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 Void Wanderers ( Updated - V131 ) 
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Joined: Wed May 14, 2014 2:11 am
Posts: 6
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Post Re: Void Wanderers ( Updated - V128 )
wait a sec, so the site for cortex command to by for 20$ for 1.0 is diffrent than B30? can someone explain this, i havent played this in 2 years, and the first thing that came up was 1.0,
:???:


Sat May 17, 2014 1:25 am
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Post Re: Void Wanderers ( Updated - V128 )
jaystorm25 wrote:
wait a sec, so the site for cortex command to by for 20$ for 1.0 is diffrent than B30? can someone explain this, i havent played this in 2 years, and the first thing that came up was 1.0,
:???:

I believe the 1.0 thing was for the steam release, it doesn't make any sense to me.


Sat May 17, 2014 1:59 am
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Data Realms Elite
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Joined: Fri Jan 07, 2011 8:01 am
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Post Re: Void Wanderers ( Updated - V128 )
1.0 was the name used for the "official" release, but then they went back to the BXX convention, with current version being B30. You can get it in http://licensing.datarealms.com/licensing/


Sat May 17, 2014 3:40 am
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Post Re: Void Wanderers ( Updated - V128 )
thanx guys, i will by the game on steam soon, so do i buy it on steam or data-realms?


Sat May 17, 2014 4:10 pm
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happy carebear mom
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Post Re: Void Wanderers ( Updated - V128 )
Steam is probably the best place to buy it, that way you'll always be up to date.


Sat May 17, 2014 4:17 pm
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Post Re: Void Wanderers ( Updated - V128 )
All right! Ill get it on Thursday, and then ill get to play the official version!

Thank you guys for helping me out! :grin:


Sat May 17, 2014 4:20 pm
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Joined: Mon Oct 11, 2010 1:15 pm
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Post Re: Void Wanderers ( Updated - V128 )
Can extensions be automatically loaded?


Mon May 26, 2014 1:33 pm
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DRL Developer
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Post Re: Void Wanderers ( Updated - V128 )
They are loaded automatically if required mods are present, but lua files must be present in distribution and enabled in .cfg. VW does not scan for anything like it does for factions. If you want to add something new to distribution just send me what you've got.


Mon May 26, 2014 7:27 pm
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Joined: Mon Oct 11, 2010 1:15 pm
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Post Re: Void Wanderers ( Updated - V128 )
Maybe it could check for folders such as "VoidWanderers\Extensions" or .lua files starting with "Artifact_" or "Encounters_" etc. in mods?

It would be pretty easy this way, as you wouldn't need to update VW to update the extension.


Mon May 26, 2014 8:33 pm
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Post Re: Void Wanderers ( Updated - V128 )
Yeah, it probably could do it the same way it does for factions, but you'll have to add supported most to some kinf of config file anyway, because you can't scan folders for something.


Tue May 27, 2014 7:34 am
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Post Re: Void Wanderers ( Updated - V128 )
It seems like in your version of Gotcha's! Map Pack 3 the medkit dispensers aren't dispensing anything... is this a glitch or bug? Am I doing something wrong?


Sun Jul 27, 2014 4:57 pm
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Location: Somewhere, over the rainbow.
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Post Re: Void Wanderers ( Updated - V128 )
Worth a try.


Mon Sep 22, 2014 9:08 pm
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Joined: Sat Sep 08, 2012 2:57 pm
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Post Re: Void Wanderers ( Updated - V128 )
Hey weegee! The zombies mission (with the cloning vats) lags the ♥♥♥♥ out of my game, is there a way I can disable that?


Wed Oct 15, 2014 12:53 am
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Joined: Fri Oct 31, 2014 11:10 am
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Post Re: Void Wanderers ( Updated - V128 )
Hey, first off, loving this mod/scene, it adds so much gameplay and is simply amazing! Kudos!

Now, for my question, how would I go about adding a custom race to the mod? Like, on my, user end.


Mon Nov 03, 2014 2:17 pm
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Joined: Mon Mar 25, 2013 11:46 am
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Post Re: Void Wanderers ( Updated - V128 )
Heyy. I've updated General Industries on Steam and it's now completely compatible with VW. I was wondering if you could update that in the post.

Also, the medkit dispensers don't seem to work anymore. Anyway you could fix that sometime?

Thanks for the great mod Weegee!


Fri Nov 21, 2014 1:17 am
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