[MOD][v1.3 - 24.12.07] Wing Commander 1 Mod
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
[MOD][v1.3 - 24.12.07] Wing Commander 1 Mod
Wing Commander 1 MOD
-this mod adds ships from the 1989 computer game wing commander to x3
-many other aspects of x3 are edited
features
- all ships from wing commander 1 (yet withput the fieghters "drayman" and "dorkir") + the rapierII from wc2
- wing commander weapons
- revision of the MX - class system
- new ships for the X-races
- revision of all X3-Weapons
- Xenon are replaced by the Kilrathi
Screenshots and Download:
http://www.uni-weimar.de/~kifx4335/privat/x3mod/
ships:
general:
- hull, shields and generators increased
M5
- Scout
- 5MJ shield
- Weapons: IRE + race-specific
M4
- Fighter
- 25MJ shields
- Weapons: PAC + race-specific, all misisles, except torpedos
M3
- Bomber
- 25 up to 125MJ shields
- weapons: HEPT + race-specific, alle missiles/torpedos
- not very agile
exception: Perseus- and sanovaderivates: very agile and can usw PAC
M6
- corvette
- 125MJ up to 1 GJ shield
- weapons: depending on its configurtaion: small M6 carry smaller weapons, but are faster
M7
- Frigates
- 2 uo to 3GJ shields
- many turrets
- 1 up to 3 dockingslots for fighters(M5,M4,M3)
M2
- like in vanilla, but faster
- most turrets can only use PPC. But there are at least two turrets for anti-fighter weapons
M1
- same changes as M2
TS/TP
- small changes
- turet uses only PAC /MM
TL
- uses GJ Shields
New ships
Terran Confederation:
- Hornet (M5)
- Scimitar (M4)
- Rapier (M4)
- RapierII (M4)
- Raptor (M3)
- Venture (M6)
- Cerberus (M7)
- Exeter (M2)
- Bengal-Klasse (M1)
- Prototype
- Prototype
Kilrathi Empire:
- Salthi (M5)
- Dralthi (M4)
- Krant (M4)
- Gratha (M3)
- Jalthi (M6)
- Ralari (M2)
- Fralthi (M1)
Argon:
- Titan XL (M2)
- Wyrm (X2 Centaur) (M6)
- Wyrm Raider (M6)
- Wyrm XL (M7)
Split:
- Dragon Vanguard (M6)
- Dragon Raider (M6)
- Dragon Sentinel (M6)
- Basilisk (M7)
Teladi:
- Vulture Military Transport
Yaki:
- Flame Sword (M7)
Pirates:
- Raider (M3)
Weapons:
aIRE - replaced by laser cannon- big range, low damage
bIRE - adjusted
aPAC - replaced by mass driver cannon - medium range, medium damage
bPAC - adjusted
aHEPT - replaced by neutron cannon- small range, big damage
bHEPT - adjusted
aPPC - replaced by anti-matter gun - big range, big damage -capital weapon
bPPC - replaced by anti-matter cannon - see above
gPPC - adjusted
ID - adjusted
aPB - big range medium shielddamage, low hulldamage
bPB - small range big shielddamage, medium hulldamage
MD - damage increased, fire rate adjusted
aFAA - replaced by Tachyon Pulse Cannon - evil weapon
BFAA - replaced by Tachyon Pulse Gun - very evil weapon
CIG - replaced by Tachyo Disruptor - unbeliavable evil weapon
aKE - adjusted
bKE - adjusted
gKE - range reduced
aPSG - replaced by particle cannon
bPSG - energy-drain reduced, damage increased
gPSG - energy-drain reduced, damage increased
Missiles:
- all adjusted
- torpedos cause damage up to 8GJ
- need more cargo space
- cost more
Special Weapons:
argon: mass Driver, Tachyon Weapons
boron: Ion Disruptor
paranid: PSG
split: Pulsed beam Emitter (M6 can also mount kyon emitters)
teladi: nothing, telady stink
Misc: many many small changes, with big effects...
the link again
http://gonzo.uni-weimar.de/~kifx4335/privat/x3mod/
IMPORTANT:::::::::::::::::IMPORTANT
you MUST start a new game
post bugs, possible improvements ect. here please
the mod can also be used as "false patch"
have fun
------NEWS------
v1.2 is ready to be downloaded
changelog:
none for you. because 1.2 is the first english version
known bugs:
-kilrathi grathas and dralthis dont move at "xenon"-invasions
big thx to Blacky_BPG for the english translation and to all beta-testers from the german forum.
-this mod adds ships from the 1989 computer game wing commander to x3
-many other aspects of x3 are edited
features
- all ships from wing commander 1 (yet withput the fieghters "drayman" and "dorkir") + the rapierII from wc2
- wing commander weapons
- revision of the MX - class system
- new ships for the X-races
- revision of all X3-Weapons
- Xenon are replaced by the Kilrathi
Screenshots and Download:
http://www.uni-weimar.de/~kifx4335/privat/x3mod/
ships:
general:
- hull, shields and generators increased
M5
- Scout
- 5MJ shield
- Weapons: IRE + race-specific
M4
- Fighter
- 25MJ shields
- Weapons: PAC + race-specific, all misisles, except torpedos
M3
- Bomber
- 25 up to 125MJ shields
- weapons: HEPT + race-specific, alle missiles/torpedos
- not very agile
exception: Perseus- and sanovaderivates: very agile and can usw PAC
M6
- corvette
- 125MJ up to 1 GJ shield
- weapons: depending on its configurtaion: small M6 carry smaller weapons, but are faster
M7
- Frigates
- 2 uo to 3GJ shields
- many turrets
- 1 up to 3 dockingslots for fighters(M5,M4,M3)
M2
- like in vanilla, but faster
- most turrets can only use PPC. But there are at least two turrets for anti-fighter weapons
M1
- same changes as M2
TS/TP
- small changes
- turet uses only PAC /MM
TL
- uses GJ Shields
New ships
Terran Confederation:
- Hornet (M5)
- Scimitar (M4)
- Rapier (M4)
- RapierII (M4)
- Raptor (M3)
- Venture (M6)
- Cerberus (M7)
- Exeter (M2)
- Bengal-Klasse (M1)
- Prototype
- Prototype
Kilrathi Empire:
- Salthi (M5)
- Dralthi (M4)
- Krant (M4)
- Gratha (M3)
- Jalthi (M6)
- Ralari (M2)
- Fralthi (M1)
Argon:
- Titan XL (M2)
- Wyrm (X2 Centaur) (M6)
- Wyrm Raider (M6)
- Wyrm XL (M7)
Split:
- Dragon Vanguard (M6)
- Dragon Raider (M6)
- Dragon Sentinel (M6)
- Basilisk (M7)
Teladi:
- Vulture Military Transport
Yaki:
- Flame Sword (M7)
Pirates:
- Raider (M3)
Weapons:
aIRE - replaced by laser cannon- big range, low damage
bIRE - adjusted
aPAC - replaced by mass driver cannon - medium range, medium damage
bPAC - adjusted
aHEPT - replaced by neutron cannon- small range, big damage
bHEPT - adjusted
aPPC - replaced by anti-matter gun - big range, big damage -capital weapon
bPPC - replaced by anti-matter cannon - see above
gPPC - adjusted
ID - adjusted
aPB - big range medium shielddamage, low hulldamage
bPB - small range big shielddamage, medium hulldamage
MD - damage increased, fire rate adjusted
aFAA - replaced by Tachyon Pulse Cannon - evil weapon
BFAA - replaced by Tachyon Pulse Gun - very evil weapon
CIG - replaced by Tachyo Disruptor - unbeliavable evil weapon
aKE - adjusted
bKE - adjusted
gKE - range reduced
aPSG - replaced by particle cannon
bPSG - energy-drain reduced, damage increased
gPSG - energy-drain reduced, damage increased
Missiles:
- all adjusted
- torpedos cause damage up to 8GJ
- need more cargo space
- cost more
Special Weapons:
argon: mass Driver, Tachyon Weapons
boron: Ion Disruptor
paranid: PSG
split: Pulsed beam Emitter (M6 can also mount kyon emitters)
teladi: nothing, telady stink
Misc: many many small changes, with big effects...
the link again
http://gonzo.uni-weimar.de/~kifx4335/privat/x3mod/
IMPORTANT:::::::::::::::::IMPORTANT
you MUST start a new game
post bugs, possible improvements ect. here please
the mod can also be used as "false patch"
have fun
------NEWS------
v1.2 is ready to be downloaded
changelog:
none for you. because 1.2 is the first english version
known bugs:
-kilrathi grathas and dralthis dont move at "xenon"-invasions
big thx to Blacky_BPG for the english translation and to all beta-testers from the german forum.
Last edited by |K.O.S.H. on Mon, 24. Dec 07, 09:04, edited 1 time in total.
WOW !! I’ve been looking forward to something like this for a long time. I just got back into X3 and found your mod in a search, sadly the link seems to be dead.
I am especially interested in your Bengal Class M1. If there is anyway to get that ship and/or your mod I would be very grateful.
Thanks in advance.
I am especially interested in your Bengal Class M1. If there is anyway to get that ship and/or your mod I would be very grateful.
Thanks in advance.
that little dot is for the cockpit view, to remove it from the the ship ingame, you need to detach it from the body and set it as a child in 3ds or gmax, i had the same trouble but thanks to a little help it now does not appear ingame
Our friends are rich and we love it, and it makes us look wealthy too
Xpressed mod forum, ideas welcome
http://x3.byte-pixel.com/forum/viewforum.php?f=22
Xpressed mod forum, ideas welcome
http://x3.byte-pixel.com/forum/viewforum.php?f=22
changes in the new version will be:
new features
- new ship: argon havoc (m4)
- new ship boron hammerhead (m7)
- 11 new explosion-sounds ([almost] every missile has a unique one)
- 4 new missile-launch-sounds
- new fire- and inpact-sounds for the masdriver (silenced gunshot and unique explosion)
Tweaks:
- jalthis are easier to ..aerm.. capture (??)
- all (new spawned) boronschips can carry one more shield
- tachyondisrupter nerfed
- impact effect of anti-matter-weapons changed (looks like one from wraith-waffen [stargate])
- impacteffect of the tachyonweapons changed (back to version 1.1)
- bullet of the pac and tachion impulse weapons changed to cool ones
the new version will inlcude my beam script (see my sig)
it defines a hotkey - you can beam flying ware or astronauts onboard
new features
- new ship: argon havoc (m4)
- new ship boron hammerhead (m7)
- 11 new explosion-sounds ([almost] every missile has a unique one)
- 4 new missile-launch-sounds
- new fire- and inpact-sounds for the masdriver (silenced gunshot and unique explosion)
Tweaks:
- jalthis are easier to ..aerm.. capture (??)
- all (new spawned) boronschips can carry one more shield
- tachyondisrupter nerfed
- impact effect of anti-matter-weapons changed (looks like one from wraith-waffen [stargate])
- impacteffect of the tachyonweapons changed (back to version 1.1)
- bullet of the pac and tachion impulse weapons changed to cool ones
the new version will inlcude my beam script (see my sig)
it defines a hotkey - you can beam flying ware or astronauts onboard
merry christmas
http://gonzo.uni-weimar.de/~kifx4335/privat/x3mod/
features - see the post above +
- pirates use xenon ships
- hydra-box removed
NOT TESTET WITH V2.5
http://gonzo.uni-weimar.de/~kifx4335/privat/x3mod/
features - see the post above +
- pirates use xenon ships
- hydra-box removed
NOT TESTET WITH V2.5
-
- Posts: 490
- Joined: Wed, 27. Jul 05, 17:10
ok
then you migth be interested in the some of the new features:
new ships:
-ray variation - m2 (already available, but not yet mentioned )
-phyton variation - m2 (already available, but not yet mentioned )
-dralthi variation - m4
-drayman - ts
-confederation - m0
-venture variation - m6
-odin back in game -m2
-thor back in game -m3
-mnjölnir back in game -m4
-valkyrie back in game -m5
-xm2
-xm3
-xm4
-xm4 variant
-xm5
-xm7
-xts
features:
-a new instellar taskforce, that uses XM$ ships
-a new script system, that ca be easier modified (important for me )
-terran ships will leave their sectors and do more than flying arround (working on it)
-some changes of sector owners to generate figths between kilrathi and terrans
-HQs can be purchased at argon prime for a small fee
changes:
-gate-effect changed (see video below)
-tachyon-weapons rebalanced
-missiles rebalanced
-cyclone - dumb-fire torpedo with devatating firepower
-blizzard - something like the typhoon
-all torpedos (rgw, hammerhead, firestrom) are multi-warhead - that means 8 single missiles per shot.
-ppc impact effect changed to explosion
-ppc impact sound is now an unique explosion
-some shield load-rates changed
-free traders will no longer use m6/m7, bute military transports and XTS
-and all the small things i forgot
some impression:
confederation: (red/yellow stripes removed on multiple requests)
http://gonzo.uni-weimar.de/~kifx4335/pr ... ps/con.jpg
http://gonzo.uni-weimar.de/~kifx4335/pr ... s/con2.jpg
http://gonzo.uni-weimar.de/~kifx4335/pr ... s/con3.jpg
http://gonzo.uni-weimar.de/~kifx4335/pr ... s/con4.jpg
drayman:
http://gonzo.uni-weimar.de/~kifx4335/pr ... /dray1.jpg
http://gonzo.uni-weimar.de/~kifx4335/pr ... /dray2.jpg
XM7:
http://gonzo.uni-weimar.de/~kifx4335/pr ... ps/xm7.jpg
dralthi variation:
http://gonzo.uni-weimar.de/~kifx4335/pr ... mod/d2.jpg
videos:
new gate-effect:
http://gonzo.uni-weimar.de/~kifx4335/pr ... w_gate.wmv
havoc
http://gonzo.uni-weimar.de/~kifx4335/pr ... /havoc.wmv
note that the loot is beamed into my ship with my hotkey-beam-script(will be included)
then you migth be interested in the some of the new features:
new ships:
-ray variation - m2 (already available, but not yet mentioned )
-phyton variation - m2 (already available, but not yet mentioned )
-dralthi variation - m4
-drayman - ts
-confederation - m0
-venture variation - m6
-odin back in game -m2
-thor back in game -m3
-mnjölnir back in game -m4
-valkyrie back in game -m5
-xm2
-xm3
-xm4
-xm4 variant
-xm5
-xm7
-xts
features:
-a new instellar taskforce, that uses XM$ ships
-a new script system, that ca be easier modified (important for me )
-terran ships will leave their sectors and do more than flying arround (working on it)
-some changes of sector owners to generate figths between kilrathi and terrans
-HQs can be purchased at argon prime for a small fee
changes:
-gate-effect changed (see video below)
-tachyon-weapons rebalanced
-missiles rebalanced
-cyclone - dumb-fire torpedo with devatating firepower
-blizzard - something like the typhoon
-all torpedos (rgw, hammerhead, firestrom) are multi-warhead - that means 8 single missiles per shot.
-ppc impact effect changed to explosion
-ppc impact sound is now an unique explosion
-some shield load-rates changed
-free traders will no longer use m6/m7, bute military transports and XTS
-and all the small things i forgot
some impression:
confederation: (red/yellow stripes removed on multiple requests)
http://gonzo.uni-weimar.de/~kifx4335/pr ... ps/con.jpg
http://gonzo.uni-weimar.de/~kifx4335/pr ... s/con2.jpg
http://gonzo.uni-weimar.de/~kifx4335/pr ... s/con3.jpg
http://gonzo.uni-weimar.de/~kifx4335/pr ... s/con4.jpg
drayman:
http://gonzo.uni-weimar.de/~kifx4335/pr ... /dray1.jpg
http://gonzo.uni-weimar.de/~kifx4335/pr ... /dray2.jpg
XM7:
http://gonzo.uni-weimar.de/~kifx4335/pr ... ps/xm7.jpg
dralthi variation:
http://gonzo.uni-weimar.de/~kifx4335/pr ... mod/d2.jpg
videos:
new gate-effect:
http://gonzo.uni-weimar.de/~kifx4335/pr ... w_gate.wmv
havoc
http://gonzo.uni-weimar.de/~kifx4335/pr ... /havoc.wmv
note that the loot is beamed into my ship with my hotkey-beam-script(will be included)