FairLight DOX Division Presents:
X2 The Threat v1.3 (US) Update *Cracked*
Cracked by: FAiRLiGHT : : Release Date: 10/03/04
Packaged by: A Parma Violet Sweet # of Options: N/A
Type: [ ] Manual/Reference Card Type: Patch
CD/Box Covers
Walkthrough
Strategy Guide
Cheat/Trainer
[X] Patch
Number of archives: 2
Instructions
Update your copy of X2: The Threat using the included update,
dont worry about having to copy a crack over, we included it already
in their installer.. so its practically idiot proof...practically
Patch Changes
Patch 1.3 Feature list:
IMPORTANT NOTES:
There are several versions of this patch for different language
and country versions. To download it from our website you have
to register using the online registration key of your product.
This will make sure you always get the right version of the patch.
Registration will also give you access to additional download content.
This patch requires version 1.2 to be already installed. Only older
Australian and North American (US and Canada) versions can contain
versions below 1.2. All European versions are 1.2 from the start.
Many of the new features of version 1.3 affect the ability to MOD the
game (make custom modifications of X2 and edit the universe). There is
a separate "modder kit" available for download from our website for
everybody interested in modding X2. It includes tools to generate mods
as well as 3D exporter and documentation on writing scripts or using
the galaxy editor.
Modified universe versus "original" universe: Since the introduction
of the new modding support, the game can now run in two different
modes. "Modified" and the original X2 unmodified mode. If players
want to run self modified scripts or want to include any game content
that could be used for cheating, the game will switch to the
"modified" mode. Scripts which egosoft finds acceptable for inclusion
into the "official" game (i.e they can not be used for cheating) will
be signed by egosoft. Only signed scripts will be accepted in
"unmodified" mode.
The first time you load an old 1.0, 1.1 or 1.2 savegame, it will have
to be converted. This can take a much longer time than normal loading.
This is only a one time effect. Save again and the loading time will
be normal again.
IMPROVEMENTS OVER 1.2:
Savegame handling: To make saving games more secure, savegames are
written in a temporary file. The actual savegame file is only
replaced after a successful saving.
Autosaves are now rolling over a set of three files by default.
So you will have the last three autosaves available instead of only
one.
Steering inertia changed - steering is more exact for fast ships.
Trade extension MK3 is now integrated in X2, available at the
TerraCorp Headquarters and some Teladi Trading Stations.
Jumpdrive Command available in the Command Console allowing you to
command ships to use their jumpdrive. All escort ships will use the
jumpdrive too. Recursive through the chain of wings/escorts. The
recursion stops if a wing/escort leader can not jump. A jumpdrive and
enough energy cells must be present in the ship. Manual jumps
(Shift-J) do not trigger escort ship jumps, use the autopilot jump
feature to do so!
The turret command "missile defense" works now like "protect me"
instead of "attack all enemies". But if the ship executes "attack
all enemies", the "missile defense" command will search for enemies
NPC capital ships now use the "missile defense" command instead of
"attack all enemies" in some turrets.
*NEW* game "modding" support:
Ability to play a modified game (custom map, custom scripts, custom
shiptypes etc.). In this mode the story plot of X2 is deactivated
and the game shows a small "modified" overlay logo on the screen.
Possibility to include a mod package (.cat, .dat) in the start window.
Galaxy Editor available.
More info about these modding features are available as part of the "X2
modder package" from www.egosoft.com. This package also contains
valuable tools for creating your own mods.
BUGFIX:
FIXED: Video recording mode now supports particles and trails
FIXED: Menu doubled when ejecting in a station
FIXED: Corrupt savegames when using long player ship name
FIXED: Crash in space if objects are very far away
FIXED: Xenon J was invisible
FIXED: Docking not possible at Paranid Drone Fab (fixed in some 1.2
versions too)
FIXED: Copy protection problem if game started with default savegame
(German version only: If your savegame is affected please use the
separate savegame patch!)
FIXED: "Invert Tilt Control" setting not saved when no joystick available
FIXED: Wingmen and turrets continued to attack captured ships
FIXED: Turret lead indicator wrong if ship speed is above zero.
FIXED: Ecliptic Projector was incorrectly displayed in turrets.
Note when using custom scripts:
Be careful if you use user-made scripts without the Script Editor. If you
want to patch such a savegame you should activate the Script Editor in v1.2
before installing the patch: In v1.3 user-made scripts are only recognized
in a "modified" game.
Also NOTE: some built in new ship commands like the Jump Drive and Trade
Extension MK3 command use command slots in the range from 0 to 15. So it may
be possible, that commands installed by user-made scripts are no longer
available in the command console till they use other command slots (16-31).
Trade Command Software MK3
The Trade Command Software MK3 is a new upgrade available at the TerraCorp
HQ and various Teladi Equipment Docks. This extension is compatible to TS,
TP, M3 and M4 class ships as well as the Goner Ship. You might think a price
of 501.338 Cr is a bit high but believe me it's justified when comparing the
cost to the profit this extension can make.
Once this software kit is installed on a ship, that ship will feature a new
command "Start sector trader" in the Trading Command Console. Give this order
and the ship will start to trade autonomously in its current sector aiming
for the best profit.
Every time a ship running this software has made a profit of 50.000 Cr (for
you!) it will substract a small fee from your account, consider this the cost
of maintenance and docking permission. At the same time the ship will enter
the next "level". The higher the level is, the more intelligent this ship
will behave when trading. For example from level 4 on it will check the
product of the station the ship is landed at and see if it can be sold for
a profit ensuring no unneccessary empty runs are made.
Note that these levels are bound to the "pilot" of the ship. They will
remain even if the command is stopped, however if you enter the ship you
"fire" the pilot and all levels are gone!
This is the "sector trader" version that is only capable of trading within
one single sector - it will not pass jumpgates on its own. The next version
will upgrade the MK3 to become a true "universe trader" which is capable of
doing intersector trading and eventually will even use the jump drive. This
upgrade will eventually be available for registered players in the Download
section of www.egosoft.com!
"Piece of cake"
/TEAM FAIRLIGHT
Greetings to our friends in groups such as:
CLASS, BACKLASH, KALISTO, ECHELON, BMI & TITAN
Kindest regards - FairLight DOX 2004
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