Version: 2.1 [28th/June/2010] Works with X3:TC 3.0
Updated/refined version of my Pirate Patrols Mod.
Code: Select all
This mod is free to be reused in your scripts/mods as long as you give credit in your topic/mod/script
AltDownload at Google Drive:
AltDownload at Google Drive:
Fed up with the constant incursions of Military forces of the Commonwealth in their sectors, the Pirates have allied in small clans and with the help of a private contractor have increased their presence in most Pirate territories with patrols and aggresive defendors.
After the destruction of their homeworld they want revenge! First Stop Presiden'ts End!
They will invade (in measured numbers as they were beat pretty bad) Commonwealth sectors, mostly border sectors as they have less defenses, so if you want security try to stay on Core sectors. Although that is not a 100% warranty either.
Khaa'k take over a couple of usually empty sectors, watch out!
Unknown and easy for your trade sectors will not be so easy to navigate any more... Be careful in Avarice!!
Pirates: Most pirate Sectors will not be easy to travel any more unless you are in good relations with them. They will keep constant patrols and attack enemy ships who wander into their territory without heavy escort, that also goes for the military.
Their ships have increased in numbers in their own sectors so it will be weird to see any pirate sector empty of them, agressiveness and morale have been increased also, so watch out.
There are small chances they will make small incursions into Commonwealth sectors, although mostly to border sectors, be on the look out, although these arent supposed to be very big as the Pirates focus is defend their own sectors.
In any case, if you have valuable factories in Commonwealth sectors and your relations aren't so good with the Pirates, you are advised to hire defense and Enemy Scouts. You're warned
Whichever stance you take it can be a pain...or much gain for you if you know how to take advantage of this.
The distribution of this little mod comes as a false patch, you just have to add the .cat and .dat file in your X3 Directory and rename them to the last number available of files of the same extensions, for instance if your last number is 12.dat 12.cat you have to rename these to 13.cat and 13.dat, alright?
If you have any other mods that touch Jobs and/or JobWings they are incompatible with this mod unless the changes are merged.
I think a cool mix to this mod would be:
"The Marauder Shipyard" by Teladidrone which adds a PirateShipyard in the universe for you to take advantage of.
If you like the changes but would like to modify some of them to your needs/play style, you can easily do with the help of doubleshadow's tools: X3 Editor 2 and X-Mod Manager.
Thx to doubleshadow. Without his tools this mod would have not been possible.
Make backup of your saves and please don't blame me if something terribly wrong happens to your game, Im just a part-time modder.
If by any chance you want to share this mod or include it in your own mod, please let me know.