so, hat ein weilchen gedauert ... mein englisch ist nicht mehr so flüssig wie zu meinen LK-zeiten

ausserdem sind sicherlich einige formulierungen etwas schiev ... fühle dich frei das zu ändern

ebenso wirst du noch schiffsnamen und waffenbezeichnungen ändern müssen , da ich die englischen namen nicht hatte.
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Wing Commander I Mod - Readme, by |K.O.S.H.
Please read this installation guide CAREFULLY to avoid any problems with X3 or this MOD. Follow the instructions one by one. I wrote them down for a good reason.
This MOD and all the scrips where tested by myselfe, and as far as I know they work proper.
Most of the scrips availabal are compatibel, nearly all of the MOD´s are not
Of cause I can give you no guarantee, and I exclude liability.
Happy gaming!
Features:
- all ships from Wing Commander I (exept frighter "Dorkir")
- Wing Commander arms
- revision of the MX-classification
- new and modified ships for the X-races
- revision of all weaponry systems from X3-Reunion
- Xenon are replaced by Kilrathi (sorry my dear xenonloving friends)
Revision of the MX-classification
Common:
Hull, shields and generators have been strengthened . The gap between small battleships was clearly reduced.
The following details are benchmarks:
M5-Raider
- up to 15MJ shields
- armory: ISE + specific to race
M4-hunter
- up to 125MJ shields
- armory: ISE, PBK + specified to race, all rockets, except torpedos
M3-bomber
- up to 375MJ shields
- armory: PBK, EPW + specified to race, all rockets
- comparatively clumsy
M6-corvette
- up to 1GJ shields
- armory: depending on configuration from PBK to PIK
M7-frigates
- up to 4GJ shields
- many turrets
- 1 to 3 dockingslots for fighters (M5,M4,M3)
- armory: from PBK to PIK
M2-destroyer
- up to 8GJ shields
M2-battleship
- up to 13GJ shields
- most of the turrets can only be equipt with PIK. Never the less, each M2 has 2 turrets to hunt down fighters.
M1-carryer
- up to 10GJ shields
- most of the turrets can be equipt with PIK. Every M1 has 2 turrets to hunt down fighters.
M0-superbattleship
- up to 20GJ shields
- more infaormations are classified!
TS/TP
- no importent changes
- special-TS can carry up to 16 weapons to defend itselve.
TL
- up 5GJ shield
- additionally, the TL can carry two ships of type TS/TP/M6/M7.
New Ships:
Terran Confederation:
- Hornet (M5)
- Scimitar (M4)
- Rapier (M4)
- RapierII (M4)
- Raptor (M3)
- Venture (M6)
- VentureII (M6)
- Cerberus (M7)
- Exeter (M2)
- Bengal-Class (M1)
- Confederation (M0)
- Drayman (TS)
Kilrathi Empire:
- Salthi (M5)
- Dralthi (M4)
- Dralthi Vanguard (M4)
- Krant (M4)
- Gratha (M3)
- Jalthi (M6)
- Ralari (M2)
- Fralthi (M1)
Argonen:
- Havoc (M4)
- Wyrm (X2 Zentauer) (M6)
- Wyrm Vanguard (M6)
- Wyrm XL (M7)
- Akira (M7)
- Titan XL (M2)
Boronen:
- Hydra (new 3D-Model) (M6)
- Hammerhai (M7)
- Rochen Sentinel (M2)
Paraniden:
- Nemesis Vanguard (M6)
- Nemesis Raider (M6)
- Nemesis Sentinel (M6)
Split:
- Drache Vanguard (M6)
- Drache Raider (M6)
- Drache Sentinel (M6)
- Basilisk (M7)
- Python Vanguard (M2)
Teladi:
- Adler Vanguard (M6)
- Adler Raider (M6)
- Adler Frighter (M6)
- Geier Military Transport (TS)
Yaki:
- Flammenschwert (M7)
Piraten:
- N (M5)
- M (M4)
- Mako (M4)
- L (M3)
- LX (M3)
- Raider (M3)
- P (M6)
- K (M2)
- J (M1)
Taskforce 12:
- Walküre (M5)
- Mjöllnir (M4)
- Thor (M3)
- Odin (M0)
- XM5 (M5)
- XM4 (M4)
- XM4 Vanguard (M4)
- XM3 (M3)
- XM7 (M7)
- XM2 (M2)
- XM1 (M0)
- XTS (TS)
Miscellaneous
- Mobile frightcontainers
Armory:
I will give you a short explanation for new Armory.
For all modified armory I will only list up the changes I have made.
Argonen:
Projektilkanone – damage increased, firering rate adjusted
Tachyonimpulskanone - medium range, medium damage (replacing Flakkanone)
Tachyonimpulsgeschütz – medium range, high damage (replacing Flakbatterie)
Tachyondisruptor – high range, high damage, anti big ships (ersetzt EIP)
Boronen:
Ionendisruptor – lower hull damage
Khaak:
All Kyonenemitter lightly modified
Paraniden:
beta Schowellengenerator – energy requirement reduced, damage raised
gamma Schowellengenerator – energy requirement reduced, damage raised
Split:
alpha Pulsstraler – long range, medium shielddamage, low hulldamage
beta Pulsstraler – short range, high shielddamage, medium hulldamage
Terraner, Kilrathi:
Laserkanone – long range, low damage (replacing aISE)
Massenkanone – medium range, medium damage (replacing aPBK)
Neutronenkanone – low range, high damage (replacing aEPW)
Partikelkanone – long range, high damage (replacing aSWG)
Antimateriekanone – long range, high damage, anti big ship (replacing aPIK)
Standard armory:
ISE - adjusted
PBK - adjusted + new 3D-model
EPW - adjusted
Hochgeschwindigkeits Photonenimpulskanone – long range, medium damage (replacing bPIK)
PIK – firering rate extremly reduced, damage and energy requirements adjusted.
Rockets:
All rockets have been modified and adjusted, concerning range, charges, damage, used volume and their attributes.
Torpedos are causing a lot of damage.
Eine Raketenübersicht ist geplant.
Installation Guide:
Total startover:
There are two ways to install a MOD for X3 Reunion:
"wc1mod.dat" and "wc1mod.cat":
Way No. 1:
Copy "wc1mod.dat" and "wc1mod.cat" in your MOD-folder.
When you start X3, you must choose the WC1Mod in your launching-menue only for one time. Press OK, launche the game as usual.
Way No. 2:
Install WC1Mod as a Fakepatch.
Look into yout X3-directory, search for the cat/dat-indices with the highest numbers.
Normally, the are named 09.cat/09.dat.
RENAME the indices "wc1mod.dat" and "wc1mod.cat" into "10.dat" and "10.cat" (e.g. when your highest number is 018.cat, rename wc1mod.cat into 019.cat).
Script and t-datas:
Copy all the other datas and indices into the existing folders:
Scriptings into the script-folder and so on...