WAR mod v1

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AalaarDB
Posts: 2282
Joined: Thu, 29. Jan 04, 08:19
x3tc

WAR mod v1

Post by AalaarDB »

Aalaar's WAR mod v1

There is no readme as of yet, consider this the readme
What this does:
Creates 9 total new sectors, complete with descriptions, ship debris, stations, and of course, races fighting races. Make sure to read the flavor text :)
2 pirate sectors, one base is entrenched one is actively attacking Ore Belt.
1 Xenon sector, really heavily guarded
6 other sectors, all have at least 2 of the 5 x-races fighting in it, to varying degrees of intensity
You can take part in the battles, or stick to the original universe (as it has not be edited). But the 9 sectors affect more than just those 9, they throw the whole universe into a balanced state of flux. When a ship is destroyed, it respawns a little later and heads back to it's sector, only to pass through enemy territory and kill more ships. Even Xenons will be destroyed, respawn, travel and kill.
In addition to the battles taking place there, every 8 hours a random fleet is spawned which attacks a random enemy target.
Furthermore, I do not have 3dmax or like, and I can't edit the galaxy map to show the 9 new sectors. If someone could do this, that would be great.
Other things that *might* be upcoming in version 2:
mercenary rewards, double police money or more for destroying enemy ships in (new) allied sectors
more stuff I can't think of atm
more sectors (unlikely as 9 seems enough and new sectors would require a new game)

To install: I couldnt get the mod package thingy to work, so you must manually install it.
Copy 441111.xml to x2/t
Copy warmod.xml to x2/maps
Copy all rest to x2/scripts

To run: you must start a new game. Select "start", select "new game in custom galaxy", select warmod.

I highly recommand this also:
Khaak Second Invasion v4.1
and I am unsure if this works:
Fleet Commands V2

*edit* v1 fixes pirate / paranid relations, Xenon sector will fight, ship debris no longer moves (at least most of it I think) rebalanced forces in 3 sectors. better sector script, descriptions are now working. Unfortunately the only thing not working is the mines in Sector# 916, dunno why, they might be blowing up upon loading. V1 requires you to restart a new game for the map changes to take effect.
Last edited by AalaarDB on Thu, 18. Mar 04, 07:52, edited 8 times in total.
AalaarDB
Posts: 2282
Joined: Thu, 29. Jan 04, 08:19
x3tc

Post by AalaarDB »

Fixed, going to bed now with it running seta 10x to see how it goes :)
Captain Data
Posts: 201
Joined: Thu, 12. Feb 04, 23:40
x2

Post by Captain Data »

Sounds good ... a smaller universe (10 sectors only) would be great for "instant"-battles, maybe a home-sector with fully developed trading-system for each race and the rest for the huge battles with dozens of big ships :)

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