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[MOD] Pirate Patrols & Khaa'k Invasions (v2.1 - 28th June 2010)
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ezra-r





Joined: 14 Oct 2005
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PostPosted: Wed, 10. Jun 09, 16:12    Post subject: [MOD] Pirate Patrols & Khaa'k Invasions (v2.1 - 28th June 2010) Reply with quote Print

Pirate Patrols & Khaa'k Invasions[MOD]
Version: 2.1 [28th/June/2010] Works with X3:TC 3.0
Updated/refined version of my Pirate Patrols Mod.

Code:
This mod is free to be reused in your scripts/mods as long as you give credit in your topic/mod/script





PiratePatrols OnlyDownload:



Pirates Role:

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.

Khaa'k Role:
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!!


Changes:
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 Wink

Whichever stance you take it can be a pain...or much gain for you if you know how to take advantage of this.

************

Installation:

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?

files included:
pirate-patrols.cat
pirate-patrols.dat

************

----
Incompatibilities:
If you have any other mods that touch Jobs and/or JobWings they are incompatible with this mod unless the changes are merged.



-------
Extras
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.
http://forum.egosoft.com/viewtopic.php?t=223132

--------------
Recommended Tools

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.
http://x-tools.doubleshadow.wz.cz/

Thx to doubleshadow. Without his tools this mod would have not been possible.


-------------
Disclaimer:
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.


Enjoy!

ezra-r


_________________
Please egosoft don't screw AI wing formation/collision for Rebirth! ;P

My mods:
Cap Ship Shielding Upgrade
Pirate Patrols & Khaa'k Invasions
My Steam & Linux Specs


Last edited by ezra-r on Fri, 22. Oct 10, 00:29; edited 13 times in total
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Aragon Speed





Joined: 10 Dec 2005
Posts: 768 on topic
Location: UK
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PostPosted: Mon, 15. Jun 09, 09:50    Post subject: Reply with quote Print

Looks interesting ezra-r.

Is this purely script based, or did you change the jobs files as well?

EDIT:
Ignore that, just spotted the bright green letters in the OP. XD

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ezra-r





Joined: 14 Oct 2005
Posts: 1844 on topic

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PostPosted: Mon, 15. Jun 09, 18:39    Post subject: Reply with quote Print

yeap, pure modding, no scripting as I lack scripting skills.


_________________
Please egosoft don't screw AI wing formation/collision for Rebirth! ;P

My mods:
Cap Ship Shielding Upgrade
Pirate Patrols & Khaa'k Invasions
My Steam & Linux Specs
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ezra-r





Joined: 14 Oct 2005
Posts: 1844 on topic

Thank you for registering your game
PostPosted: Sat, 5. Jun 10, 03:27    Post subject: Reply with quote Print

Version upgraded to 2.0 and included Khaa'k Invasions.

Compatible with 2.7.


_________________
Please egosoft don't screw AI wing formation/collision for Rebirth! ;P

My mods:
Cap Ship Shielding Upgrade
Pirate Patrols & Khaa'k Invasions
My Steam & Linux Specs
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bung_dorji





Joined: 29 Apr 2010

Location: unknown Sector

PostPosted: Mon, 28. Jun 10, 10:20    Post subject: Reply with quote Print

i love the idea of getting the pirate more dangerously.

This is MOD is always install in my game, but in 2.7.1 is it compatible ? also why you put together with kha'ak invasion ? i think you should kept it seperatly.
(many mod and script are not compatible with 2.7.1) that is why i ask you this first

I love your pirate patrol MOD but dunno with kha'ak invasion.


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ezra-r





Joined: 14 Oct 2005
Posts: 1844 on topic

Thank you for registering your game
PostPosted: Mon, 28. Jun 10, 16:05    Post subject: Reply with quote Print

Thx for using it.

It is perfectly compatible with 2.7.1 as I believe egosoft patch does not touch wings or jobs.

In any case I will re-check it tonight, if you want a separate package for just Pirates I'll publish it when I get home, no worries.

How is your experience with pirates in their sectors, too crowded, too many numbers? Seen any Pirate capitals/M6's invating commonwealth sectors?


----
Edit:
*** 2.0 is Compatible with 2.7 and 2.7.1 (latest patch does not change jobs)
*** Separate Pirate Invasions Only Download added ***


*** Version 2.1 ***
Compatible with 2.7 and 2.7.1 (latest patch does not change jobs)
* Minor addition of Pirate M6 to Universe Invasions.


_________________
Please egosoft don't screw AI wing formation/collision for Rebirth! ;P

My mods:
Cap Ship Shielding Upgrade
Pirate Patrols & Khaa'k Invasions
My Steam & Linux Specs
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bung_dorji





Joined: 29 Apr 2010

Location: unknown Sector

PostPosted: Wed, 30. Jun 10, 12:40    Post subject: Reply with quote Print

I dont want to mention in their sector because it absolutely perfect with all the pirate doing Very Happy Very Happy cruel and heartless no matter it is a convoy or a single ship or certain race, the pirate just bust it out.

I love it, it is perfect not too many capital ship also not too lack of fighter.

Also there is more pirate patrol in each race sector even in core sector, this make my M3 wing become usefull and my capital ship in full battle mode. So if i put it in word, my money will worth to buy ship because those pirate somehow bring Galleon or Brigantine to raid my Complex near montelaar.

I didn't mean to disrespect other mod, but if im compare with other, your pirate just like ordinary pirate, do not have a tag in front of their names, that is why i love it very much.

Thank you very much bro. Very Happy


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It is hard to live since the xenon and kha'ak patrol recentrly
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The-Last-Communist





Joined: 21 Feb 2010

Location: right behind you !

PostPosted: Wed, 7. Jul 10, 10:50    Post subject: Reply with quote Print

the pirat sectors are know dangerous !
thanks this is realys cool !


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DrBullwinkle





Joined: 17 Dec 2011
Posts: 3321 on topic
Location: Boston, USA
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PostPosted: Wed, 19. Sep 12, 23:59    Post subject: Reply with quote Print

Looks interesting, ezra-r. Could you upload it somewhere that does not require a subscription for download? x1tp.com is a popular upload spot for X mods.


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