[MOD] X2 Ship Callback Mod V2 {V1.08} [4/6 3.1 compatible][Cockpit version added]
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Yea, and anyone else still has no shields on the Decom Shipyard, or is it just my bugged game?
"I feel like that's not the way fantasy space travel works in the real fantasy universe."
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Yea. I've just docked to the Decom Shipyard at AP. Think I can upgrade the version without undocking?
"I feel like that's not the way fantasy space travel works in the real fantasy universe."
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No idea could try.
Can you check if you have a shipyard in sector x1,y1 ((Kingdom end is x0,y0)cant remember the name) once you have updated? Also check to see if that one has shields.
When I get home I will remove the old stations (ones in core sectors) so only the new ones in border sectors are left in.
Can you check if you have a shipyard in sector x1,y1 ((Kingdom end is x0,y0)cant remember the name) once you have updated? Also check to see if that one has shields.
When I get home I will remove the old stations (ones in core sectors) so only the new ones in border sectors are left in.

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X1,Y1? shouldn't it be Power Circle? Anyhow, I checked the systems adjacent to Kingdom End (including Power Circle) and haven't found any new shipyards... May be I don't really know where to look? They happen sometimes way above the ecliptic.
"I feel like that's not the way fantasy space travel works in the real fantasy universe."
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Just in case it helps - X3 won't run the director file again once it has been run once in a save game unless you change the name of the cue.
Easiest way to reinit the shipyards is to manually destroy them all and save, open the director file in notepad and change the <cue name="****"> to something else (also change the name in the cancel cue tag at the end), then reload the save. This should force the director script to run again and recreate the shipyard.
Easiest way to reinit the shipyards is to manually destroy them all and save, open the director file in notepad and change the <cue name="****"> to something else (also change the name in the cancel cue tag at the end), then reload the save. This should force the director script to run again and recreate the shipyard.
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Just wanted to re ask in case it was overlooked:) .Argonaught. wrote:I found a small problem, I can't seem to sell any of the X2 ships as they don't show up in the shipyard trade menu (like the Pirate Ship TS bug).
Do I need to send them to their own race Decom shipyards to sell them?
Argo.
sry for the bump.
Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>
XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F
I lurk alot for the most part now

<==<<Argonaught>>==>
XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F
I lurk alot for the most part now

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Opps...should tested first.
Just checked my game using cheat scripts to find abandoned X2 ships.
The problem is only with the spawned empty ships....when you buy them from a yard you can sell them anywhere but the abandoned ships that spawn can't be seen in shipyard menus.
Not a big problem, sry for the inconvenience.
hth
Argo
Just checked my game using cheat scripts to find abandoned X2 ships.
The problem is only with the spawned empty ships....when you buy them from a yard you can sell them anywhere but the abandoned ships that spawn can't be seen in shipyard menus.
Not a big problem, sry for the inconvenience.
hth
Argo
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>
XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F
I lurk alot for the most part now

<==<<Argonaught>>==>
XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F
I lurk alot for the most part now

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I've found the problem with the spawned ships.
Having them set as invincible="1" makes them not show up in shipyards.
I tested it with two ships, one set to invincible="1" and the other to invincible="0".
The invincible="0" showed in shipyard menu.
HTH.
Argo.
Having them set as invincible="1" makes them not show up in shipyards.
I tested it with two ships, one set to invincible="1" and the other to invincible="0".
The invincible="0" showed in shipyard menu.
HTH.
Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>
XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F
I lurk alot for the most part now

<==<<Argonaught>>==>
XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F
I lurk alot for the most part now

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Np, been messing around with the MD on and off, might see if I can create a random spawned enemy MK1 ship fleet to wander the galaxy.
They'll be a bit more enticing for the player to try capture as they'll have extra tunings/rudder etc.
Haven't got the hang of getting ships travel sectors yet though...still confused with the commands to do that.
I'm hoping I can create it successfully.
Argo.
They'll be a bit more enticing for the player to try capture as they'll have extra tunings/rudder etc.
Haven't got the hang of getting ships travel sectors yet though...still confused with the commands to do that.
I'm hoping I can create it successfully.
Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>
XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F
I lurk alot for the most part now

<==<<Argonaught>>==>
XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F
I lurk alot for the most part now

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I think the new version cased a small problem.
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I found this "ships\killerog\box_scene" in the Colossus model properties.
OK. fixed...
Damn! Now it doesn't want to load
[ external image ]
I found this "ships\killerog\box_scene" in the Colossus model properties.
OK. fixed...
Damn! Now it doesn't want to load

"I feel like that's not the way fantasy space travel works in the real fantasy universe."
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Freya Nocturne's Sigantures
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