Great job with the missles, now i can finaly put them to good useaalaardb wrote:We didn't add that, it's always been there

D_Zorro,
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
Done this, I used the one with the plot. (05.dat/cat)read me wrote:To install:
You must have version 1.3
Unzip the contents, preferably into the X2 - The Threat root directory. The scripts go into X2 - The Threat/scripts Maps go into X2 - The Threat/maps. MassiveWarMod.dat/cat or 05.dat/cat go into X2 - The Threat/mods.
If I start a regular game, I get the normal cut scenes, and a normal start.read me wrote:To run:
Start the game with the mod package selected. If yo uare using MassiveWarMod.dat/cat enable the galaxy editor, then start a custom game with the map of your choice. If you are using 05.dat/cat, start a new, regular game.
working fine now with the German Version,thanks!aalaardb wrote:just woke up, gimme a minute. The text files were there, they were included in the mod package as *.pck. Either you can't have them as *.pck or they need to be in the t foder instead of the mod pack, not sure. Sorry this didn't turn up earlier. Tships updated. fixed the docking script (it was a "=" instead of a "start" :/) give me a while to upload these.
Holy you guys used up all my bandwidth
I'm not a scripter, this is just an idea. Try removing 1 or both of the docking scripts. I think they were designed to help reduce collisions during auto-docking. See if docking works without them.DeadlyDa wrote:Hmmm...still having a problem with the dock command.
I downloaded the 1.1 version, and the time stamp on the dock.xml reads "3/27 10:32". unfortunately, it still doesn't work.
Otherwise, very nice piece of work!
If you start a regular game with the 05 cat/dat in the root directory, and you put the scripts in the x2-the threat/scripts folder, and you put the 3 t/xml's in the x2-the threat/t folder; then yes the game will start normal with cut scenes. That's what is meant by "plot". However, you will now be playing in a much larger universe, and the Tships, Tbullets, and Trockets mods; as well as the Economy mod should be in effect. Now you don't have to wait for the Khaak to come find you, you can go find them.The Evil Devirginator wrote:Bugger, I seem to be having more problems with this mod.
Maybe I'm not installing it right, but if I follow the read me, nothing happens.
Done this, I used the one with the plot. (05.dat/cat)read me wrote:To install:
You must have version 1.3
Unzip the contents, preferably into the X2 - The Threat root directory. The scripts go into X2 - The Threat/scripts Maps go into X2 - The Threat/maps. MassiveWarMod.dat/cat or 05.dat/cat go into X2 - The Threat/mods.
If I start a regular game, I get the normal cut scenes, and a normal start.read me wrote:To run:
Start the game with the mod package selected. If yo uare using MassiveWarMod.dat/cat enable the galaxy editor, then start a custom game with the map of your choice. If you are using 05.dat/cat, start a new, regular game.
Am I doing something wrong?
From your M3 fighter cockpit hit: s g or was it s u; anyways do that and scroll down, Yes, there's something new. It is intended that this mod will make the game more difficult. Therefore there should be more use for M6's and capital ships. (I'm not going to tell you everything thoughKnightLight wrote:Does this mod have extra stuff for the fighter jock who has no interest in flying an M6 or bigger and just wants to fly the best M3 fighter he can? Or does not having a fleet of M2s guarantee death?
As far as the missions go, I am only aware of what 2 of them do, they're both early ones. As far as the others go I believe there are certain "triggers" to make them work. Do not plan on having an entirely new story line, it isn't there. There are new misions, I don't even know how many, and Tships, Tbullets, and Trockets have been modded primarily to enhance combat. Burianek's Economy mod should enhance the trading aspect of the game. Considering this, I believe the most enjoyable way to play the mod would be the 05 cat/dat version I talked about in a previous post here.Happyblue wrote:Things I have figured out:
The WAV files go into the Soundtrack folder.
As to docking, you can manually dock - you need to comm the station and ask for landing permission, the doors will open and you can dock manually.
You do recieve a Goner ship after letting the astornaut off at a station, it is floating in Argon Prime.
Questions I have:
I have flown a few trade routes, did a "Fast M5" mission and generally flew about for about a half hr. So far I have not recieved any more messages or found any indication of new BBS messages from the stations I have docked at.
I really like the idea of your MOD, however I do not wish to be flying around blindly - I do not want a walkthough but just an idea what the next stage in the story is so that I know the mod story script is working correctly.
Thanks in advance for any help you can supply
The rescue mission works fine for me, did you open your cargobay? You can't run him over. Did you get a message once you picked him up?I cant really figure out the Start of the Mod anyway.
There is this Goner who wants to be rescued as soon as you start in front of you.
That works fine and he will give you his Ship.
When i picked him up,a Xenon J will attack as described in the Readme.
SOMETIMES,not always,i get the message "Argon Intelligence reports unknown Navy movement" after the Xenon J arrived.
Then when the Xenon J is killed by friendlies,i dont get any message anymore.
Was that it and am i supposed to do as i wish now?
Or should there come another Message after the Xenon J attack?
Also, i get at least 2 more rescue messages when the Xenon J is killed and when i stay in Argon Prime,but they dont work.
You can pick up the Pilots,fly to the nearest Base but they stay in your Ship and dont give you any message and you dont get their Ships.
Dont get me wrong,very interessting Mod and there sure is alot of good stuff in it and happening later.
But the start is very confusing and maybe a bit buggy,but maybe its just me too
Am i right if i assume that the Mod is more for enhancing the later playing experience after you did the main story and have at least an M3 or so?
Or was it created with the Player starting all over again in Mind without having anything but the M5 ?