Fan of all things X3LU and all things star wars. Been working on SWLU for over a year before initial release. I will probably continue to steadily work on it until I have added entire campaigns and missions.

Comment History  (0 - 30 of 322)
XenonArchitect7
XenonArchitect7 - - 322 comments @ (OLD) SWLU 1.2.9

Broken install, try again.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

Is there not a big link at the top of this page?

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ (OLD) SWLU 1.2.9

No, XSP ships will not work at all. They also won't have the correct balancing to fit into Litcube's Universe. They'd have to be manually modded into a custom SWLU version, and I'm not really willing to do that.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

Thanks for the detailed feedback!

I am aware of the YT2000 problems. I tried really hard to fix the model, however it is quite bizarre. The geometry is a complete fragmented mess, and it uses over 50 different texture files (most ships only use a few). The ship model is not something I am able to work with to fix, so unfortunately it is one of the few ships that remains in its original SW Reborn state. I figured that it was still worth keeping despite these problems..

I'm not sure I have ever seen these "autopilot interruptions" however I ensured that the docking paths for the star wars stations works for most ships. However there are oddly-shaped ships in the mod such as the wide droid transport hauler that will not play nice with X3 docking, often blowing up. Not much I can do about that. I suggest you don't fly these ships personally and that you let them dock while you are OOS (out of sector) whenever possible.

The reason for the narrow weapon selection is that I wanted factions to mostly stick to the appropriate laser colors and sound effects to be in line with star wars. TIE fighters shooting red lasers would not be right. Since LU really doesn't have a lot of weapon diversity (in terms of stats and projectile types) in the first place, I decided to go ahead with SWLU's current laser system.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

Hmm, I have seen a few people mentioning audio issues on the Discord as well over the past few years. Such as crashing when laser impact sounds are supposed to play. I have not done the research on this, since the bug seems to only affect a small percentage of users, but my first suggestion would be to try disable any audio devices from control panel/device manager and launch the game. Also look it up in the official LU forum on Egosoft's website.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

Engine tunings are not normal wares, they can't exist as cargo. You have to fly into them and they apply the upgrade directly to your ship. You can "supertune" a ship beyond the normal limits. These are just a bonus I added as an endgame reward. Good to hear about players making it that far! I hope ypu are having some fantastic fleet battles.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

It is ST-class cargo. Use a TL.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

All corporate HQs are just equipment docks. The only main difference is the look.

The actual player headquarters (PHQ) that can build ships is just called "Headquarters", sold by Argon in Cloudbase Southeast. Terran also sells it.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

Unfortunately I can't modify those things. If I could, I would have done so long ago. SWLU combat balance is likely going to be final for now, I don't see any need to change it aside from tiny balance tweaks if I find it necessary.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

I am assuming by "speed" you are referring to the actual projectile velocity, not the rate of fire.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

Hey there, thanks for the feedback but there are good reasons why I have the laser speeds how they are now. All capital lasers are quite faster than vanilla balance, however a general rule is that the biggest guns shoot the slowest projectiles. The rate of fire is extremely slow (still has high DPS due to massive damage per shot), so these are actually some of the most performance-friendly guns in the mod. The slow speed is required to make capital ships the ideal targets of these guns (they can only hit slow and large targets or else they will miss). I don't want them able to rapidly swat fighters and missile barrages at range. This way, I am making it so that corvettes and smaller escorts are ideal for protecting capital ships from smaller/faster threats. This allows the capitals to specialize at attacking within their own weight class. You could also put lighter guns on some of your capital turrets to better protect against numerous fast-moving threats.

It would remove a lot of strategy if I made capital guns able to work against any threat. Remember, LU is all about commanding a fleet, not about piloting the ultimate player ship. Weaknesses should be covered by a well-balanced fleet.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ SWLU v1 2 9 Map

Here is the updated map for SWLU 1.2.9. You will need to find unknown sectors yourself. A high-resolution version is included in the download files.

Thanks to Discord user Czarek422 for helping to add the newer sectors.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ (OLD) SWLU 1.2.9

That is normal. Each faction has a special sector with an OTAS shipyard selling their SW ships. I wanted to leave the vanilla ships available to the player in SWLU.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

Yes, GIC is a bit more lore-friendly than the base SWLU. It has its own map that resembles the star wars galaxy and is set in the Galactic Civil War. This means that the map is majority empire/rebels with only a few CIS holdouts and likewise for the other factions.

Good karma+2 votes
XenonArchitect7
XenonArchitect7 - - 322 comments @ SWLU Map 1

There is a full-resolution image included in the mod download

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

There is no wing movement on any SWLU ships.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

There are specific star wars sectors where you can buy all the star wars ships for a faction in one place. Not sure about the money issue. Please reach out on the Discord to further discuss it.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ (OLD) SWLU 1.2.8

There is a new install tutorial aiming to be an improvement over the old one. There is also a full troubleshooting guide written up on the Discord. You can also ask for help on the Discord, I'm sure there will be plenty of people willing to help.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

I couldn't reproduce this. Which faction owned that millitary outpost? I need to know which station model it is.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

You didn't read the instructions. You need the special SWLU version of IR2 found on the Discord. You installed the stock version made for vanilla X3AP, thus the problem with the lifters.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

Your X3AP save games are in Documents\Egosoft\X3AP. This will be the same for any install of X3 you might be running. So you need to manually manage your save games, and rename that folder and let SWLU generate a new one. However, LU saves are compatible with SWLU. What happened was you still had your LU save folder in Documents\Egosoft when you started SWLU. This isn't a problem, but using a LU save in SWLU properly requires the use of Litcube's Import/Export scripts. And you obviously can't load a SWLU save in LU. I suggest having a different save directory for each version of the game you run.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

I highly recommend looking at the fleet commander system instead of wings... The reason they jump back in is that wings constantly re-issue the wing command to member ships. So after a ship emergency jumps, the wing instructs it to attack again, so it jumps back to rejoin the fight. Using broadcast: attack all enemies for all ships in a sector or for all fleet ships will not have this issue. We can discuss fleet techniques further on the Discord if you want.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

You need to look for the TL command that Litcube made to sell stations.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

That's not right... You should be able to sell them at the exact place from which you bought them. If nowhere buys them, how would you have gotten them in the first place?

There is a TL command to sell off all the stations in its inventory. Just use this and it will automatically sell your stations and automatically find where to do it.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

It's as simple as not being present in the sector. Ships outside of the player's current sector don't do path-finding, they just move from point A to point B on the map. You will likely not ever want to enter your PHQ sector for this reason.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

No, you can't take out the pirates in LU. That's only really possible in a mod called Mayhem 2.

The import/export doesn't delete your progress... It takes all your assets and moves them into a newly-generated map. Look it up on Litcube's wiki.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

I've never heard of other races building new stations in pirate sectors. Are you running additional mods?

I think there is also a UT blacklist for sectors. Don't quote me on that, I only vagely remember if that exists or not.

An Export/Import will also reset all the stations, allowing you to continue on a fresh map.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

Make sure that you are setting your friend/foe settings in the global menu, and broadcasting it to all reachable properties rather than doing it on individual ships. I don't think it is related to the call to arms command.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

Strange that they would make it that far... They look for enemy sectors (heretic's end) but I guess their range of operation must be high enough to include that Xenon sector. Shouldn't be a problem, since they will probably eventually die to Xenon and respawn in Argon Sector M148.

Good karma+1 vote
XenonArchitect7
XenonArchitect7 - - 322 comments @ Star Wars LU (SWLU)

SWLU wasn't originally going to be a total conversion, it was originally just star wars ships in addition to the vanilla ships. Once I went full conversion, I wanted to leave the vanilla ships in the game, and the easiest way to do that was to leave the vanilla LU shipyards unchanged. Thus they still sell the LU ships, although they aren't used by NPCs.

Good karma+1 vote