Would merging this mod into the IEX/XRM compatibility patch (XRMi) work... assuming of course that I have your permission?vukica wrote:Version 1.0 for XRM is done!
Requires AP 2.5.1 and XRM 1.25
Not compatible with anything else!
[MOD][AP] Lost Colony Expansion v2.02 25/08/2013 - vanilla & XRM
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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.vukica wrote:non-xrm jobs will use modified vanilla.DJ_D wrote:I am so gonna use this once the vanilla version is out.![]()
Will the new jobs file use Cadius x-tra ships? Or just the normal vanilla ships?
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.
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not XRM! xtra is integrated into XRM, but you can't use XRM jobs on XTra.DJ_D wrote: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.vukica wrote:non-xrm jobs will use modified vanilla.DJ_D wrote:I am so gonna use this once the vanilla version is out.![]()
Will the new jobs file use Cadius x-tra ships? Or just the normal vanilla ships?
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.
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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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.
Well I´ll stick to the vanilla one then.

Well I´ll stick to the vanilla one then.
"May you be in heaven half an hour before the devil knows you´re dead" - Garrus Vakarian, Mass Effect3
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why don't you just play xrm?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.![]()
Well I´ll stick to the vanilla one then.
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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?

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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We want the Boron back!
We want the Boron back!
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it works with a saved game.Sorkvild wrote:Mod looks very interesting, new sectors - I don't mindAnyways...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 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.

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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.
XRM changes way too much for me.
Maybe sometime later.
"May you be in heaven half an hour before the devil knows you´re dead" - Garrus Vakarian, Mass Effect3
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Version 1.0 - sectors have been added to the old save.
The problem with the name Atreus Guppy, is still there.
The problem with the name Atreus Guppy, is still there.
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Nothing that is not possible. I did not use the previous version. Only tested.
I worked it out by editing the file 9333.
I worked it out by editing the file 9333.
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what exactly did you do?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.
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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Code: Select all
<t id="1021506">{7,1023807}(The Void)</t>
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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And what does betty say for sector name?Yacek wrote:changed to:Code: Select all
<t id="1021506">{7,1023807}(The Void)</t>
Code: Select all
<t id="1021506">({7,1023807})The Void</t>
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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I do not know, I'll check later, I know.vukica wrote: And what does betty say for sector name?
XRM 1.25b - AP 2.5.1vukica wrote: ...maybe you have older version of XRM install or something else.
Last edited by Yacek on Thu, 23. Aug 12, 18:50, edited 1 time in total.
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Use Scorp Map: http://www.suu-design.com/downloads.htmlRanom wrote:Do you plan on posting a map once you've finished adding sectors?
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i really have no idea why it doesn't work on your instalation.Yacek wrote:I do not know, I'll check later, I know.vukica wrote: And what does betty say for sector name?
XRM 1.25b - AP 2.5.1vukica wrote: ...maybe you have older version of XRM install or something else.
it's probably something trivial...
sure, i might do it now. if i can figure out how this software works...Ranom wrote:Do you plan on posting a map once you've finished adding sectors?
thanks Yacek for the link!
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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.
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.

"May you be in heaven half an hour before the devil knows you´re dead" - Garrus Vakarian, Mass Effect3
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thanks... 1.0 for vanilla will be out theese days so that means more sectors.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.
Split say NEED MORE FIREPOWER!!