Terradine: 2.1

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AdmiralTigerclaw
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Terradine: 2.1

Post by AdmiralTigerclaw » Wed, 6. Apr 05, 08:01

September 19th update from 2.0 to 2.1 and a nice chunky update full of good meatstuffs. Read the readme included in the download, as I'm a bit too lazy this late at night to update the readme displayed below.

Terradine Custom Galaxy Mod

Developed jointly both directly and indirectly by:

Admiral Tigerclaw
Milling Hordseman
Nuclear Eclipse
Deadly Da
Thalon Mook
Harlock 776
Burianek
Checker Two
and others.

Code: Select all


############################################################################

Terradine Galaxy by TigerClaw - Version 2.0

Created by AdmiralTigerClaw
Packaged and Released by Nuclear_Eclipse

############################################################################

*Warning* - Do not use the Terradine galaxy without the mod enabled, and
do not use the mod without the Terradine galaxy.  Doing so will cause
text errors and bugs to occur.  You have been warned!

############################################################################
*SCRIPTS*
*Warning* 
- Read the Readmes involving the included scripts prior to play for understanding of their functions.  

- Do not attempt to use any of the Egosoft bonus add-on scripts without reviewing what they do.

- DO NOT EVER install the gunnery crews and Aegis bonus scripts.  Those were designed specifictly for default X2, Terradine's major changes WILL result in problems in this area. 

- Be cautious of some of Xai Corps scripts if you choose to download and install them, there ARE some minor conflicts in a few places.  

- It is untested whether or not the Xai Corp mobile mining scripts will accidently destroy the trade lane nav becons.  Use this with caution.

- Check for conflicts before using any scripts not included default with Terradine.

- *** -
If you do not wish to use the hand picked scripts for terradine, you may delete them.  However, terradine REQUIRES three scripts to function correctly.

1: nuke.lib.timer  <----- Required to fix pirates.
2: !fight.invasion  <---- Required to fix pirates.
3: galaxy.terradine.initplayership  <---- Required for initial galaxy setup.

############################################################################
ABOUT TERRADINE:

After the first Argon/Khaak conflict, the Powers that Be (Mainly a bunch or 
derranged authors who thought it would be a kick to watch characters suffer 
new plights...) decided to not only reconfigure the gate network, but 
physically MOVE the gates and sectors around a little.  This became known 
as the Great Gate Upheaval, and the new layout of the X2 Universe was 
startlingly different.  

The major races now have to contend with a layout known as the Hub and Spoke 
design, more emulating what a realistic trade route between cities on a 
planet would be.  Not only that, but the Authors decided to pull a new trick 
from their hat, and crossed universes.  The result has been named Terradine. 

The central system of Argon space is now known as the Argon Federated 
Galactic Union since it unites several human civilizations.  Fifty Earth 
Years later, yet another sector has been discovered on the frontiers of the
Terradine Galaxy.  However, a strange phenomina was found in this new sector.  

Curious, but cautious, the continuous march of Terracorp, now a leading 
industrial agent of Terradine, has asked who would be brave enough to fly 
into this Anomally and see what it does.  A random pilot, you, the player, 
stepped up to the challenge, figuring the reward would be worth it. 

And if you got killed, well, so much for the reward.  And thus, a pilot flew 
a lone M5 Argon Discoveror into the heart of Irregular Point 0,1.

############################################################################

FEATURES:

 - Start with a fully-loaded Argon Discoverer and 50,000cr.

 - Hub and Spoke sector design, with clusters of race owned sectors 
   seperated by stretches of pirate affiliated sectors.

 - Trade Lanes marked by navigation buoys crossing some of the longer routes.

 - Spacedocks and other facilities that act as sink holes for the high end 
   products generated in the galaxy.

 - Interesting sector layouts that vary from place to place.

 - Asteroid Fields, super nebulas, empty sectors.

 - A REAL feeling of open space with gates moved to oddball locations, such 
   as above, below, and off to the sides, as well as farther apart.

 - Along with some reused X2 Sectors, you will find a myriad of over a 
   hundred unique sectors, each with their own names and information.

 - Modified Pirate Invasion behavior to return any ships alive after an hour
   of raiding back to the nearest Pirate Base to help keep the galaxy clear.  (And your computer running, rather than melting down into a million slagged peices.)

############################################################################

INSTALLATION AND USAGE:

*NOTE* - Please ignore the installation instructions in the combat zone
         modification readme.  They are unnecessary to install and use the 
         Terradine Galaxy.

*NOTE* - You need to have the 1.4 patch from Egosoft; it is available from 
         their website for all who have registered their game on the forums.

Installation should now be a simple extraction of all files from the .zip
into the X2 directory.  As long as your unzip program keeps folder names,
everything should go where it belongs without a hitch.

*The two new sector music tracks will overrwrite the old ones.  Rename the old ones in advance if you want.

Upon starting X2, you will need to click the 'Select Mod Package' button 
and then click on 'terradine-combatzone' then click OK.  Then you may start
X2 as you would normally.  

Once you get to the main menu inside X2, choose 'Start' and then choose
'New game in a custom galaxy', then choose the 'terradine' galaxy.

############################################################################

VERSION HISTORY:

 v2.0  August 30th, 2006
   -	(Tigerclaw/Nuke)
	- Pirate Invasion script fixed and put back in place.  Function tested and working.
   
   -  (Tigerclaw)
	- New ship added using boron TL model.  
	- Two new songs that replace sector music.
	- Packaged in personal pick of useful scripts with mod.

 v1.8  August 10th, 2005
   - (TigerClaw) Sound Changes:

     - New alert klaxon sound added

   - (TigerClaw) Ship Changes:

     - Major change in fighter stats - more roll and pitch, less yaw

     - Imperator II docking bug fixed

     - Added the F-14 Fighter Jet

     - Added the F-16 Fighter Jet

     - Added the F/A-18 Fighter Jet

 v1.7a July 24th, 2005
   - (Nuke) Terradine Script Changes:

     - Included Milling_Hordesman's wonderful Advanced Jumper 1.72 scripts

 v1.7  July 22nd, 2005
   - (TigerClaw) Terradine Map Changes:

     - Fixed all stations that had incorrect ships or ship races

     - Added NPC supercarriers to certain sectors

   - (TigerClaw) Ship Changes:

     - Adjusted fighter speed and rudder settings for better balancing

     - Adjusted freighter speeds and engine tunings for more speed

     - Updated the ISD with changes from DeadlyDa

     - Added the A-Wing to Split Shipyard

     - Added the B-Wing to Paranid Shipyard

     - Added the Y-Wing to Teladi Shipyard

     - Added the X-Wing to Argon Shipyard

     - Added the YT-1300 to Argon Shipyard

   - (TigerClaw) Sound Changes:

     - Replaced engine sounds for ships to ones from jet fighters in AC4

     - Replaced missile launch sounds to those from AC4

     - Replaced PAC firing sounds to ones from Gundam

   - (Nuke) Script Changes:

     - Roll-back of the Pirate Behavior scripts until bugs can be fixed or
       the script set can be re-written from the beginning.
 
 v1.6a  June 9th, 2005
   - (Nuke) Included the new Pirate Invasion Behavior Modification

     - Pirate Invasion script altered to send pirates home after 60 minutes
       in the target sector.  Hoping to solve the problem with many pirate
       ships getting abandoned on attack all in a single empty sector.
       Should help keep processor load and difficulty down on extended games.

 v1.6  June 4th, 2005
   - (TigerClaw) Terradine map changes:

     - Minor nebula adjustments

     - Fixed Split stations containing pirate ships

     - Added some fighters to lacking sectors

   - (TigerClaw) Ship Changes:

     - Fixed laser tower and fighter drone firing issues

     - Further modified rudder tunings on fighters from last update

     - Adjusted shield recharge rates for balancing reasons

   - (Nuke) Fixed the 'modified' tag to not appear (thanks to someone_else)

 v1.5  May 27th, 2005
   - (TigerClaw) Terradine map changes:

     - Altered lighting for sectors to remove ambient glows where there 
       should be none.

   - (TigerClaw) Ship changes:

     - Added the MC85a Mon Calamari Super Carrier to Boron shipyards.

     - Added the Sovereign Class Super Carrier to Argon shipyards.

     - Modified rudder tunings to lessen the turning abilities of
       fighters to make combat better and better balanced.

   - (TigerClaw) Weapon changes:

     - Modified Ion Disruptor to fire a beam weapon rather than
       standard electric arc, allowing for better pinpoint use and less
       friendly fire conditions.

 v1.4  May 14th, 2005
   - (TigerClaw) Modified the Terradine map:

     - Modified suns in Irregular Point 0,1 to solve Nvidia texturing issue.

     - Modified EQ Docks to no longer contain 3rd party wares causing 
       ReadText-58xx to appear in the purchase list.

   - (TigerClaw) Added the Imperator II Class Star Destroyer to Terradine.
     It can be found at a Split Shipyard.

   - (Nuke) Modified starting conditions for the player.
     The player now starts with a fully-outfitted Discoverer and 50,000cr.

   - (Nuke) Created an HTML-based sector map for the Terradine galaxy. 

   - (Nuke) Made translational language files for all languages supported
     by X2: The Threat.  Translations right now are simple copies of 44.

 v1.3  May 9th, 2005
   - (TigerClaw) Modified the Terradine map:

     - Edited some suns

     - Removed some nebulas for performance reasons

     - Added player purchaseable Equipment Docks, Shipyards, and Trading
       Stations to race shipyards

   - (TigerClaw) Added new sound files and changed some old ones

   - (TigerClaw) Changed some graphical effects for better performance.

   - (TigerClaw) Added 18 load screen images

   - (TigerClaw) Mining Laser is now a beam weapon :)

 v1.2  May 2nd, 2005

   - (TigerClaw) Minor changes to the galaxy map:

     - Found some map induced bugs with pirate bases in Paranoid space. 
       All the pirate bases were pirate owned, but the ships were paranid, 
       which causes people who were killing the paranid pirate ships to 
       really peave those paranid.

     - Went through the sectors systematically and checked the suns, and 
       got rid of those stupid halo suns in prefference of the real suns.

     - Removed some of the moving nebulas from Eagle Nebula

   - (Nuke) Renamed the mod .cat and .dat files to better suit the mod.

   - (Nuke) Packaged the 00749.pbd file into the mod .dat to improve
     operability; sometimes X2 would not load the file otherwise.

   - (Nuke) Packaged the new terradinemap.jpg from TigerClaw into the mod.

   - (Nuke) Rewrote the readme files to look better / read easier, and
     have updated information in them.

 v1.1b  April 30th, 2005

   - (TigerClaw) Added in the Thalon ship modifications.  Thalon's ships 
     are now available for purchase inside the Terradine galaxy.

   - (Nuke) The first Terradine release offered in two flavors.  One with 
     and one without the music.

   - (Nuke) Cleaned up the installer zip files.  Installation now is a 
     simple extraction of EVERYTHING into the X2 root folder.

 v1.01b  April 29th, 2005

   - (TigerClaw) Small fix to address issues with sector names.

   - (Nuke) Rewrote the scripts that came with Terradine.  Now made into 
     galaxy scripts; the player no longer needs to enable the script editor
     to see the proper sector names.

 v1.0b  April 29th, 2005

   - (TigerClaw) Initial release

############################################################################

KNOWN BUGS / ISSUES:

 - FIXED: with version 1.6a, the Pirate Behavior Modification scripts were
     known to cause issues when capturing pirate  ships.  The scripts would
     not properly terminate upon capture, and the newly acquired ship would
     promptly return 'home' to a pirate base, no matter the commands given
     to it by the player.  The script has been recalled for the time being
     until a proper fix can be worked up for the next release.

 - FIXED: Imperator II unable to dock fighters and freighters as it should.

 - FIXED: Pirate ships accumulating in empty sectors on invasion routines.
     They should be set to return to the nearest pirate base after an hour
     in the target sector.  NOTE:  In order to remove this feature for 
     normal X2 games, you must rename the included !fight.invasion.pck.old
     and remove the '.old' from the file name.  This is a copy of the
     original pirate behavior, although the new behaviors should be 
     compatible with normal X2 games as well as with Terradine.
    *FIXED*

 - FIXED: Split stations owning Pirate ships instead of Split ships.

 - FIXED: 'Irregular Point 0,1' with NVidia video cards
     This sector has known issues with NVidia brand video cards.  All
     textures are rendered completely white.  Cause is thought to be the
     placement of two suns on top of each other.  A fix is in the works.

############################################################################

CREDITS:

  SCRIPTS

    Milling_Hordesman
      AdvJumper / FreeJump (Included)
      Galactic Police / Pirate Guilds (Will never see the light of day/cancelled unless someone wants to try this.)
	Carrier Upgrade Refit
	Station Cap
	Relocate Wares

    Nuclear_Eclipse
      Pirate Invasion Behavior Modification (Included)
      Terradine Campaign Missions (On hold until scripter can be found.)
      Shipyard Construction / Repair / Sales Modules (Partially made, on hold until new scripter can be found.)
      Bounty Hunter License (Planned)      
      Xenon Invasion MkII (Planned)

   DeltaWolf
	Autodock

   Adam00
	AS Complex Software

	

  MODS

    AdmiralTigerClaw
      Combat Zone Mod

    Someone_Else / Burianek
      No-Modified Tag Removal Tool

    CheckerTwo and co.
      Hacked .obj files for extended TShips, TLasers, and such


  SHIPS

    DeadlyDa 
      Imperator II Class Star Destroyer (Split Super Carrier)
      MC85a Mon Calamari Star Cruiser (Boron Super Carrier) -JOINT-
      A-Wing
      B-Wing
      Y-Wing
      X-Wing
      YT-1300

    Harlock776
      MC85a Mon Calamari Star Cruiser (Boron Super Carrier) -JOINT-
      Sovereign Class Federation Starship (Argon Super Carrier)

    ThalonMook
      Thalon Flaggship (Super Carrier)
      Thalon X-Trans
      Redesigned Split Dragon

    Nuclear_Eclipse
      F-14 Tomcat
      F-16 Fighting Falcon
      F/A-18 Super Hornet


  MUSIC
	
    00025: Zeropoint OST:  Peaceful Stars, Written by Admiral Tigerclaw himself.
    00033: X3 Soundtrack, Peace 1
    30000: Manuel Vanethian Marino:  The PLAN *
    30001: Love Hina OST: Track 12 'Showdown'
    30002: Command and Conquer Generals: USA 9
    30004: Manuel Vaenthian Marino: Far From Home *
    30005: Manuel Vanethian Marino: Distant Suns *
    30006: Sim City 4 Rush Hour: Track Nine
    30007: Brash:  A Long Way Home X2 Mix
    30008" Brash: Starlife X2 Mix
    

    *(Battlecruiser Generations or Universal Combat)

############################################################################

EDIT:
(1-15-2016)

It has come to my attention that old hosts for this mod are gone. I was lucky enough to have packratted it away and stumbled across it. A reupload has been posted here:
http://www.mediafire.com/download/dvs4h ... ne_2.1.rar
Last edited by AdmiralTigerclaw on Fri, 15. Jan 16, 12:11, edited 10 times in total.

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3iff
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Post by 3iff » Wed, 6. Apr 05, 09:20

Sounds impressive...I look forward to trying it.
...locating mandolin strings in the middle of Austin.

Shanjaq
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Post by Shanjaq » Wed, 6. Apr 05, 10:27

Awesome!!! Now we can REALLY explore deep space and make a living(or perhaps killing?) on the Final Frontier! =][

Can't wait :D
[ external image ]
SPACE HAS A TERRIBLE POWER

rustybucket
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Post by rustybucket » Wed, 6. Apr 05, 13:24

-Pirate owned stronghold.

I would love to see the equipment dock within a Pirate sector set up to hack up ships. The kind of place that you can go to to have extra shield and gun slots, or engine tunings, installed for the right price. The modified ship may no longer be up to official government specs (in some sectors the authorities might go after you just for having such a ship). But, such is the life of the successful pirate....

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Red Spot
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Post by Red Spot » Wed, 6. Apr 05, 13:49

just one thing ...


gimme gimme ...


looks fun .. lets us know when ure done/ need some Beta-testers ..

AdmiralTigerclaw
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Post by AdmiralTigerclaw » Wed, 6. Apr 05, 15:52

rustybucket wrote:-Pirate owned stronghold.

I would love to see the equipment dock within a Pirate sector set up to hack up ships. The kind of place that you can go to to have extra shield and gun slots, or engine tunings, installed for the right price. The modified ship may no longer be up to official government specs (in some sectors the authorities might go after you just for having such a ship). But, such is the life of the successful pirate....
That I can't do unless someone knows some scripting tricks.
Extra shield slots are hardcoded, and so are gun slots. In fact, gun slots are so hard coded, that to change them requires you to play with the actual models. While you can change the weapons that can be used, the number of slots, aren't such an easy task.

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milling_hordesman
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Post by milling_hordesman » Wed, 6. Apr 05, 17:01

well, i was hoping there would be a pirate equipment dock anyways. that said, i might be able to script some expensive overtunings at the dock. let me look into it, after i've dealt with the other, more immediate scripts.
//----------------------------------
--the milling_hordesman

Me Mods

rustybucket
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Post by rustybucket » Wed, 6. Apr 05, 18:39

That I can't do unless someone knows some scripting tricks.
Extra shield slots are hardcoded, and so are gun slots. In fact, gun slots are so hard coded, that to change them requires you to play with the actual models.
No, you can actually do this by editing the T-ship file. You cannot physically change the appearance of the ship, nor can you alter all of the parameters, but you can change the types and numbers of shields installed, the types of weapondry mounted, and sometimes (depending on the number of guns installed) add additional guns at each hardpoint.

Unfortunately, doing this would change the entire class of ships. Not just the one ship at the dock. But, since this is a one-player game; does that really matter?

AdmiralTigerclaw
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Post by AdmiralTigerclaw » Wed, 6. Apr 05, 18:56

That's called hard coded.

Anything that isn't dynamic working code in the game, is hard.

And yes, it does matter. There's no way to overtune a particular single ship as far as weapons or shields without messing with all ships. And then, where is the point of having that advantage?

Now sit back and relax, you'll get more than enough goodness when I'm done anyway. I'm a one man modification unit, not an Egosoft dev crew.

As for scripts, Milling's got those covered.

Galaxy613
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Post by Galaxy613 » Wed, 6. Apr 05, 19:48

Can you keep up posted on hows the Galaxy map iteself is going? I would really like to play this. Not many people make an release new maps. :)
10,000 Lightyears of awesomeness

AdmiralTigerclaw
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Post by AdmiralTigerclaw » Wed, 6. Apr 05, 20:05

I can do better, here's my TODO list, in order of what I need to get done.

Terradine TO DO list.

-Test copy and paste entire sector from normal X2 Universe (Five minutes tops?) DONE: SUCCESSFUL
-Finish northern trade lanes (Only like, three sectors left. Fifteen minutes tops.) DONE
-translate old X2 locations over to Terradine locales. (A lot of old race sectors to translate to the new map if all goes well with the first test twenty minutes.) DONE
-Set up Khaak and Xenon Sectors (Easy) DONE
-Reconnect Jumpgate routs and position gates. (Twenty minutes to reconnect all the routs, and then another thirty to position gates around.) DONE
-Insert remaining custom stations and ships. (Hour, maybe two?) IN PROGRESS: Partially worked on previously
-Add special touches to certain stations in certain sectors.
-Add Goner owned NAVIGATION DATA BECONS
-Write Sector and object descriptions
IN PROGRESS: Will do them back and forth as I go through each sector.
..
..
..
Run first test. (Gotta ensure the game will run more than five minutes.)
..
..
..
Package into Stand Alone Mod (Shouldn't take too long.)
Package into Combat Zone Mod (Ditto)
..
..
..
Draw up Galactic Map (An hour and a half)
Write Terradine Readme (An Hour)

All are tentative estimates, and are subject to my procrastination habits.
Last edited by AdmiralTigerclaw on Sat, 23. Apr 05, 23:00, edited 8 times in total.

AdmiralTigerclaw
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Post by AdmiralTigerclaw » Wed, 6. Apr 05, 20:11

And when I'm done, I'll be making a few custom ldscrns for kicks. I've already got this funny:

"NOW LOADING..."
"MI TON"

: I made.

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milling_hordesman
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Post by milling_hordesman » Wed, 6. Apr 05, 21:25

- let simple trade command scripts run in the background for a while and make sure it all works okay (negligable) Yo
- finish first rev pirate scripts (2 hours)
- debug pirate scripts (<= 8 hrs)
- make some modified pirate scripts to use as galaxy police scripts (2 hours)
- test galaxy police scripts (1 hour)
- make sure the balance is correct (1<= 4 hrs)
- figure out how to automatically run these scripts on pirate bases and GP bases (?)

keep in mind that i need to fit those in between exams, homework, etc

did i read correctly that you're going to include the freejump scripts? do you know what i could do, giving police and pirates freejump capabilities? <squeal-ish sound> oooooh, man, this is going to be interesting :D :twisted:
Last edited by milling_hordesman on Thu, 7. Apr 05, 17:49, edited 3 times in total.
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AdmiralTigerclaw
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Post by AdmiralTigerclaw » Wed, 6. Apr 05, 22:49

Before you squeal, I stated all scripts will be handled seperate from the mod. That way, if someone doesn't want to use them, they don't have to download ten thousand programs to uninstall them from the mix.

And I wouldn't really like the pirates and GP to have those abilities. The way they're set up, they would go everywhere with them, and you'd never really see them 'roaming' around.

EDIT: A few questions to the screeners.

-Should I include a bonus start M4 for the player hiding out somewhere?
*I'll pick an M4, give it to the player, and set it in a station somewhere, and kit it out with a basic weapon balance.*

-Also, should I include some of the more interesting piracy scripts, such as shipjacker and shield hacker?

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milling_hordesman
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Post by milling_hordesman » Thu, 7. Apr 05, 00:00

oh, okay. never mind, then.
//----------------------------------
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Galaxy613
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Post by Galaxy613 » Thu, 7. Apr 05, 02:14

That would be fun giving the AI some of the power of the scripts included...
10,000 Lightyears of awesomeness

AdmiralTigerclaw
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Post by AdmiralTigerclaw » Thu, 7. Apr 05, 02:23

I might be slowing down here a bit... my Dog's hips are really acting up on him, and he's whining up a small storm.

AdmiralTigerclaw
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Post by AdmiralTigerclaw » Thu, 7. Apr 05, 03:07

If you watch the TODO list, you can see where I am.
So watch for items to 'Blue Out' and a comment to be placed next to them.

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Post by AdmiralTigerclaw » Thu, 7. Apr 05, 08:17

Oops... *Edits and deletes self quote* Wrong button.

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Post by AdmiralTigerclaw » Fri, 8. Apr 05, 06:45

As you can see, progress is going along quite nicely (See first page.)

As of this post I have to add ambiant facilities.

*Green is so you can see the facility name, but it's ready to go.*
ARGON:
Terradine Galactic HQ
Science Academy and and science facilities

Galaxy Police Academy, Barracks 1 and 2, weapons test facility A and B

Earth Orbital Spacedock Terminals A B C



Juraian Intelligence HQ
Terracorp Research Facility
Argon Prime Shipyard Metal Smelting Plant A and B
GCFA Fleet Command Headquarters


BORON:
Mi Ton Scientific Research Institute
Royal Boron Galactic Aquarium
Kingdom End Spaceport
Rolk Fleet Academy
Boron Shipyard Ore Refining Facility
Atreus' Clouds Royal Spacedock


PARANID:
Paranid Astro-mathematics Labs
Paranid Temple of the Three
Xaar Third Fleet Command
Paranid Advanced Engineering Facility
Paranid Shipyards Advanced Metal
Paranid Prime Spacedock
Trinity Sanctum Spaceport


SPLIT:
Rhonkar Fighter Pilot Training Center
Split Black Market
Family Chin Advanced Weapons Research Range
Family Pride Spacedock
Family Hall
Split Metalworks
1001 Uses For Spacefly Research Facility


TELADI:
Teladi Galactic Stock Exchange
Teladi Company Profit Calculation Center
Teladi Company Security Force Command and Training Center
Teladi Business School
Teladi Metal Refinery
Ianamus Zura Spaceport
Seizewell Spaceport


PIRATES:
Shank Guild Station
Daruma Guild Station
Harlock Guild Station
Yaki Guild Station
Pirate Guild Meeting Station
Sektor 21 Chaos Facility

MISC:
Goner Galactic Conference Center
Galaxy Police Outpost Stations



MMMmmm... Look at the fun I'm gonna have... I gotta set up ALL of these sucka's individually.
Last edited by AdmiralTigerclaw on Sat, 23. Apr 05, 22:55, edited 8 times in total.

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