Massive War Mod v1.8
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Hi Shanjaq,
It's pretty easy, really. The goal is to convert the tships.txt into tships.pck and then combine that into the mod files. I'll go with a step format:
1) download the x2 modder kit while logged in. You can find this with the other patches and what not, I believe. Be sure to read the .pdf files included in the kit, they describe the commands you'll need to use in greater detail.
2) Unpack the appropriate mod file that works for you (some combination of plot/non-plot and soundpatch/or no soundpatch). Here's the command I used:
x2tool -extract-dat MassiveWarMod
for plot, MassiveWarMod is replaced with 05.
This will create a few folders/directories. One of them will be 'types'. Be sure to remove the tships.pck from this folder, as it was intended for X2 1.3.
3) Make any desired changes to the tships.txt file that was included in my zipped file.
4) Convert the tships.txt from my file into into a compressed format prior to packing it. Here's the command I used.
gzip <tShips.txt >tShips.txt.gz
Next, place this file into the 'types' folder where the old tships.pck was removed from.
5) Convert the tShips.txt.gz into tShips.pck. Again, the command I used:
x2tool -crypt types\tShips.txt.gz types\tShips.pck
Double check to ensure the .pck file was created successfully.
6) Final step. Create the new mod files. At this step, I copied the folders created during step #2 into a new sub-folder called 'temp'. When that was done, I used this command:
x2build MassiveWarMod temp
Replace MassiveWarMod with 05 if necessary.
7) Enjoy.
Let me know how it works out.
Clovis
It's pretty easy, really. The goal is to convert the tships.txt into tships.pck and then combine that into the mod files. I'll go with a step format:
1) download the x2 modder kit while logged in. You can find this with the other patches and what not, I believe. Be sure to read the .pdf files included in the kit, they describe the commands you'll need to use in greater detail.
2) Unpack the appropriate mod file that works for you (some combination of plot/non-plot and soundpatch/or no soundpatch). Here's the command I used:
x2tool -extract-dat MassiveWarMod
for plot, MassiveWarMod is replaced with 05.
This will create a few folders/directories. One of them will be 'types'. Be sure to remove the tships.pck from this folder, as it was intended for X2 1.3.
3) Make any desired changes to the tships.txt file that was included in my zipped file.
4) Convert the tships.txt from my file into into a compressed format prior to packing it. Here's the command I used.
gzip <tShips.txt >tShips.txt.gz
Next, place this file into the 'types' folder where the old tships.pck was removed from.
5) Convert the tShips.txt.gz into tShips.pck. Again, the command I used:
x2tool -crypt types\tShips.txt.gz types\tShips.pck
Double check to ensure the .pck file was created successfully.
6) Final step. Create the new mod files. At this step, I copied the folders created during step #2 into a new sub-folder called 'temp'. When that was done, I used this command:
x2build MassiveWarMod temp
Replace MassiveWarMod with 05 if necessary.
7) Enjoy.
Let me know how it works out.
Clovis
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- Joined: Thu, 4. Dec 03, 07:18
Okay I have been looking a long time...... please help
Been looking for the super carrier for a long time from reading the ALL the previous posts I gather it is hidden between planets in a secter with 2 plannets in it.
Please can someone tell me me what sectore to look in?
I really like the mod btw, (except for the silly "ship debrie" ships that roam around and fight back)
thanks
Please can someone tell me me what sectore to look in?
I really like the mod btw, (except for the silly "ship debrie" ships that roam around and fight back)
thanks
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- Joined: Tue, 16. Mar 04, 10:19
Several of us asked for clues a while back, but apart from a cryptic clue to which sector nothing else was forthcomming.....
I spent 3-4 evenings looking for the damn thing & found begger all !!!
If I remember correctly someone else used the galaxy editor to try & find it & failed miserably......
I've given up on this mod & currently use the Russian one that Shadowtek is hosting (search for Raiders mod) - it combines the MMW along with a few others & is the mutt's nutt's !!!
He says he is gonna merge his new super carrier into it asap...... Hopefully then it will be easier to find or purchase (which would be better !!)
Hope this answers your Q's

I spent 3-4 evenings looking for the damn thing & found begger all !!!

I've given up on this mod & currently use the Russian one that Shadowtek is hosting (search for Raiders mod) - it combines the MMW along with a few others & is the mutt's nutt's !!!

Hope this answers your Q's
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- Joined: Wed, 14. Jan 04, 02:29
ok i installed this thing, and i believe i followed the right order, but i still have sound clipping ... I have the .cat and .dat files marked from 04-07-23 from the MWM_fix file a page earlier. I started a new game in the huge universe without plot
edit - it seems that the new sectors don't show on the map interface, creating problems with navigation.
edit - it seems that the new sectors don't show on the map interface, creating problems with navigation.
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- Joined: Wed, 14. Jan 04, 02:29
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- Joined: Fri, 28. May 04, 02:47
I beleive you need to install the soundpatch for the MWM version your running .
As for the new sectors and the map they wont show lit up like the normal sectors but they are there.If you know the name you can use the letter key to find it for better navigation...As far as i know its not possible to get the new sectors to show or no one's ever found a way (probably hardcoded )
The Mwm fix on the previous page was for the changes 1.4 made to the ships.would install that one as the last.
What I did was :
Installed MWM 1.8 (jumped in and checked the sound)
Jumped out and installed the soundpatch for the version I wanted w/plot or without/plot (overwriting yes) jumped in and checked the soind again.
also checked the stats on a mercury that was flying around insector.
Then jumped out and installed the MWM fix for the ships.jumped in checked the mercury stats ..everything been good since.
Long winded but hope something in there helps..
As for the new sectors and the map they wont show lit up like the normal sectors but they are there.If you know the name you can use the letter key to find it for better navigation...As far as i know its not possible to get the new sectors to show or no one's ever found a way (probably hardcoded )
The Mwm fix on the previous page was for the changes 1.4 made to the ships.would install that one as the last.
What I did was :
Installed MWM 1.8 (jumped in and checked the sound)
Jumped out and installed the soundpatch for the version I wanted w/plot or without/plot (overwriting yes) jumped in and checked the soind again.
also checked the stats on a mercury that was flying around insector.
Then jumped out and installed the MWM fix for the ships.jumped in checked the mercury stats ..everything been good since.
Long winded but hope something in there helps..
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Hi guys, been a while. I saw that X2 was up in the top 5 nominees for game of the year award. I was quite surprised - and happy - so I decided to swing by and see how stuff has been going.
Let me mention that I consider MWM to be abandonware. When I started modding this game I was a total newb, bugs crept in by the dozens and they eventually overwhelmed this MWM project. I've moved on to other games and have less and less free time. But I hear there's going to be an expansion; I just might come back and do another project fresh from the start. With what I know now about modding and my future programming classes (yes X2 inspired me) it should be good.
To answer a few questions posed recently:
There will not be a 1.4 patch other than what has been done by others. We will see about an X2: The Return mod.
No, the feature causing the sound problem is not really worth it unfortunately. But it is also hard coded into this mod so you either live with it or not. You can read on page 1 of this thread a little more about it. It's not my fault, this one!
If memory serves, the super carrier station is created and immediately destroyed due to proximity to a planet (9/10 from center to planet is too close :/). This bug is in the map, and can't be fixed without a complete new game. Rather than force that on people for something maybe most will never see I decided to leave it broken. This might have already been discussed, I understand it's not easy to search 36 pages of thread without a search feature though.
Ship debris fighting back, haha yeah, one of the prices you pay to custom name a ship - a feature last I checked not supported by the scripting editor.
On behalf of StormFront (can't forget that he helped on this mod too!) and I, I'd like to thank everyone who has played this mod. I wish you an enjoyable experience and sincerely apologize for all the bugs; you have no idea the feeling to have thousands of people playing your game then discover a bug that invalidates their saved games! OK, enough being sappy, just go on doing what you're doing - waiting for The Return.
Let me mention that I consider MWM to be abandonware. When I started modding this game I was a total newb, bugs crept in by the dozens and they eventually overwhelmed this MWM project. I've moved on to other games and have less and less free time. But I hear there's going to be an expansion; I just might come back and do another project fresh from the start. With what I know now about modding and my future programming classes (yes X2 inspired me) it should be good.
To answer a few questions posed recently:
There will not be a 1.4 patch other than what has been done by others. We will see about an X2: The Return mod.
No, the feature causing the sound problem is not really worth it unfortunately. But it is also hard coded into this mod so you either live with it or not. You can read on page 1 of this thread a little more about it. It's not my fault, this one!
If memory serves, the super carrier station is created and immediately destroyed due to proximity to a planet (9/10 from center to planet is too close :/). This bug is in the map, and can't be fixed without a complete new game. Rather than force that on people for something maybe most will never see I decided to leave it broken. This might have already been discussed, I understand it's not easy to search 36 pages of thread without a search feature though.
Ship debris fighting back, haha yeah, one of the prices you pay to custom name a ship - a feature last I checked not supported by the scripting editor.
On behalf of StormFront (can't forget that he helped on this mod too!) and I, I'd like to thank everyone who has played this mod. I wish you an enjoyable experience and sincerely apologize for all the bugs; you have no idea the feeling to have thousands of people playing your game then discover a bug that invalidates their saved games! OK, enough being sappy, just go on doing what you're doing - waiting for The Return.
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- Posts: 124
- Joined: Fri, 28. May 04, 02:47
I still play using the massive map,its a great mod.
Good to see your still out there somewhere aalaard. good mod
Shanjaq : no my sound didnt messup after adding the fix zip for the 1-4 changes..and from just looking at them (i dont really use lasertowers) the stats are same as 1.4 also.
PS: the signed tuning kit script conflicts with part of the salvage options in this mod.Tried it and couldnt rescue stranded pilots and acquire their ships...just ended up with slaves in the hold after docking.I been trying to adjust a work around for them but am only learning scripting and adjusting some files atm
......(would be great to be able to use it in those massive zones
)
Good to see your still out there somewhere aalaard. good mod

Shanjaq : no my sound didnt messup after adding the fix zip for the 1-4 changes..and from just looking at them (i dont really use lasertowers) the stats are same as 1.4 also.
PS: the signed tuning kit script conflicts with part of the salvage options in this mod.Tried it and couldnt rescue stranded pilots and acquire their ships...just ended up with slaves in the hold after docking.I been trying to adjust a work around for them but am only learning scripting and adjusting some files atm


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Have a mission problem. When flying in an m6 and occasionly get a mercenary mission to invade a xenon sector which is always 452. Have flown all over the place and still can't find the system. Where is it? Is it an original X2 sector or part of the mod map? Might be that I just get lost in the mod sectors because I can't track my progress on the galaxy map. B.T.W. is it at all possible to update the mod where mod sectors appear on the galaxy map? Maybe you tried that already but found it impossible.
Also did a mission to rescue a a boron mako in the khaak sector. Found the ship and got real close but nothing happens. Is this a bug or is there something else I am supposed to do with it?
Also did a mission to rescue a a boron mako in the khaak sector. Found the ship and got real close but nothing happens. Is this a bug or is there something else I am supposed to do with it?
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I no longer have a copy the the excel map that showed the locations of all the sectors, but as I recall some of the gates in the MWM were very well hidden. In fact, one gate (to a xenon sector) was placed about 1,000 km from the ecliptic plane. One way to find this gate would be to blow up some xenon ships then follow the trail of replacements.
Storm_Front (creater of the MWM maps)
Spoiler
Show
I believe the gate to this xenon sector was in a pirate sector near Light of Heart and Light Water. I think
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Storm_Front wrote:I no longer have a copy the the excel map that showed the locations of all the sectors, but as I recall some of the gates in the MWM were very well hidden. In fact, one gate (to a xenon sector) was placed about 1,000 km from the ecliptic plane. One way to find this gate would be to blow up some xenon ships then follow the trail of replacements.
Storm_Front (creater of the MWM maps)SpoilerShowI believe the gate to this xenon sector was in a pirate sector near Light of Heart and Light Water. I think
Spoiler
Show
It was the sector west of LOH that is given to the player, or at least it was when i last played it.
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You can find Xenon 454 by
I still have the original excel map with all the MWM sectors & gates, as well as one tailored specifically to my custom map (which includes only those MWM sectors needed for the missions). If someone is really interested, I can email it.
However, if all you want is to see the map layout (sectors & gates), get a copy of DoubleShadow's X2 Editor, and use the galaxy editor tab to graphically display the map you are interested in (once you unpack it).
Spoiler
Show
Taking the south gate from Duke's Domain, or the north gate from Emperor's Wisdom.
However, if all you want is to see the map layout (sectors & gates), get a copy of DoubleShadow's X2 Editor, and use the galaxy editor tab to graphically display the map you are interested in (once you unpack it).