Fixed in the last update.
[MOD] The Teleportation Wars 2
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Re: [MOD] The Teleportation Wars 2
They are spawned. See (in folder md) files 'Master_Spawn_Tracker.xml' and 'LIB_Ship_Spawn.xml' and the followup/regarding files.
I also wanted a none spawn file/mod. Because Ego made one huge efford to create an active economy/build cycle. So I think spawing should be not considert to get ships... Therefore I changed 'Master_Spawn_Tracker.xml', and commented out the action tags from the cues. Or you may change the ship numbers in the approperiate files in the md folder...
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Re: [MOD] The Teleportation Wars 2
Either you put it in the Documents folder, or you have Windows 7 and didn't pack your .cats, or you have some other mod conflict that doesn't have anything to do with me. It is not an issue caused by this mod.Saboteur58 wrote: ↑Sat, 12. Jan 19, 22:07I wrote about it three times. the author makes a stupid face and does not understand what's wrong.
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Re: [MOD] The Teleportation Wars 2
I have Windows 10. Mod put in the folder "extensions" in the root of the game. Ran the game with the only mod. Still not working button "consumables" at the shipyard.albysmith wrote: ↑Sun, 13. Jan 19, 02:28Either you put it in the Documents folder, or you have Windows 7 and didn't pack your .cats, or you have some other mod conflict that doesn't have anything to do with me. It is not an issue caused by this mod.Saboteur58 wrote: ↑Sat, 12. Jan 19, 22:07I wrote about it three times. the author makes a stupid face and does not understand what's wrong.
Packed the files into cat and it worked. Do the two options then the fashion. One unpacked and one Packed.
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Re: [MOD] The Teleportation Wars 2
@Saboteur58
correct. Had the same problems with 8.1. With both <.../extension> folders/locations. The mod was only partly loaded. I could only buy the new modules, but never saw them in the building list. Making a cat/dat fixed it.
I think one of the problems is the folder structure (not from the mod makers, maybe from ego). I had a similar problem with other mods, where a xml contained (eg.) '<remove sel="//attention...' - there the '//' were the problem. Placing such a mod inside <user documents/.../extension> folder works mostly. But placing in the x4 root folder <x4/extensions> will not start the x4.exe correct. It seems x4 cannot find the path/folder correct in such cases. Well, making a cat/dat will do the trick.
correct. Had the same problems with 8.1. With both <.../extension> folders/locations. The mod was only partly loaded. I could only buy the new modules, but never saw them in the building list. Making a cat/dat fixed it.
I think one of the problems is the folder structure (not from the mod makers, maybe from ego). I had a similar problem with other mods, where a xml contained (eg.) '<remove sel="//attention...' - there the '//' were the problem. Placing such a mod inside <user documents/.../extension> folder works mostly. But placing in the x4 root folder <x4/extensions> will not start the x4.exe correct. It seems x4 cannot find the path/folder correct in such cases. Well, making a cat/dat will do the trick.
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Re: [MOD] The Teleportation Wars 2
Curious about the find ownerless scan, I have a large hab module on my PHQ yet I've gotten no scan results, is the hab suppose to be full of people as in max population on it? or am I missing something? also I tested this with a ownerless ship in sector and still got no results?
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Re: [MOD] The Teleportation Wars 2
Same here.Requiemfang wrote: ↑Sun, 13. Jan 19, 19:30 Curious about the find ownerless scan, I have a large hab module on my PHQ yet I've gotten no scan results, is the hab suppose to be full of people as in max population on it? or am I missing something? also I tested this with a ownerless ship in sector and still got no results?
I did a fast dig into xml 'Find_Ownerless_Scan.xml' (in folder md), the file for the scan. There you'll see that it checks for the macros of the L habitats. But I think the 'find_object name' will try to get ALL 3 L habitats (Paranid, Argon, Teladi). While I only had a Teladi.
I now commented this function out (don't forget the end if as well). After this done, it's now working...
Well, this leads to a second problem (maybe) - in xml 'Teleportation_War_TRS.xml' you'll find the same function. (...while I never tried these sat's...)
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Re: [MOD] The Teleportation Wars 2
I'm using the separate stand alone version of the find ownerless mod, guess I should have pointed that detail out.wanderer wrote: ↑Sun, 13. Jan 19, 23:57Same here.Requiemfang wrote: ↑Sun, 13. Jan 19, 19:30 Curious about the find ownerless scan, I have a large hab module on my PHQ yet I've gotten no scan results, is the hab suppose to be full of people as in max population on it? or am I missing something? also I tested this with a ownerless ship in sector and still got no results?
I did a fast dig into xml 'Find_Ownerless_Scan.xml' (in folder md), the file for the scan. There you'll see that it checks for the macros of the L habitats. But I think the 'find_object name' will try to get ALL 3 L habitats (Paranid, Argon, Teladi). While I only had a Teladi.
I now commented this function out (don't forget the end if as well). After this done, it's now working...
Well, this leads to a second problem (maybe) - in xml 'Teleportation_War_TRS.xml' you'll find the same function. (...while I never tried these sat's...)
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Re: [MOD] The Teleportation Wars 2
Button "Consumables" when creating ships earned after I Packed the files in cat. After that, new sectors and new factions disappeared. Which files are responsible for creating factions and new sectors?Saboteur58 wrote: ↑Sun, 13. Jan 19, 09:36I have Windows 10. Mod put in the folder "extensions" in the root of the game. Ran the game with the only mod. Still not working button "consumables" at the shipyard.albysmith wrote: ↑Sun, 13. Jan 19, 02:28Either you put it in the Documents folder, or you have Windows 7 and didn't pack your .cats, or you have some other mod conflict that doesn't have anything to do with me. It is not an issue caused by this mod.Saboteur58 wrote: ↑Sat, 12. Jan 19, 22:07
I wrote about it three times. the author makes a stupid face and does not understand what's wrong.
Packed the files into cat and it worked. Do the two options then the fashion. One unpacked and one Packed.
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Re: [MOD] The Teleportation Wars 2
Pointing this out about the finding ownerless scan, the mod has the habit of renaming things it finds, it's renaming landmark items like The Aquaduct, don't mind the renaming of ships mind you but it renaming landmarks is a bad idea in my opinion.
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Re: [MOD] The Teleportation Wars 2
Mod (button "Consumables") works if you remove some lines from libraries\wares.xml. These satellites aren't attached to anything. Just garbage content.wanderer wrote: ↑Sun, 13. Jan 19, 18:14 @Saboteur58
correct. Had the same problems with 8.1. With both <.../extension> folders/locations. The mod was only partly loaded. I could only buy the new modules, but never saw them in the building list. Making a cat/dat fixed it.
I think one of the problems is the folder structure (not from the mod makers, maybe from ego). I had a similar problem with other mods, where a xml contained (eg.) '<remove sel="//attention...' - there the '//' were the problem. Placing such a mod inside <user documents/.../extension> folder works mostly. But placing in the x4 root folder <x4/extensions> will not start the x4.exe correct. It seems x4 cannot find the path/folder correct in such cases. Well, making a cat/dat will do the trick.
Code: Select all
<ware id="satellite_mk09" name="Unstable Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector. Decays over time." transport="equipment" volume="1" tags="equipment satellite">
<price min="25000" average="30000" max="35000" />
<production time="120" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="advancedelectronics" amount="10" />
<ware ware="energycells" amount="10" />
<ware ware="scanningarrays" amount="10" />
</primary>
</production>
<component ref="eq_arg_satellite_09_macro" amount="1" />
<use threshold="0" />
</ware>
<ware id="satellite_mk10" name="Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector" transport="equipment" volume="1" tags="equipment satellite">
<price min="700000" average="900000" max="1200000" />
<production time="120" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="advancedelectronics" amount="10" />
<ware ware="energycells" amount="10" />
<ware ware="scanningarrays" amount="10" />
</primary>
</production>
<component ref="eq_arg_satellite_10_macro" amount="1" />
<use threshold="0" />
</ware>
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Re: [MOD] The Teleportation Wars 2
The new pirate faction is only attacking me, and noone else. That feels kinda weird.
I dont know if that has something to do with your mod, but i just got an entire fleet with 1 XL Ship and 40 S Ships for free. They are all under my controll, and came out of nowhere.
I dont know if that has something to do with your mod, but i just got an entire fleet with 1 XL Ship and 40 S Ships for free. They are all under my controll, and came out of nowhere.
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Re: [MOD] The Teleportation Wars 2
Do not remove this.Saboteur58 wrote: ↑Thu, 17. Jan 19, 09:54Mod (button "Consumables") works if you remove some lines from libraries\wares.xml. These satellites aren't attached to anything. Just garbage content.wanderer wrote: ↑Sun, 13. Jan 19, 18:14 @Saboteur58
correct. Had the same problems with 8.1. With both <.../extension> folders/locations. The mod was only partly loaded. I could only buy the new modules, but never saw them in the building list. Making a cat/dat fixed it.
I think one of the problems is the folder structure (not from the mod makers, maybe from ego). I had a similar problem with other mods, where a xml contained (eg.) '<remove sel="//attention...' - there the '//' were the problem. Placing such a mod inside <user documents/.../extension> folder works mostly. But placing in the x4 root folder <x4/extensions> will not start the x4.exe correct. It seems x4 cannot find the path/folder correct in such cases. Well, making a cat/dat will do the trick.Code: Select all
<ware id="satellite_mk09" name="Unstable Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector. Decays over time." transport="equipment" volume="1" tags="equipment satellite"> <price min="25000" average="30000" max="35000" /> <production time="120" amount="1" method="default" name="{20206,101}"> <primary> <ware ware="advancedelectronics" amount="10" /> <ware ware="energycells" amount="10" /> <ware ware="scanningarrays" amount="10" /> </primary> </production> <component ref="eq_arg_satellite_09_macro" amount="1" /> <use threshold="0" /> </ware> <ware id="satellite_mk10" name="Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector" transport="equipment" volume="1" tags="equipment satellite"> <price min="700000" average="900000" max="1200000" /> <production time="120" amount="1" method="default" name="{20206,101}"> <primary> <ware ware="advancedelectronics" amount="10" /> <ware ware="energycells" amount="10" /> <ware ware="scanningarrays" amount="10" /> </primary> </production> <component ref="eq_arg_satellite_10_macro" amount="1" /> <use threshold="0" /> </ware>
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Re: [MOD] The Teleportation Wars 2
justify your words or repair the modalbysmith wrote: ↑Thu, 17. Jan 19, 23:41Do not remove this.Saboteur58 wrote: ↑Thu, 17. Jan 19, 09:54Mod (button "Consumables") works if you remove some lines from libraries\wares.xml. These satellites aren't attached to anything. Just garbage content.wanderer wrote: ↑Sun, 13. Jan 19, 18:14 @Saboteur58
correct. Had the same problems with 8.1. With both <.../extension> folders/locations. The mod was only partly loaded. I could only buy the new modules, but never saw them in the building list. Making a cat/dat fixed it.
I think one of the problems is the folder structure (not from the mod makers, maybe from ego). I had a similar problem with other mods, where a xml contained (eg.) '<remove sel="//attention...' - there the '//' were the problem. Placing such a mod inside <user documents/.../extension> folder works mostly. But placing in the x4 root folder <x4/extensions> will not start the x4.exe correct. It seems x4 cannot find the path/folder correct in such cases. Well, making a cat/dat will do the trick.Code: Select all
<ware id="satellite_mk09" name="Unstable Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector. Decays over time." transport="equipment" volume="1" tags="equipment satellite"> <price min="25000" average="30000" max="35000" /> <production time="120" amount="1" method="default" name="{20206,101}"> <primary> <ware ware="advancedelectronics" amount="10" /> <ware ware="energycells" amount="10" /> <ware ware="scanningarrays" amount="10" /> </primary> </production> <component ref="eq_arg_satellite_09_macro" amount="1" /> <use threshold="0" /> </ware> <ware id="satellite_mk10" name="Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector" transport="equipment" volume="1" tags="equipment satellite"> <price min="700000" average="900000" max="1200000" /> <production time="120" amount="1" method="default" name="{20206,101}"> <primary> <ware ware="advancedelectronics" amount="10" /> <ware ware="energycells" amount="10" /> <ware ware="scanningarrays" amount="10" /> </primary> </production> <component ref="eq_arg_satellite_10_macro" amount="1" /> <use threshold="0" /> </ware>
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Re: [MOD] The Teleportation Wars 2
Do not remove the wares.xml or really any other file. Most of the features require it. These Satellites are used in Teleportation_War_TRS.xml and SatDecay.xml The inventory wares are used in Stellar Cartography.xml as well as populating the drops for pirates droplists in drops.xml.The egosoft extension system still has a few bugs with different version of windows. Im sure they will get around to fixing it someday. For now, you can pack your own .catsSaboteur58 wrote: ↑Fri, 18. Jan 19, 00:01justify your words or repair the modalbysmith wrote: ↑Thu, 17. Jan 19, 23:41Do not remove this.Saboteur58 wrote: ↑Thu, 17. Jan 19, 09:54
Mod (button "Consumables") works if you remove some lines from libraries\wares.xml. These satellites aren't attached to anything. Just garbage content.Code: Select all
<ware id="satellite_mk09" name="Unstable Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector. Decays over time." transport="equipment" volume="1" tags="equipment satellite"> <price min="25000" average="30000" max="35000" /> <production time="120" amount="1" method="default" name="{20206,101}"> <primary> <ware ware="advancedelectronics" amount="10" /> <ware ware="energycells" amount="10" /> <ware ware="scanningarrays" amount="10" /> </primary> </production> <component ref="eq_arg_satellite_09_macro" amount="1" /> <use threshold="0" /> </ware> <ware id="satellite_mk10" name="Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector" transport="equipment" volume="1" tags="equipment satellite"> <price min="700000" average="900000" max="1200000" /> <production time="120" amount="1" method="default" name="{20206,101}"> <primary> <ware ware="advancedelectronics" amount="10" /> <ware ware="energycells" amount="10" /> <ware ware="scanningarrays" amount="10" /> </primary> </production> <component ref="eq_arg_satellite_10_macro" amount="1" /> <use threshold="0" /> </ware>
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Re: [MOD] The Teleportation Wars 2
Your satellites don't even work in cat . No one said delete the entire file wares.xml. I wrote that it is necessary to remove a piece of code with non-working satellites. These satellites only work on the English version. In other versions, they make the consumables button inactive. Your mod Trade Receiver Satellite and so does not work in other languages. Other languages need a translation file (t/0001.xml). Otherwise, it will not work as it should.albysmith wrote: ↑Fri, 18. Jan 19, 08:26Do not remove the wares.xml or really any other file. Most of the features require it. These Satellites are used in Teleportation_War_TRS.xml and SatDecay.xml The inventory wares are used in Stellar Cartography.xml as well as populating the drops for pirates droplists in drops.xml.The egosoft extension system still has a few bugs with different version of windows. Im sure they will get around to fixing it someday. For now, you can pack your own .cats
Last edited by Saboteur58 on Fri, 18. Jan 19, 10:14, edited 1 time in total.
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Re: [MOD] The Teleportation Wars 2
Sounds great, but can't use it in german game 

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Re: [MOD] The Teleportation Wars 2
in addition to English, this mod does not work anywhere else
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Re: [MOD] The Teleportation Wars 2
Will do tfiles for tpwar 3. Should include carrier missile resupply some new carriers based on old models and maybe a new attack order.