tships
(349) B_M4_PROTO - current name "Enhanced Mako"
(355) T_M4_ENH - current name "Kite Vanguard" (name id 13401 makes it an "Enhanced Buzzard")
Going to leave these as is. Not really worth the effort to get the names to match the label.
[(371) USC_TS_1 - is not a variant (5)]
Fixed. This is to keep it in line with how egosoft set up the other ship types.
tlaser
EMP_1 - current HDmg 1620 (integer)/SDmg 2700 (integer); more than the non-prototype version (i recommend to subtract 1000 from each value to keep them in line)
This one I don’t understand. Both Emps use the same tbullet and so both do the exact same damage.
tdocks
(44) HUB - current name "Xenon Hub" (name id 16291 makes it the "Gate Hub")
(12) X_EQUIP - current name "Xenon Station" (the real Xenon Hub )
Both fixed.
Update
Updated mod to work with 2.6
Fixed most of F.A.B. suggestions
Fixed the explosive effect of the Khaak Guardian pointed out by OOZ662
Fixed a script that wasn’t keep certain aldrin stations stocked with shields. You can find the updated install instructions on the main page.
Fixed the noriety on terran missiles and the kris. you will no longer be able to land at any terran station and be able to buy missiles/kris without the proper noriety.
Standardized the cockpit tships cockpit labels. As long as whatever cockpit mod you want to use the standard cockpit labels you’ll be able just drop it into the next numbered position and it’ll work. You’ll just need to either rename or remove the tship file in the cockpit mod.
Here is the updated patch and it needs to be in position 11:
TC update.rar
For those of you wanting to improve your ships survivability I have incorporated Alkeena's Formation collision fix into mine (i had to do some fixes/changes/additions to his mod to work with mine so it would work) . Here is the link to the original
link if anyone wants to thank Alkeena for releasing this and all credit goes to him.
Warning
For those of you using slower computers there will be a slight overhead. Which means your game will run a little bit slower. So use at your own risk.
End Warning
For the rest of you here is the updated version which will work with my mod and I suggest it goes into position 12:
Alkeena.rar
I have updated the files for the X2 callback to work with my mod as well. Here is the original link to killerogs thread so you can thank him for releasing so they can continue to update and support this:
link
Here is the download link:
X2ModV1.06.rar
I suggest you place it into position 12 unless you are using Alkeena mod above. Then place this one in position 13.