Homepage: http://www.xscripting.com/ Requirements: X2: The Threat v1.4 X2 Bonus Plugin Pack v1.04 This mod makes too many changes to be compatible with existing games. You must start a new game to play! Gameplay is faster, so you'll have your empires sooner than you think. Installation Instructions: Install X2 and patch properly to 1.4. Install the Artificial Life Update. Install the Bonus Plugin Pack 1.04.01. [Do NOT install Fusion Injector or Hired Gunnery Crews out of the Bonus Pack!] Install Firelance Select the mod "X2 - Firelance" in the X2 launcher. Play Please note that if the voices are messed up in the game, there are two versions available. One or the other will work for your game. Special Changes: Own a Pirate Base! Gameplay changes: Ship turning rates optimized for joystick play, while retaining each ship's unique feel. (Tested on Saitek HOTAS x52 and Logitech Wingman Extreme 3). Engine Tuning, Rudder Optimization, and Cargobay Extensions removed. All ships including NPC ships are now maxed out from the start. Choose your enemies carefully. Combat now is often decided by numbers and who gets "the jump" on the other first. Just try taking on a M2 in your M3 now. Gameplay Annoyances Fixed: The game started off way too slowly, and you had to manually trade before getting to anything fun. (You start with a Mercury, in addition to your Discoverer, with Trade Command Software Mk3, a Mobile Drilling System for instant trading/mining.) Ships used turn too fast to be controllable. Combat didn't work. The ships just flew around in circles shooting each other occasionally. Ship equipment was scattered and it was a chore to equip your ships. Your freighters got blown up trying to cross Xenon sectors. Of the fighters, only the M3 was worth anything in a fleet. Weapons were too much alike and too generic. Fighters and freighters costed too much to replace. Factories were poorly shielded. M2 ships were cumbersome to give items and energy cells. (The Goner ship with a cargobay of 730cu can dock there now and is for sale in the Goner Museum in Cloudbase Southwest.) Universe Changes: All homeworld sectors get 2 additional Wharfs added. All homeworld sectors have their Space Equipment Docks carry everything that race uses on ships. Salvage Insurance available at all Trading Stations. Xenon sectors 347 and 472 moved one sector. Original sectors are now Blockade sectors occupied by the Teladi (347), Argon and Split (472). Xenon sectors 347 and 472 each have a shipyard. Original "Pirate" sectors now Neutral Space. There are stations belonging to an organization of Smugglers in or near Argon, Boron, Split and Paranid space. Rumors of the Xenon Mothership have been sighted. Extreme caution is advised as the Galaxy Killer Device used to shatter planets is rumored to be on board. All stations that produce contraband are sold only by the Pirates now. You must find their hidden sector, and find a way to make friends with them. The mystery of the shattered expansion of the races has been revealed. The Supergates linking all of a races space are now open to civilian traffic making travel much faster. Argon Cloudbase Southeast (S) - Akeela's Beacon (N) Montalaar (E) - Nathan's Voyage (W) Boron Rolk's Fate (E) - Light Water (W) Lucky Planets (S) - Dark Waters (N) Great Trench (N) - Hila's Joy (S) Paranid Preacher's Refuge (S) - Priest's Refuge (N) Split Cho's Defeat (E) - Family Tkr (S) Teladi Greater Profit (E) - Scale Plate Green (W) Company Pride (W) - Bad Debt (E) Radar Changes: M3/M4 ships are the only ships capable of Duplex Scanners. M1/M5 ships are the only ships capable of Triplex Scanners. Fighters/Scouts are very important in a fleet as they are your extended "eyes" in a sector. Bonus Plugin Changes: Basic Patrols script no longer charges a fee. Shield Changes: 1MW shields removed. 5MW is the minimum shield. Stations given special shielding so they are much tougher to crack. Shields reduced in price and can be much more easily found. Ware Class Changes: The entire ware class system was overhauled as follows: U (Universal Class) - Any ship with a cargobay can carry this. FI (Fighter Class) - This is the cargo class used for M3/M4 fighters. RS (Radar Supportship) - This is the cargo class used for M1/M5 ships and their advanced radar support. TR (Transporter Class) - This is the cargo class used for TP ships. FR (Freighter Class) - This is the cargo class used for TL/TS ships and their advanced freight abilities. GU (Gunship Class) - This is the cargo class used for the advanced weaponry of M2/M6 ships. Weapon Changes: All Alpha, Beta and Gamma versions of weapons stripped leaving a single unique weapon. (excluding the Khaak). Here are the weapons and the main class that uses them: Ion Disruptor - (M5) - Shield drainer - Scouts zap shields and the bigger ships come behind to mop up. Particle Accelerator Cannon - (M4) - Very powerful bolt dangerous to any fighter/freighter class. Impulse Ray Emitter - (M3) - A beam weapon capable of causing immense damage quickly, but has a high energy drain. High Energy Plasma Thrower - (M6)- Bomber Weapon. Fire's radiation that expands and envelops an area. Anything caught in the area is heavily damaged. Phased Shockwave Generator - (Paranid,Teladi) - A shockwave that expands and does wide area damage. Less powerful than the HEPT but covers a bigger area. Primarily used on M1/M2/M6/TL ships of the Paranid and Teladi. Mass Driver - (M1/M2 Argon,Split) - This weapon fires shield piercing rounds that do direct hull damage. It does require ammunition and only the Split and Argon have the ammunition feed systems to power the weapon. Fighters must use extreme caution! Photon Pulse Cannon - (M2) - A very large bolt that absolutely devastates it's target. It has a very slow turning rate and is primarily used against larger targets. All lasers are reduced in price and can be much more easily found. Mosquito, Wasp and Dragonfly missiles can catch any target. Silkworm and Hornet missiles can catch any cap-ship. All missiles have been reduced in price to be affordable options for the budding fighter pilot. Mass Driver ammunition reduced in price. Deployable Changes: Lasertowers increased in literal size and power. Their turning rate has been greatly increased. They now have 1 x 125MW shields. Fighter Drones have had their hull increased 10x, and can sustain a little damage before being destroyed. They have a special red beam weapon, that can pick fighters apart if deployed in groups. Squash Mines reduced in price to be affordable, attractive blockade weapons. Freighter Changes: TP ships now have a much larger cargobay, and increased weaponry (IRE) to make them attractive, low chain product runners. TS ships now have an additional 25MW shield generator, and a powerful weapon in their back turret (PAC). They have some teeth now and won't be as easily destroyed. Fighter Changes: M3/M4/M5 ships given more speed and can now outrun cap-ships and freighters. M3/M4/M5/TS/TP ships reduced in price. All fighters given a role as follows: M3 role - Heavy fighter. Can mount Duplex scanners. Heavy firepower and shielding at the expense of speed and turning. Average of 2 x 25MW shields, 2 x IRE, 400ms speed, Dragonfly missiles. M4 role - Superiority fighter. Can mount Duplex scanners. Average all the way around. Dangerous to anything in groups. Average of 5 x 5MW, 2 x PAC, 600ms speed, Dragonfly missiles. M5 role - Scout. Can mount Triplex scanners. Average of 3 x 5MW, 2 x ID or PAC, 800ms speed, Wasp missiles. Capital Ship Changes: M6 ships are now a bomber class and are deadly to capships. Fighters are their achilles heel. M1 ships now given anti-fighter weapons and Dragonfly missiles, the anti-fighter missile. M2/M6/TL ships not capable of radar upgrades. And much more.....