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The Big The Big Mod

HOT

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Size 671.49 KB

Filedate

Filename TBM-V0.15.zip

Downloads 663

Created Tuesday, 25 August 2015 18:40

Changed Tuesday, 25 August 2015 18:40

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This mod/expansion came around through the efforts fo two modders, Burianek and myself MarkLaverty. We were working on different things (burianek was doing a 'rebalance' with the T files and I was adding new factories and stuff) and Burianek kindly offered to help me with a few problems. We pretty soon realised our mods were going to conflict over Tfactories, so we decided to combine them... and heres the result  

 This mod is more of an expansion and unofficial patch than just a single mod/script, so the list of what it does is pretty long...

 1 ) Rebalances combat in x2 by messing around with bullet speeds/dammage and just about anything else burianek could get his hands on... IMHO it is now much improved and ALOT more fun.

 2 ) Realances the econemy in x2 with burianeks econemy rebalance and improves combat ALOT with his combat rebalance.

 3 ) Adds 11 new factories to the x universe, everything from 'Narcotics labs', to 'Space Resorts' to 'Waste recycling plants'

 4 ) Adds a load of new tradable wares to the game.

 5 ) Creates fully working salvage yards where you can scrap your old ships for a half decent price

 6 ) Creates NPC mobile miners for a bit of depth (uses a rewritten version of, but is still heavily based on, the XAI Automining commads. If you like what you see give em a try, there pretty good  )

 7 ) Makes the races more independent of each other in terms of equipment production so the universe is more 'realistic'

 8 ) Creates a balanced demand for high end goods so those expensive factories don't just fill up and stay full. The'll now make you some money..

 9 ) Adds in a new type of Torpedo fittable to the Boron Baracuda (Fusion torpedos). They are fast and very powerfull (what the hornet should have been, eg 6 can kill a station) but have a VERY poor turning radius.

 10 ) Creates a new class of split heavy destroyer, the 'Split Cobra' which can be seen patroling through split space.

 11 ) Gives the player commands that will let him/her add extra wares to, and remove unwanted wares from, player owned trade and equipment docks

 12 ) makes the mass driver more powerfull

 13 ) Adds the experimental shuttle to the game as the 'Advanced shuttle'. Its a cross between a freighter, an m3 and an m6. It is on sale at the shipyard in Argon prime.

 14 ) The advanced shuttle uses the MASSIVELY improved X-shuttle model and textures from ReiAyanami (<- the mans got SERIOUS tallent).

 15 ) Converts PPC weapons into beam weapons with a funky purple beam effect (Hint - Its worth attacking an m2 and getting killed just to see the fireworks display) Used shadowX's beam mod with a couple of tweaks. Its worth installing the mod just for this alone!!!!!



 ***********PLEASE NOTE : AT PRESENT NONE OF THE FACTORIES OR THE SPLIT HEAVY DESTROYER ARE PLAYER PURCHASABLE. A CUSTOM UNIVERSE MAP IS IN PROGRESS, BUT ONCE ITS READY YOU'LL HAVE TO START A NEW GAME WITH THE PLOT DISABLED AND CHOOSE THE CUSTOM MAP. THEN YOU WILL BE ABLE TO PURCHASE THEM.**********


 ------FIRST A MASSIVE THANKS!!!!--------

 This mod is the product of about a dozen or so people gettng together to produce what IMHO is something brilliant. People have helped with everything from betatesting to producing the custom map to even rewriting the descriptions of the new stuff to give it more flavor. Will list out EVERYONE thats helped and had input in the readme for the propper 'public version'.


 ------Installation-----

 First make sure you have 2 or 3 good saved games to go back to if you decide to uninstall this mod.

 Then have a look in your x2 program folder and see what the highest numbered .dat and .cat are. Rename the two that come with this mod to be one higher. so if you have a 04.dat and 04.cat already, call the ones that come with this mod 05.dat and 05.cat (they are called this by default anyway).

 next copy them into your x2 program folder with the other .dat and .cat files.

 Then, copy the scripts in your X2 scripts folder.

 Then copy the file in the file in the 'T' folder into your x2 'T' folder.

 Load up a game, go into the script editor and run the 'econmod.master.script'. be warned though, this mod makes ALOT of changes and it could take a while for that script to run. I've got a seriously overclocked AMD Athlon that muse be rated at something like 3800+, with 512mb of ram running at DDR440 speeds, and it can stil take a few seconds to execute on mine.

 Once it finished runing you done, the mods installed.  


 ***** Warning: This mod MAY prevent you starting a new game unless you remove the .dat and .cat files from your x2 folder, start a new game, save the game, quit x2 and then put the .dat and .cat files back. You will then have to rerun the 'econmad.master.script' script******



 -----Salvage/scrap yards--------

 Dock the ship you want to scrap at the trading station in the same sector as the scrap yard you want to use and buy a 'certificate of suitability for recycling' for it.

 Run the 'scrap ship' command from the 'special' section of that ships command menu, and select the scrap yard in the same sector.

 you'll be paid a price based upon the ships type and installed equipment. The rates aren't great, but they are more than you'll get for a heavily hull dammaged ship at a shipyard.


 ------Adding/removing wares from equipment docks-----------

 Any ship with the trading system extension installed will now have two extra commands available in its menus under 'general'. They are pretty self explanitry, one adds wares to a dock so it can trade with them, the other removes them.

 Adding wares costs 20,000cr per ware, removing them costs 5,000cr per ware.

 To use, just run the one you want to use and choose the station you want to add/remove wares too/from, then choose the ware.

 They will only run against trading stations and equipment docks owned by you.


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