraband ..
Flew to Primitive Reaches while things cooled down ... Ha :) Drums of the Goner.
Took mission ... Xenon J ... Died.
Good Stuff ... :) :)

Infector
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Post by Infector » Tue, 24. Jan 17, 21:58

eMYNOCK wrote:This Mod and espacially the Ships do look awesome.

I will give it a shot when i have time.

huge question from my side anyway...

do you use the vanilla build trees / macros for the foundry and water collector or are they a complete rewrite?

by the way, what was the incompatibility with TOBS?
The lost sector's mod and your mod used the same name for the builder ship. It basically removed your overwatch mkII from the game due to name collisions.

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alexalsp
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Post by alexalsp » Wed, 25. Jan 17, 08:41

KrYcHokE
Зачем в свой мод пихать то что уже есть и можно добавить другими модами ?

Это приведет к тому , что будут глюки , а так как народ , в своем большинстве теряются в том количестве модов, что есть уже , то на выходе ты получишь кучу багов и криков о том , что что то не работает .

Но раз ты уже и захотел добавить станции , то хотя бы переименовывай макросы для совместимости модов.

Пусть будет 2 одинаковых станции на застройщике , но зато без глюков , чем они будут наложены одна на другую.

И если ты уже всунул чей то мод в свой , то в описании напиши , что в данном моде уже включен мод такой то такой то и его следует выключить.

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