[MOD][AP] Lost Colony Expansion v2.02 25/08/2013 - vanilla & XRM

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Moonrat
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Post by Moonrat »

vukica wrote:Version 1.0 for XRM is done!

Requires AP 2.5.1 and XRM 1.25
Not compatible with anything else!
Would merging this mod into the IEX/XRM compatibility patch (XRMi) work... assuming of course that I have your permission?
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DJ_D
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Post by DJ_D »

vukica wrote:
DJ_D wrote:I am so gonna use this once the vanilla version is out. 8)

Will the new jobs file use Cadius x-tra ships? Or just the normal vanilla ships?
non-xrm jobs will use modified vanilla.
however, you can extract Cadius' jobs file into /addon/types (if that exists).
it should work normally.

feel free to try v0.91 (DL is in OP)
it will be save game compatible with 1.0 vanilla.
Thx, I´ll try it out. Do you mean the jobs file which is in the xrm version? Afaik there is no jobs file for his latest shippack and AP yet.
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vukica
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Post by vukica »

DJ_D wrote:
vukica wrote:
DJ_D wrote:I am so gonna use this once the vanilla version is out. 8)

Will the new jobs file use Cadius x-tra ships? Or just the normal vanilla ships?
non-xrm jobs will use modified vanilla.
however, you can extract Cadius' jobs file into /addon/types (if that exists).
it should work normally.

feel free to try v0.91 (DL is in OP)
it will be save game compatible with 1.0 vanilla.
Thx, I´ll try it out. Do you mean the jobs file which is in the xrm version? Afaik there is no jobs file for his latest shippack and AP yet.
not XRM! xtra is integrated into XRM, but you can't use XRM jobs on XTra.

if there's no jobs for cadius pack it's not a problem. it'll work...
just download, run, and don't worry about it :)
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DJ_D
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Post by DJ_D »

I figured as much, still I couldnt resist and try it with the xrm jobs file. Well it worked... kinda. Now I have the x-tra ships flying around, but all of them simply have no name or readtext 1000-(random number) as a name. :lol:

Well I´ll stick to the vanilla one then.
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vukica
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Post by vukica »

DJ_D wrote:I figured as much, still I couldnt resist and try it with the xrm jobs file. Well it worked... kinda. Now I have the x-tra ships flying around, but all of them simply have no name or readtext 1000-(random number) as a name. :lol:

Well I´ll stick to the vanilla one then.
why don't you just play xrm?
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Sorkvild
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Post by Sorkvild »

Mod looks very interesting, new sectors - I don't mind :) Anyways...I have my game started during 1.23 XRM-AP, now I patched the mod to 1.25.
Do I have to start a new game to see new sectors, bacause all map changes *usually* require new game start? Secondly, are these sectors totally empty?
Is there any traffic going on, maybe some hostile groups lurking in there? I guess all colonization efforts and possible repopulation effort are up the player's will, right?
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vukica
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Post by vukica »

Sorkvild wrote:Mod looks very interesting, new sectors - I don't mind :) Anyways...I have my game started during 1.23 XRM-AP, now I patched the mod to 1.25.
Do I have to start a new game to see new sectors, bacause all map changes *usually* require new game start? Secondly, are these sectors totally empty?
Is there any traffic going on, maybe some hostile groups lurking in there? I guess all colonization efforts and possible repopulation effort are up the player's will, right?
it works with a saved game.

it doesn't change galaxy map it "patches" it.
the jobs file for XRM 1.25 is included, no one complained so far. (but jobs don't take on immediately for some reason, i'll fix it soon)

13 are populated. 2 boron, 2 teladi, 2 split, 2 paranid, 2 terran and 3 pirate sectors. the rest are empty and waiting to be exploited. :D
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DJ_D
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Post by DJ_D »

I like to mod the game exactly after my prefernces. I add mods which only add ships or sectors and the rest, like lasers, missions and small enhances and fixes are added afterwards. And then I add my own mods and ships. And they simply won´t work with XRM. With the basics I have, I can shape the universe like I want it.
XRM changes way too much for me.
Maybe sometime later.
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Yacek
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Post by Yacek »

Version 1.0 - sectors have been added to the old save.

The problem with the name Atreus Guppy, is still there.
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vukica
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Post by vukica »

Yacek wrote:Version 1.0 - sectors have been added to the old save.

The problem with the name Atreus Guppy, is still there.
save, reload.

let me know. thanks!
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Yacek
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Post by Yacek »

Nothing that is not possible. I did not use the previous version. Only tested.
I worked it out by editing the file 9333.
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vukica
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Post by vukica »

Yacek wrote:Nothing that is not possible. I did not use the previous version. Only tested.
I worked it out by editing the file 9333.
what exactly did you do?

atreus guppy name for that sector is AP or XRM remnant. that loads only once.
9333 should overwrite it. unless you changed the md.

the point is, the only way the sector is named wrong is that you have an actual file, outside of cat files that overwrites it every time.
OR
the string location for "the void" is overwriten for some reason.
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Yacek
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Post by Yacek »

Code: Select all

<t id="1021506">{7,1023807}(The Void)</t>
changed to:

Code: Select all

<t id="1021506">({7,1023807})The Void</t>
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
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vukica
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Post by vukica »

Yacek wrote:

Code: Select all

<t id="1021506">{7,1023807}(The Void)</t>
changed to:

Code: Select all

<t id="1021506">({7,1023807})The Void</t>
And what does betty say for sector name?
If that worked, then the problem is that 7, 1023807 is somehow being overwriten into Atreus Guppy. check your md files, maybe you have older version of XRM install or something else.
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Yacek
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Post by Yacek »

vukica wrote: And what does betty say for sector name?
I do not know, I'll check later, I know.
vukica wrote: ...maybe you have older version of XRM install or something else.
XRM 1.25b - AP 2.5.1
Last edited by Yacek on Thu, 23. Aug 12, 18:50, edited 1 time in total.
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Ranom
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Post by Ranom »

Do you plan on posting a map once you've finished adding sectors?
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Yacek
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Post by Yacek »

Ranom wrote:Do you plan on posting a map once you've finished adding sectors?
Use Scorp Map: http://www.suu-design.com/downloads.html
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vukica
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Post by vukica »

Yacek wrote:
vukica wrote: And what does betty say for sector name?
I do not know, I'll check later, I know.
vukica wrote: ...maybe you have older version of XRM install or something else.
XRM 1.25b - AP 2.5.1
i really have no idea why it doesn't work on your instalation.
it's probably something trivial...
Ranom wrote:Do you plan on posting a map once you've finished adding sectors?
sure, i might do it now. if i can figure out how this software works...

thanks Yacek for the link!
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DJ_D
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Post by DJ_D »

Now that I tested it throughoutly in vanilla, I have to say it´s simply amazing!

The sectors are truly a piece of art. I cant decide where to put my Player HQ. And with the placement of a few stations, I got them Populated rather quickly. This mod is a keeper. Thank you. :D
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vukica
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Post by vukica »

DJ_D wrote:Now that I tested it throughoutly in vanilla, I have to say it´s simply amazing!

The sectors are truly a piece of art. I cant decide where to put my Player HQ. And with the placement of a few stations, I got them Populated rather quickly. This mod is a keeper. Thank you. :D
thanks... 1.0 for vanilla will be out theese days so that means more sectors.
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