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*+*+                            DDRS Version 2.5 - Rebalanced                          +*+*
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*+*+                             Deadly's Ship & Station Mod                           +*+*
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*+*+             ====>     With Custom Scripts Supplied by Red Spot  <====             +*+*
*+*+                                                                                   +*+*
*+*+         ====>      Ship Rebalancing Effort Inspired by Hieronymos     <====       +*+*
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*+*+   Stop by the DDRS forums for news and hints: http://www.xforum.chaos.net.nz/     +*+*
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*+*+             NOTE:  This mod is compatible with the Bala Gi (v2.0) patch.          +*+*
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*+*+       HOWEVER YOU MUST START A NEW GAME...OR LOAD FROM A "CLEAN" SAVE GAME!!!     +*+*
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DDRS General Introduction:
 
DDRS is an X3 mod currently available in two versions: Leveled and re-balanced. You are reading the readme for DDRS re-balanced. Leveled is closer to the original flavor of DDRS, while re-balanced features more difficult combat and often extensive changes to ship specs. Both versions of the mod introduce a large and continually expanding fleet of completely new ships of every class and race. DDRS also features five new special shipyards--one belonging to each race--where you can buy the new ships produced by each race. The mod also features the opportunity to earn the Player Headquarters or PHQ, where you can construct and repair your own ships.

===> The Challenge:
Permission to buy the shiny new ships featured in DDRS is NOT freely given, but must be earned ship by ship by successfull completion of specific missions that you can accept from a shadowy figure based in one of the Unknown Sectors. Once you gain access to a new ship type, you may then purchase it at its owning races' Special Shipyard--if your race reputation allows. Mission difficulty is determined by your combat rank, the current size of your fleet, and the class of ship you're piloting when you accept a mission--with bigger ships triggering tougher missions. 


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Want to know more?:

Scroll down this readme for more info on DDRS: like how to obtain DDRS missions, mod installation and upgrade instructions, the DDRS ship descriptions, the Special Shipyards, how to earn and operate the player HQ shipyard, some hints for re-balanced combat strategies, a few mod cheat scripts--and more.  


===> DDRS re-balanced: 
The re-balanced version of DDRS was created with one main purpose in mind...to even further increase combat difficulty. It was also originally created to prevent the unconscious transmission of racial vanilla ship imbalances into the DDRS fleet. For veteran players who are "combat junkies", re-balanced will provide a refreshingly intense challenge, and will require more careful strategies to ensure success. Most DDRS ships have been "redesigned" in re-balanced with specialized weapons loadouts that makes them particularly lethal against specific threats. A careful reading of ship descriptions in the readme may be very useful. Changes include:
 
1.) More Mass Drivers: Many more fighters of most races will now arm with mass drivers. Eliminating these shield-piercer equipped fighters in your own fighter will require flank or rear firing approaches, and more intelligent use of missiles to avoid suffering excessive hull damage.
 
2.) FlakShips: re-balanced also makes use of many specialized "Radical Departure" ships. These include Flakships, like the Boron Tigerfish Corvette. Armed with only BPAC’s up front, her turrets carry Alpha Flak Arrays. She’s lethal to even large numbers of M4’s and M5’s, is less effective against most M3’s...but she will fall easily to a trio of super-shielded Gorith Heavy Fighters, or against most other M6's.
 
3.) More Flak Arrays: Many capital ships and TL’s now carry more Flak Arrays...especially in Up, Down, and Back turret positions. Fighters either need to avoid these firing arcs, or altogether avoid flak-heavy ships like Boron’s BaseStar M1. Or neutralize these targets with PPC-equipped hunters. Or use heavily shielded fighters like Gorith as flight leaders to act as "damage sponges" for your other fighters to keep casualties low. Teladi and Boron big ships will now also carry the Antimatter Pulse Cannon (AMPC) for short range (1.2km) fighter defense, when the energy to fully power Flak Arrays runs low. The AMPC is a new energy weapon with shield piercing abilities similar to the MD, and can hit out to 1.2km--but with a lower ROF and muzzle velocity.
 
4.) CapShip-Hunters: The Paranid Achilles M6 is a good example. Armed with Beta PPC’s, she can hit capital ships from a distance, or make a few close-up passes to obliterate lightly shielded M6’s and M7’s--but is weak against fighters. M1 class CapShip-Hunters like Argon's Odin have the firepower to easily take down M2's and other M1's--but are fairly weak against fighters, and lack the heavier shielding of M2's.
 
5.) Corvette-Hunters: The Boron Dralthi and Split Outrider M3’s both pack Beta HEPT’s up front, and make great hunters of M6’s and slow M3’s. These M3’s are also very effective against most big ships if you avoid certain firing arcs. M7 class Raiders and the Yaki M7 Naginata Strike Frigate are also good corvette-hunters.
 
6.) Alien Weaponry: Certain Split vessels, like the Cylon M4 and M3, the Spitting Cobra M6, and the T'loth M2 now have the capacity to use limited amounts of Kha'ak beam weapons and missiles. The Kyon emitters are particularly nasty, but are very hard to find. Combat trials at the Rhonkar Testing Institute have shown Alpha Kyons to be extremely effective against light and medium fighters...but considerably less effective than plasma weaponry against most M3’s. The heavy Gamma Kyon is perhaps the best anti-corvette weapon in the galaxy, but is roughly equal to GPPC’s against capital ships.
 
7.) Intelligent weapon use by AI: re-balanced uses special weapon loading scripts that cause NPC ships to spawn with an optimum selection of weapon types, and then intelligently use what they've got. For example, a Boron Grendel M2 can and will load BFlaks at most hardpoints when engaging fighters, but will then switch to GPPC’s to engage capital ships. Another example is that most M3's will use MD's against other fighters, then switch to AHEPT's when attacking corvettes or larger. Also, mission-generated aggressors will spawn with full engine and rudder tunings, to give you a full appreciation of their effectiveness.
 
8.) Better Quality, Higher Price: most re-balanced ships are qualitatively superior to their vanilla counterparts. But that quality will come at a higher price. It's up to you to decide which re-balanced ships are worth their cost. There may be a few bargains out there, but in general you'll get what you pay for.
 
9.) Hybrids: Many ships in re-balanced are "hybrids" that combine qualities of more than one class to create ships to suit every playing style and fill every need. There are M1/M2, M2/M1, M2/M7, TL/M1, TL/M2, TS/M6, TP/M3...and others. Need a fast TP that can outfight many M3’s? Then try the Geococcus TP. Need a tough UT that doesn't get wasted by the first pirate patrol? Then try the Electra SuperFreighter. Want a TL that can carry an entire fighter squadron and maximum cargo? Try the Roger Young...if you can afford her. Want an M1 that can hold her own against an M2? Then then the Teladi ISD is for you!

10.) New Weapon: Deadly Da’s new Antimatter Pulse Cannon (AMPC), which is the Boron and Teladi answer to the Argon/Split mass driver. Unlike the MD, the AMPC is a heavy, turret mounted energy weapon with a range of 1.2km that has good shield-piercing abilities. Most DDRS Boron and Teladi M7 or larger, as well as a few M6's, can now equip with the AMPC, which uses the BPAC projectile animation. The AMPC has a lower projectile speed and rate of fire than MD, but does much more damage per projectile. Equipped NPC Boron/Teladi ships will use AMPC's against enemy fighters when they are within 1.2km, when lacking power for their Flak arrays.

===> New Challenges in re-balanced: 
DDRS re-balanced missions are considerably tougher than those in DDRS Leveled. During Betatesting we experimented with different difficulty levels, and decided on what we've got to provide experienced players more combat challenge without overwhelming novice players. For example, it's now extremely difficult--if not impossible--to take out most capital ships, or even an M6 or M7 Flakship in a lone M3. Wingmen are now much more important, even crucial, especially in higher level missions. Use of missiles by ships of all classes is much more important--so now may be the time to buy that Thunderbolt or Typhoon fab! While we've slightly reduced the number of NPC fighters carrying MD's, having some form of hull repair technology handy during long missions can be very useful. The "radical variation" ships are often very good in only one area--but suck in others. So building up a diverse fleet when money allows can be a good idea. So if you have an "assassinate the CapShip" mission, you could use Flakships--or an MD-armed M4 squadron--to draw away and eliminate its fighter escorts, then jump into a CapShip-Hunter M6 or M7 to finish off the primary target. If you still think a specific mission is too easy, then reload, but pilot a larger (combat) ship when you accept a mission. 

===> Please Let Us Know!:
Feedback is very important to us. So if a mission is too hard--or too easy--please let us know. If a ship is too expensive--or too cheap, or if it unbalances the mod in any way--please let us know. If you discover or develop a killer new tactical mission solution that unbalances the game--let us know (and brag a little!). Similarly, if there are any new "radical variation" ship concepts you'd like to see flying around in your game, then speak up. There are more Rebalanced ships in the pipeline that will be released as they're ready. These will include more M7's, and ships of almost every other class. We hope you enjoy playing DDRS Rebalanced as much as we have.

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Main Features:
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1.  Includes 53 custom ships (2 are "stretched" Super Freighter variants).
2.  Two custom stations (an asteroid base, and a new shipyard).
3.  An extensive script package to gradually introduce the stations and ships by completing missions during game play.
4.  Tweaks to all Standard Egosoft-supplied M6, M2, M1, and TL ships to enable external docking.  The M6 gets fighters (M5, M4, and M3), while the TL, M1, and M2 class ships can dock TS, TP, and M6 class ships (as well as fighters).
5.  Most of the standard Egosoft M6 ships have additional turrets.
6.  All Terran ships are fully functional, and an M4 has been added.
7.  Red Spot's "minimal HUD" mod (supplied as an optional "false patch", that can be removed).
8.  The EMP TWares file, to support those scripts that use it to add wares to the game.
9.  A new 5GJ shield type.
10. A new weapon of the Boron and Teladi called the AMPC (Anti-Matter Pulse Cannon).  The AMPC is a form of energy-based Mass Driver, but is heavy turret-mounted weapon.
11. Three "optional" script packages; a DDRS version of STM's Race Invasions, a new DD Bounty Hunters script, and a "Jump Start" script, for those players who are having to start over, and want (need?) a few goodies to get started. 

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Ship Types:
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M5 (Venom), Sold By: Split - The Split Venom has speed somewhat below that of Jaguar Raider--but 3MJ shields, making her much hardier in combat. Able to carry many missile types, including the deadly Silkworm and Thunderbolt, Venom also carries rapid firing Impulse Ray Emitters with weapons generators comparable to most Jaguar variants. More importantly, Starfury is able equip the excellent Boron Triplex Scanner, many of which were captured in the last war. A new scout for a new era, it is widely expected that Venom will be formally announced by the Split Naval Command as the official replacement for the Jaguar class. 

M5 (A-Wing), Sold By: Teladi - The Teladi A-Wing represents a revolutionary shift in Teladi scout ship design, and is the first Teladi scout to be purpose-built around the deadly Split Mass Driver weapon. With intentionally weak weapons generators, A-Wing carries up to three mass drivers, and has cargo for ample ammunition. A-Wing has 5MJ shielding--considered normal for most Teladi scouts. She also has a superb shield generator, and speed greater than all Harrier variants except Harrier Raider. Her only real weakness is her price, considerably more than Harrier"s. When fully equipped with costly Mass Drivers, the A-Wing is a very expensive scout ship indeed. While many military analysts view this new ship as a lighter, faster--and cheaper--Teladi throw-away version of the Split Scorpion medium fighter, it is not known whether Teladi Space Command will consider her considerable offensive power worth the cost.

M5 (Tie Interceptor), Sold By: Paranid - The Paranid TIE Interceptor is a strongly offense-oriented design whose function is to catch--and kill--enemy light and medium fighters with energy weaponry. Capable of mounting up to four Alpha Particle Accelerator Cannons, the TIE Interceptor has the largest weapons generators and capacitators of any M5 ship. All of this offensive muscle comes at the price of greatly diminished cargo capacity, however, and TIE Interceptor can only carry the small Duplex Scanner, and a very limited missile inventory. Her small cargo hold also limits her capacity for long-range scouting--something the older Pegasus class excels at. Expensive compared to the weaker but more versatile Pegasus variants, it is not known how widely this new scout hunter will be adopted within the Paranid armed forces.

M5 (Valkyrie), Sold By: Argon - The Argon Valkyrie is a strongly defensive scout design. With 10MJ of shielding, an adequate shield generator, and the strongest hull armor of any known M5 scout ship, the Valkyrie has only a two weapon frontal hardpoint--half the size of most other scout craft. This handicap is somewhat offset by her ability to carry particle weapons, including the heavy Beta PAC, as well as the potent Silkworm and Hornet missiles. However, her weapons are powered at levels far below most variants of the Discoverer class. Designed to endure punishment, not to dish it out, the Valkyrie's purpose is to infiltrate enemy formations..and survive long enough to transmit tracking telemetry. Criticized for her relative slowness compared to other M5"s, which makes her vulnerable to interception and destruction by faster M5"s, Valkyrie can rely on her much heavier shielding to even the odds.

M5 (Hunter) Sold By: Boron - The Boron Hunter represents the logical evolution of the older Octopus class. With the 3MJ shielding of an Octopus Sentinel, and speed slightly over that of Octopus Vanguard, Hunter is able to carry many missile types, including the deadly Silkworm and Thunderbolt. Her primary armament is a bank of rapid firing Impulse Ray Emitters, powered with a weapons generator slightly smaller than Octopus Vanguard"s. Hunter has a significantly roomier cargo bay than variants of the Octopus class, which enables her to carry more missiles, and equip the excellent Boron Triplex Scanner.

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M4 (Banshee) Sold By: Boron - Boron's ingenious answer to the deadly Split Scorpion mass driver-armed fighter--the Boron Banshee represents a fairly radical but economical design attempt to "out-Split the Split" by creating a new M4 purpose-built around Mass Driver weaponry. Banshee's tiny weapons powerplant thus enables her to incorporate correspondingly larger thrusters and shield housings. Lacking heavier particle weaponry capable of damaging large ship hulls, Banshee is designed exclusively to hunt lighter hulled enemy medium to heavy fighters with mass driver weaponry and the deadly Thunderbolt missile.

M4 (Tie Defender) Sold By: Paranid - Aptly named because of her heavy 25MJ shielding--the heaviest in a non-Yaki M4, the Paranid Tie Defender shares some of the alien design features of the Teladi Darkship, and features the same revolutionary storage capacitator technology. This gives her a weapons charge closer to that of a much larger M3 class fighter. The combination of heavy shielding and large weapons charge makes the Tie Defender a potent adversary. With speed just below that of the Pericles vanguard, and shield regeneration and laser recharge rates below the rest of the Pericles class, the Tie Defender also suffers from a smaller cargo hold and a high price tag.

M4 (Y-Wing) Sold By: Teladi - The Teladi Y-Wing represents a serious qualitative improvement over the aging Buzzard. The Y-Wing's excellent speed and superior shield and weapons generators more than compensate for her reduced shielding, which is 25% below most Buzzard variants. While still not as fast as the raider variants of many M4 craft of other races, the Y-Wing's superior performance and increased missile capabilities represent a giant leap forward in Teladi medium fighter design. Rumors exist that pirate intelligence operatives recently stole the schematics of the production release Y-Wing. If true, this news could spell serious trouble for the merchant fleets and navies of all five races.

M4 (X-Wing), Sold By: Split - The X-Wing design with its hardpoints capable of mounting heavy plasma weaponry, is an ancient design modified for use by the Split as a sort of "pocket M3". With enormous laser charge capacitators--comparable to most M3"s--they are capable of dishing out large amounts of damage against slower M3's and heavier craft, while using their superior speed and handling to evade damage. A purely offensive design, the X-Wing is not designed to withstand punishment, but to hit hard with heavy energy weapons--then evade. While equipped with only four fixed frontal weapons hardpoints--unlike the usual six found in Scorpion class fighters, the X-Wing's ability to mount the deadly Thunderbolt missile, her phenomenal laser charge capacity, and an extra 5MJ shield slot more than compensate.
        
M4 (Mjollnir), Sold By: Argon - The Mjollnir is a strongly defensive design, whose slow speed is balanced by strong shielding and exceptionally strong hull armor. She furthermore possess excellent handling and a large shield generator. Clearly superior in every aspect to the Buster Sentinel, which she was designed to replace, Mjollnir is moderately priced and also equipped to carry the lethal Hornet missile.

M4 (Cylon Raider MK1), Sold By: Split - While somewhat faster than the M3 class Cylon heavy fighters they are designed to escort, the M4 class Cylon fighters possess robust weapons generators, and are also capable of using limited amounts of alien weaponry--including the deadly (but hard to find) Kha"ak Alpha kyon emitter. Among the more heavily shielded M4"s, the Cylon Raider mk1 has a relatively weak shield generator--albeit superior to those of the Scorpion class, and so is not capable of rapidly refreshing heavy shield drainage. While unable to mount the heavy plasma weaponry of the Scorpion class, the Cylon M4 has the speed of a Scorpion vanguard, while possessing shielding slightly superior to the sentinel model. 

M4 (Starfury), Sold By: Paranid - The Paranid Starfury Medium Fighter is a high performance M4/M3 hybrid primarily geared as an interceptor with some heavy missle capabilities. Her primary armament is a pair of frontal gatling turbo Alpha Particle Accelerators, with total output comparable to eight of these weapons. These weapons which lack the punch of heavier Alpha Plasma Throwers--but more than compensate in superior muzzle velocity and rate of fire, which are 77% and 35% higher, respectively. This means that an agile Starfury is far more effective at actually hitting a fast-moving fighter than a heavier M3 class ship, and has the weapons power generation to sustain punishment to her target. Starfury also sports a light back turret--the first in an M4 fighter--for missle defense, and can equip heavier missle varieties usually found only in M3 class or larger. A dangerous fighter for dangerous times, the Starfury is set to become the new standard by which all other M4's are judged.

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M3 (Darkship) Sold By: Teladi - More forward thinking designers within the Teladi High Command, tired of slow tubs incapable of catching enemy fighters, have in the Darkship design moved strongly towards the Paranid fighter ethos. Darkship is now the fastest 75MJ-shielded M3 in the galaxy, nearly 40 m/s faster than the Nova Raider, and over 25 m/s faster than the Kha"ak fighter. But Darkship, with roughly 90% of Nova Raider's powerplant, lacks Nova's hull strength, cargo capacity and rudder, and has only a very light rear turret. Relying on a fairly new alien technology, Darkship's laser charge banks have the largest capacity of any M3 currently in existence. Sacrificing much cargo space and some hull strength, Darkship's superior speed, shielding, expanded weapon options and laser charge make her an excellent--if somewhat controversial--"boom and zoom" attack M3.

M3 (Dralthi) Sold By: Boron - Dralthi mk3 is The Boron's attempt to catch up with M3 designs of other races, most notably the Argon and Split. She is slightly faster than the Barracuda raider, but has the 50MJ shielding of a Barracuda vanguard. While her powerplant--large compared to the Barracuda class--is still smaller than M3's of most other races, she mounts a dual PAC rear turret, the first of any Boron M3. Dralthi's main armament are lethal Beta HEPT's and the Typhoon missile--normally only found on M6's or larger--making her an extreme threat to much larger combat vessels. It is for hunting Split "big game" that Dralthi was conceived as part of the Boron Navy's new Strategic Policy Initiative. While Boron "Tigerfish" corvettes and "Banshee" medium fighters eliminate the Split fleet's fighter umbrella, Dralthi mk3 heavy fighters will kill its' corvettes and assist with the destruction of its' capital ships.

M3 (B-Wing) Sold By: Paranid - B-wing is almost as fast as the Perseus Raider, but has enhanced 75MJ shielding and a powerplant--both laser and shield--more than 10% greater in output than that of the raider. Despite a very light rear turret weaker to those found in all other Perseus variants, B-Wing can mount both MD's and BPBE"s, weapons heretofore unavailable to Paranid fighters. And her greatly expanded cargo hold means that B-Wing is the first Paranid heavy fighter type capable of carrying the supplies necessary for independent action away from the comfort of a nearby carrier. 

M3 (YT-2400 "Outrider") Sold By: Split - Outrider is a Very Heavy Fighter that represents Split Space Command's controversial attempt to depart from current Split design philosophy and create an M3/M6 hybrid--with what many view as unsatisfactory results. Slower than the Dragon M6 that she was supposed to accompany, the Outrider is nearly as expensive. And while Outrider mounts the deadly Beta HEPT frontally in the toughest hull of any M3 ever built, her laser charge/recharge is less than half Dragon"s. Relying on her twin turrets and heavy shielding to keep enemy fighters at bay, Outrider's slowness makes her vulnerable to enemy interceptors, so she will require friendly fighter protection to be able to fully concentrate on her main prey--enemy corvettes and capital ships.
        
M3 (Thor) Sold By: Argon - Thor represents the logical evolution of the combat-tested Nova class. With speed a fraction greater than a Nova raider, and greatly enhanced hull armor, Thor packs a powerplant nearly as big as a Nova vanguard, and mounts an additional turret for greater non-frontal arc defense. A Mercenaries Guild "best buy" for value.

M3 (Gorith) Sold By: Teladi - A controversial design within Teladi military circles partly because of her weak rear turret, Gorith represents the final development of the mega-shielded Falcon Sentinel design concept--the only other M3 fighter with 250MJ of shielding. Fairly lackluster in both her speed and her offensive damage output, she is the ultimate "damage sponge". Gorith's incredible shielding and powerful shield generator--nearly half the size of a corvettes"--enables her to "keep on flying, while other M3's are dying". With speed inferior to Falcon vanguard, Gorith has the best rudder control of any Teladi M3. She utilizes the vanguard's excellent laser generator, but has only half the cargo space of most Falcon class M3's.

M3 (Cylon Raider MK2), Sold By: Split - Cylon Raider mk2 gives the Split the only M3 in existence with speed greater than some M4"s. Slightly faster than Mamba raider, and sporting Raider's rear Mass Driver turret, the Cylon's superior shielding and improved powerplant make her the premier new Split M3 raider. Her alien origins make Cylon Raider the only M3 able to mount both Pulsed Beam Emitters and hard to find Kha"ak Alpha-Kyons, as well as use Kha"ak missile varieties. The Cylon Heavy fighter is the now the galaxy's ultimate exotic fast attack, "boom and zoom" M3. 

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M3+ (Wakizashi) Sold By: Yaki - The Wakizashi is a dangerous new Very Heavy Fighter design of the criminal faction known as the Yaki. The Wakizashi was created to replace the disappointing Yaki Susanowa M3 variants, that while fairly fast, were undergunned and undershielded for Yaki craft. Utilizing the Yaki's still secret Shield Amplification technology, this new VHF can project effective shield strength of more than double the galactic M3 average, and is superior to all of the new M3+ designs as well. Her amazing shield strength, coupled with excellent speed, strong hull armoring, and fore and aft defensive turrets, endow the Wakizashi with truly superlative defensive capabilities. Offensively, she can mount a dangerous array of energy weapons and advanced missle varieties--including some Kha'ak weaponry--but suffers from comparatively weak weapons generators. Combined with other drawbacks like her high price, relatively sluggish helm and poor acceleration, this design--while powerful--is not the perfect VHF.

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M6 (Tigerfish) Sold By: Boron - The Tigerfish is the galaxy's first flak corvette--another of the innovative new designs coming out of the Boron High Command's  Strategic Policy Initiative. Stung by their defeats at the hands of the Split in the last war, the Boron vowed--never again--to face such humiliation. The Tigerfish was designed specifically to hunt Split mass driver-armed Mambas and Scorpions with her deadly turret-mounted Alpha Flak weapons. Capable of engaging multiple targets simultaneously, a Tigerfish's turrets can rapidly devastate Split light and medium fighter formations, and is also be fairly effective against many M3 varieties, as well as weakly shielded M6's like the Dragon. The Tigerfish, with weak frontal-arc weaponry, is not designed to hunt bigger prey, and will fare poorly in combat against heavier M6's, and M7 class targets or larger. Her only real weakness is the incredible power drain of her Flak cannons. For this reason, Tigerfish are advised not to engage too many enemy targets at once, lest they "bite off more than they can chew".

M6 (Achilles Gunboat) Sold By: Paranid - The Achilles is a controversial but extremely powerful design of the Paranid produced to eventually replace the aging Nemesis. Achilles is purpose-built around a battery of enormous, frontally mounted Beta-PPC"s, the only M6 class ship ever constructed to mount weapons of this size. Designed primarily as a "Flakship-hunter" and for hunting capital ships, Achilles can engage slow-moving targets at extreme ranges with her powerful Photon Pulse weapons. Primarily designed for offensive action, Achilles relies for defense on extremely powerful shielding coupled with her speed. Extremely vulnerable to attack by enemy fighters, she mounts only the light MR-60 and MR-62 turrets--which offer little protection against medium and heavy fighters. Her shield generator is also weak, as is her hull plating, both of which are considerably below galactic average. A deadly and unusual ship, enemy fighters are this ships" "Achilles Heel".

M6 (Spitting Cobra) Sold By: Split - The Spitting Cobra corvette--usually shortened to just "Cobra" by Rhonkar Combat Testing Institute staffers--is a truly revolutionary design that improves little over the performance and handling of the venerable Dragon class, but incorporates the mounting of radical new weaponry and weapons combinations that puts the Cobra into a class of her own. Like some of the other new fighter models rolling off Split assembly yards, the Cobra is capable of mounting deadly Kha"ak kyon beam weaponry in many hardpoints. She can also mount twin Alpha Flak weapons in her rear turret, which makes attacking her aft firing arc extremely dangerous. She also has left and right light flak turrets inspired by a modern Paranid design. These light flak turrets can mount either paired Alpha-Kyons or mass drivers, and will keep missiles and light fighters off Cobra's flanks. While most performance parameters of this new ship are little improved over Dragon"s, the Spitting Cobra's exotic and potent weapons package will more than compensate.

M6 (Trident) Sold By: Teladi - The Teladi Trident is a qualitative improvement over the older Osprey. Strongly shielded, thickly armored, and well-armed, the highly maneuverable Trident will be a welcome addition to the Teladi space fleet.

M6 (Ranger) Sold By: Argon - Argon shipwrights, recognizing that the Centaur is becoming increasingly obsolete in today's battlefields, have created the Argon Ranger. Built with cutting edge energy generation technology, and lightweight fibro-ceramic hull armor, the Ranger has considerably improved speed and handling, and possesses enhanced shield and weapons generators. Ranger also utilizes the new TR-86 double corvette turret at all three of her turret hardpoints, giving her substantially improved defensive capabilities over Centaur, and can frontally mount long range Alpha PPC's for use against capital ships. And with a price just slightly higher than Centaur's, it's a certainty that the more lethal Ranger will become the new darling of Argon Space Command.

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M7 (Naginata) Sold by Yaki: The pirate faction known as the Yaki have dramatically increased their offensive capabilities with the appearance of their new "Naginata" Strike Frigate. A multifunction craft, the Naginata seems particularly geared towards destruction of sector defense corvettes--which have proved particularly troublesome to Yaki fighter raids. To this end the Naginata is armed with a fixed-frontal battery of Beta PPC's, along with three twin BPPC turrets, and a single quad Beta HEPT turret. Four twin PAC turrets provide anti-fighter defense. Virtually every hardpoint can mount multiple differing weapons systems, allowing a Naginata to mount BPPC's when engaging capital ships, or Gamma-kyon emitters (when they can be obtained) for engaging frigates, or PSG's or light energy weapons for dealing with fighters. Fast, well-shielded, and well-armed, the Yaki Naginata is force to be reckoned with.

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M2 (Grendel) Sold By: Boron - The Boron Grendel represents a fundamental strategic shift by the Boron High Command eager to counter the naval strategies of their arch-rivals the Split. Dubbed by some naval designers an "M2/M7 hybrid" Grendel packs nearly the same firepower as a Split Python but is 50% faster. And with her simplified modular construction costing about half that of Python, it is anticipated that 4 Grendels should handily outmaneuver and defeat two Pythons--potentially making Grendel the most cost-effective new M2 in the galaxy. The Grendel,  the fastest M2 in existence, is ideal for hunting and destroying enemy carriers--a task impossible for the slower Ray, and M2's of most other races. Grendel is also far more maneuverable than the aging Ray, and while she mounts only 24 heavy lasers to Ray's 40, she has been fitted to mount the powerful Beta Flak Cannon at most hardpoints, giving her far superior anti-fighter capabilities. Perhaps her only flaw is her relatively small front turret--smaller than a standard M2"s--which makes her exceedingly vulnerable on a frontal approach in a one-on-one capital ship duel.

M2 (Narcissus) Sold By: Teladi - The most heavily shielded M2 in the galaxy and the ultimate embodiment of the Teladi shield-intensive design ethos, with a massive 15GJ of shielding, the Teladi Narcissus is slightly slower than the Phoenix class she will replace. Narcissus also has the most powerful laser charge capacitators of any known M2, enabling her to obliterate 2 or even 3 enemy cruisers before depletion. She also mounts a total of 42 heavy lasers to Phoenix's 36--and has been fitted to mount the powerful Alpha and Beta Flak Cannons at many hardpoints, giving her enhanced anti-fighter capabilities. Narcissus was designed for one objective only--to survive large-scale capital ship engagements, where her vastly superior shielding strength and weapons energy storage will enable her to survive enemy fire---while inflicting fatal damage in return. Narcissus is now also the most expensive M2 in operation, costing nearly twice the cost of the obsolescent Phoenix, and will place considerable strain on the Teladi treasury.

M2 (Omega B5) Sold By: Argon - With an additional 1GJ of shielding and speed nearly 10% faster than the aging Titan design, the Omega 5 is also slightly more maneuverable and mounts 44 heavy lasers to Titan's 40. Perhaps more importantly, Omega mounts heavy Gamma Pulse Cannons in a completely redesigned front turret that will give her a serious edge in fleet actions over Titan's inferior frontal Beta PPC capability. Affordably priced, Omega also possesses improved shield and weapons generators over Titan, but suffers from hull integrity 23% lower than Titan's due to structural weaknesses inherent in her revolutionary new rotating crew quarters.

M2 (T'Loth) Sold By: Split - With less shielding than the Python class she was designed to replace, T'loth has superior speed, handling and power generation capabilities to Python--including the most powerful laser recharge generators of any M2 in existence. T"loth also mounts an impressive 40 heavy lasers to Python's 28, and has been fitted to mount the powerful Beta Flak Cannon at most hardpoints, giving her far superior anti-fighter capabilities. Also designed to carry a wing of the new Outrider very heavy fighters (VHF) into battle, it is hoped T'loth's superior speed, hull strength and heavy weaponry will give her a decisive edge in capital ship engagements and more than compensate for her relatively weak shield strength. 

M2 (Nebulon-B) Sold By: Paranid - The Paranid Nebulon-B is an unusual new design that enables Paranid commanders to bring more heavy fighters to the battlefields of the future. In addition to her large fighter hangar, she has superior speed, handling and power generation capabilities to the Oddysseus class, all at considerably lower cost. And while Nebulon-B mounts only 32 heavy lasers to Odysseus's 40, she has been fitted to mount the powerful Beta Flak Cannon at nearly every hardpoint, giving her far superior anti-fighter capabilities. Perhaps most importantly, she is equipped to mount the deadly Gamma PPC in her front turret, giving her a serious edge over the Oddy in frontal approach capital ship engagements.

==============================

M1 (G'Quan) Sold By: Paranid - The Paranid G"Quan is a strong qualitative improvement over the older Zeus design, with 1GJ more shielding, superior speed, and superior handling and power generation capabilities. All at a slightly decreased cost, due to her modular hull structure. She mounts 24 heavy lasers to Zeus's 20, and has been fitted to mount the powerful Beta Flak Cannon at nearly all hardpoints, giving her incredible anti-fighter capabilities. Although she carries fewer Gamma PPC's than her predecessor, the G'Quan carries them where it counts--in her front and rear turrets--giving her superior combat performance over the Zeus in one-on-one head-on or pursuit carrier engagements.

M1 (Sulaco) Sold By: Split - The Split Sulaco, with 1GJ less shielding and able to carry 30% less fighters in her hangar than Raptor, has 26 heavy lasers to Raptor's 20. Her weaponry, concentrated in her frontal firing arc effectively makes Sulaco a CapitalShip-hunter, a type of M1/M2 hybrid. With appropriate fighter and corvette cover to distract her prey and screen her approach, a Sulaco can destroy any M2 in existence with her heavy weaponry and powerful laser capacitor charge, or obliterate enemy fighter wings with her Flak cannons. With speed slightly faster than Raptor"s, the Sulaco is now the fastest carrier in the galaxy, and will be able to run from any engagement that her weak shielding cannot withstand.

M1 (Odin) Sold By: Argon - The Odin is an M1/M2 hybrid designed to hunt and kill carriers and heavy cruisers. Her speed is nearly 20% faster than the older Colossus design--over 50% faster than the new Omega 5 cruiser, and she mounts 30 heavy lasers to Colossus's 20. With considerable hull volume required to carry her greatly improved shield and weapons generators, she can only carry 40 fighters--to Colossus's 60. Odin's hull integrity is slightly lower than Colossus's due to her dispersed hull structure, but she is also capable of mounting the deadly Alpha Flak Cannon at most hardpoints.

M1 (ISD) Sold by: Teladi - Staying true to Teladi design priorities, the Imperator-class Star Destroyer (ISD) is now the most heavily shielded M1 fleet carrier in the galaxy, more heavily shielded than most M2"s, but is somewhat slower than the Condor class she will eventually replace. But unlike the somewhat conventional Condor, the ISD Narcissus is also armed like an M2 with 30 heavy lasers. While her laser charge capacitators are the largest of any known M1 carrier, and will provide her enough energy to destroy one and possibly a second enemy cruiser before depletion, they are not designed to enable her to survive for long in the main line of battle. Nor is her weaponry primarily designed to combat lighter adversaries, like corvettes and fighters. The ISD is now also the most expensive M1 in the galaxy, costing nearly twice the cost of the aging Condor. And with hangar space for only 40 fighters, the ISD has been dubbed "a carrier pretending to be a battleship".

M1 (Base Star) Sold by: Boron - The Boron Base Star is another fundamentally radical design that reflects the strategic shift in the Boron High Command's new approach to countering the tactical successes of their arch-rivals the Split in the last Galactic War. The Base Star design is strongly defensive in nature. She is the most highly maneuverable capital ship ever built due to her experimental alien thruster technology, which gives her the ability--when properly helmed--of easily evading incoming enemy Photon Pulse fire. Slightly slower than the Shark, Base Star has 2GJ more shielding and roughly 10% more hull integrity, and mounts 32 heavy lasers to Shark's 20. She mounts the powerful Beta Flak Cannon at every single hardpoint, giving her spectacular anti-fighter capabilities--and making her virtually invulnerable to non-Capital ship attackers that come within range. She can mount the heavy Gamma PPC cannon--but only in her rear turret, to neutralize any capital ships that dare pursue her. With only Alpha PPC capabilities at her other hardpoints, the Base Star lacks the ability to effectively damage enemy capital ships that she cannot keep in her stern firing arc. Her hangar is slightly smaller than Shark"s, but her price is considerably higher, making her a very expensive (if valuable), addition to the Boron Fleet.

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TL (Roger Young) Sold By: Boron - The Boron "Roger Young" class Heavy Transporter is a new Boron design of suspected alien origin. Extremely affordable for a TL class vessel, the Roger Young emphasizes speed and cargo capacity above all else. Accordingly, her shielding, armament, hangar size, and hull integrity are all below galactic average. Her main defense is speed, thus her limited anti-fighter weaponry, and modest fighter complement and shielding are theoretically adequate only for neutralizing the medium and light fighters capable of catching her. Another product of the Boron Strategic Policy Initiative, the intentional affordability of the Roger Young class is for furthering colonization and development of the Boron New Colonies in the galactic south and east.

TL (NuuBari "Raven") Sold By: Teladi - A recently discovered alien design, the Nuubari - which roughly translates into Teladi as "Raven" - is the largest Station Construction Transporter in the galaxy - and the most expensive. A massive ship, with an enormous cargo hold and huge internal hangar, the Nuubari is also well-shielded and structurally very tough. Not particularly fast for a TL class vessel, she's also not very manueverable or well-armed. Her armament and weapons generators are designed exclusively for defense against fighters and weaker corvettes. Her capacious hangar can carry more than half the fighter complement of a Teladi carrier, making her a de facto auxiliary fleet carrier, and provides her with a formidable defensive screen when needed.

TL (Hulk) Sold By: Split - Slow, tough-hulled, well-shielded, and heavily armed--the Hulk is an "TL/M2 hybrid" created to transport valuable military cargo into enemy--or pirate-infested territory. With weapons generators and capacitators half the size of an M1, the Hulk mounts both Flak cannons for fighter defense and deadly Photon Pulse weaponry for use against larger targets. Hulk can carry only five fighter craft--less than half Elephant's capacity. Quite expensive compared to other TL"s, the Hulk is a specialized ship designed to survive in combat intensive environments.

TL (Cetus Mk2) Sold by: Argon - With a speed faster than most pirate heavy fighters--and nearly 50% faster than the aging Mammoth, the Cetus mk2 sacrifices only 9k of cargo space. With superior weapons and shield generators, and the capacity to finally mount the deadly Alpha Flak Cannon, the Cetus can use her speed to evade pirate heavy fighters and most corvettes--and obliterate any lighter fighters foolish enough to engage her. Her new modular hull design is somewhat weaker than Mammoth"s, but it and her energy efficient components make her quite affordable, and a proud if not particularly attractive new addition to the Argon fleet.

TL (Acheron) Sold by: Paranid - Long impressed with the Split Elephant TL design, the Paranid High Council decided to create their own version of a light carrier/TL hybrid--and designed the Acheron. With nearly half the fighter complement of a Zeus class carrier, the Acheron is nearly 30m/s faster, can carry 36k cargo, and costs less than half as much. But Acheron possesses only a sixth of a Zeus's shielding, and 40% of her hull armoring, and lacks Zeus's heavy armament. Compared to the Split Elephant, Acheron is 16% slower, but possesses 60% more shielding, comparable weapons generators, comparable cargo space, two more dual turrets, and a hangar 35% larger. However, Acheron's shield generator is clearly inferior to Elephant"s, and her cost is nearly double. But unlike Elephant, the Acheron can mount devastating Flak cannons in many hardpoints for fighter defense. The Paranid navy has long been accustomed to paying more for quality warships, and the Acheron TL/Carrier hybrid is no different.

TL (Kyoto Mobile Pirate Base) Sold by: Yaki - The Kyoto class Mobile Pirate Base is a Very Light Carrier design used almost exclusively by the pirate faction known as the Yaki. Capable of carrying up to 22 fighters on raids, a Kyoto class mothership possesses the speed to outrun enemy capital ships, along with the shielding and weaponry to destroy any fast corvettes and fighters capable of catching her. Effectively vulnerable only to a massed fighter attack when properly piloted, the Kyoto class are perfect offensive platforms for the guerilla style hit-and-run operations practiced by the nomadic Yaki corsairs.

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TP (Koi) Sold By: Boron - The Boron Koi was originally produced as an ultra-fast courier ship for highly perishable and extremely valuable bio-organisms, which include new strains of commercial plankton and Stott fermenters. These bio-organisms, created at Boron's network of secret Bioresearch facilities in the Core Systems, located in deep space far from jump gates, need rapid transport to Boron agricultural fabs at speeds not possible with the aging Manta transporter. The competitively priced Koi amply fills this need, and is now by far the fastest commercial TP on the galactic market. Carrying somewhat less cargo than the Manta Hauler, the Koi is lightly shielded, relying on her incredible speed to outrun most potential foes, but carries a single mass driver turret for missile defense and fending off light assailants. Best employed in fairly secure sectors, the Boron Koi is set to become the new galactic standard for high speed passenger and cargo transport.

TP (YT-1300 "Geococcus") Sold By: Split - Long a favorite of corporate couriers and pirate smugglers, the Geococcyx is based on the YT-1300, an ancient design from a galaxy far, far away that perfectly adapts itself with contemporary ship component technology to the shipping needs and challenges of today's galaxy. Whether for transporting very, very important passengers, or more, er.."specialized" cargoes, if you want it there safe and on time through hostile territory---the YT-1300 is your ship. Nearly the fastest, and certainly the most maneuverable, the best well-armed, and the best shielded TP on the market, the YT-1300 is a very expensive ship for very demanding missions. Costing as much as an M3 heavy fighter--or several Iguana"s, the YT-1300 can outrun most heavy and many medium fighters. And with her fixed armament and two quadruple turrets, she is capable--when properly piloted--of defeating even multiple light or medium fighter attackers. Used almost exclusively by the Split Clandestine Services, a limited number of these excellent ships are now available for commercial purchase.

TP (Basilisk) Sold By: Argon, Paranid - A new and original TP class ship, it is clearly designed for use by smugglers and pirates.  Two very similar variations of this heavily-armed TP class ship are produced and sold at the special shipyards of the Argon and Paranid.

TP (Chukker) Sold By: Teladi - A recently developed alternative to the aging Toucan, the Chukker can carry significant cargo in addition to providing luxurious passenger accommodations. In response to the increased levels of piracy, the Teladi have increased the speed of this ship, strengthened the hull, as well as upgrading the weapon system to support a dual-laser rear turret. 

TP (Amataresu) Sold By: Yaki - The Amateresu, named after a mythical Terran goddess, is the passenger transport of the criminal faction known as the Yaki. The Amateresu is fast, well-shielded, and fairly well armed, with a rear turret and superior missle capabilities, including Kha'ak varieties. Utilizing the Yaki's still secret Shield Amplification technology, this new TP can project effective shield strength greater than most other TP's currently in existence. Her main shortcomings are her small cargo hold, and her moderately high price. The Yaki primarily use her for shipments of drugs, slaves, and other contraband.

==============================

TS (YT-1300 Freighter) Sold By: Split, and Paranid - The TS version of the YT-1300 is loosely based on the stock light freighter of the same designation manufactured by the Corellian Engineering Corporation. A slower variant of the TP version manufactured the Split, the TS version is also heavily armed with 2 quad-laser turrets. While she has limited cargo capacity and no front weapons, she does carry 125MJ of advanced shielding.

TS (Cotton Tender) Sold By: Argon - The Cotton Class Long-range Tenders were essential in the maintenance and upkeep of the Argon Fleet during the Xenon wars. Converted to civilian use, these slow but sturdy ships have a large cargo capacity, and a heavier weapon loadout than typical TS class freighters. With 125MJ of shielding, two front lasers, and a dual-laser rear turret, these ships are often used for transporting goods in high-risk sectors.  

TS (Electra - SuperFreighter) Sold By: Argon - While based on the same hull design as the Cotton Tender, the new Argon Electra Superfreighter is a product of today's highly combat-oriented shipping market. With Kha"ak and Xenon raids on a steady increase, in addition to the constant losses inflicted on Argon shippers by the Yaki menace--the Electra is the answer. Essentially a light corvette geared more towards haulage than combat, the Electra combines a roomy cargo bay with powerful shielding, excellent speed, a well-armored hull, and powerful defensive weaponry. The Electra is the ideal ship--really the only ship--in today's hostile shipping climate, for ensuring that expensive, high technology cargoes make it to market unscathed. Fairly expensive for a TS class vessel, the Electra is worth every credit for Universe Traders dealing in high-value cargoes who are intent on surviving to a ripe old age. 

TS (Firefly) Sold By: Boron - The Firefly is loosely based on a stock light freighter that was originally used in the Serenity Sector, where there was very little need for heavy armor and weapon configurations.  This ship relies on speed and maneuverability to survive, and is not well-suited to the more hostile areas of the X-Universe. Capable of atmospheric landing and takeoff. 

TS (Invicta) Sold By: Teladi - The Invicta  is a well armed TS class ship, with very strong shielding and hull material. She's somewhat slow, but has an enhanced missile capability and an aft dual-laser turret making her a real challenge to the casual Pirate or privateer. Typically used by the Teladi in small to medium sized convoys, the Invicta is clearly superior to the older Vulture-class TS.

TS (Invicta - SuperFreighter) Sold By: Teladi - The Teladi Invicta SuperFreighter is the largest model of the new Invicta class of Teladi freighters. Designed to replace the reliable but aging Vulture class, the Invicta class provides superior performance in virtually all criteria, and is competitively priced. The SuperFreighter version of Invicta, in addition to mounting a second defensive turret, is quite well shielded. The Invicta SuperFreighter also possesses uncharacteristically rapid speed for a Teladi craft, as well as more robust weapons and shield generators not found in smaller models of the Invicta class.

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What you will find in DDRS:
---------------------------

1. A fully playable compilation of 51 new (additional) ships, and two new stations (a custom shipyard, and an asteroid-base that can be used as a player HQ, and which can dock all classes of ships).
2. The mod can be played both with, or without, the X3 plot.
3. There are two alterations to the standard galaxy map; I have relocated the gates in Presidents End to expanded the usable size of the sector, and adjusted the asteroids around the pirate base in Brennin's Triumph.
4. The Red Spot scripts that are incorporated into the base mod do two things; a) they used to introduce the custom ships in a gradual fashion, and b) they provide a new capability...building ships at your custom HQ (once you get one).
5. When playing the plot, the Marauder (Don Marani's base) now uses the new DDRS shypyard model.
6. All the Pirate bases now use the custom Asteroid Base as their model, rather than the Mobile Pirate Station.  You will know it when you see it...after all, it is built into an asteroid!  It is capable of docking all classes of ships, with capacity for 4 M1/M2/TL class ships, and 10 TP/TS/M6 class ships.  If there is a limit on the number of fighters it can hold, I haven"t found it.  (The Asteroid Base can be unlocked for purchase at the custom shipyards.)
7. The custom ships are distributed across 5 additional shipyards...one for each of the 5 races.  As described elsewhere, the shipyards are introduced gradually, as the player travels through the various sectors of the X3 universe. 
8. There are two versions of DDRS; "Leveled", and "Re-balanced".  This is the readme file for the "re-balanced" version of the mod.  By the term "re-balanced", I mean that the DDRS ship specifications and weapons have generally been adjusted in significant ways relative to the standard Egosoft ships of the same class for a given race.  However, the adjustments are always "balanced", in that an increase in a ship's capabilities in one area will be offset by a decrease somewhere else.  In all cases an attempt has been made to honor the "racial characteristics" of the 5 main races (e.g. the Split have fast powerful ships with limited shielding).  However, in many cases the design and/or texture of the ships will not match those typically associated with the individual races.  At this time, the main purpose of the 5 new shipyards is simply to provide a place for the player to purchase the new ships.
9. Finally, there are a few new "Easter Eggs" to be found.

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-------------------------
Installation instructions:
-------------------------

1. Download the mod package (it is available as a self-extracting EXE, and as a RAR archive).
2. Extract the mod package to your X3 directory, .  
3. If you are starting a NEW game, on the initial X3 start menu, click on "Select Mod Package", and select this mod package.
4. Once you are at the main menu (in the game), you can start whatever type of game you wish., 
5. If you wish to add DDRS Rebalanced to an EXISTING save game, or to UPGRADE in future to subsequent Bala Gi (v2.0)compatible releases of DDRS, then follow the instructions below BEFORE you select DDRS in the initial X3 start menu.
      
	INSTRUCTIONS for starting DDRS from an EXISTING (vanilla) game save:
      A) Without DDRS activated (no need to uninstall, simply do not select it the "select mod package" sub-menu of the X3 loading screen), transfer into a small (vanilla, non-DDRS) fighter, and fly to a sector without any M1, M2, M6, or TL ships.
      B) Save your game.
      C) Activate DDRS in the "select mod package" sub-menu. Or if you've upgraded your version of DDRS, select the upgraded version of the mod.
      D) Load the save game you made in step #2.
Using the above approach, you will have no problems enjoying X3 starting from your last save game. 


===> If you are starting DDRS from an existing save game, or wish to upgrade in future to newer releases of DDRS, please note the following: 

There has been a recurring question that has been asked (and answered) many times in the DDRS forums...how in the %#@&#% do I load a save game?
Well, it's probably the "external docking" tweak that's got you down. DDRS adds external docking to all the standard Egosoft M1, M2, M6, and TL ships. While this wasn"t a problem in X2, in X3 it appears that if you alter certain aspects of a ship's configuration of model, then you will have problems loading a save game.
The good news is that there is a simple work-around...
The issue stems from tha fact that in order for these "altered" ships to properly "pick up" the new feature(s) being implemented in an upgrade to DDRS (or even installing DDRS for the first time if you are loading a save game), the ships need to be recreated by the X3 engine (e.g. re-spawned)...and does not happen for any ships in the sector in whish you are located (when loading a save game).
There are several variations on what to do, but without going into all the details of when to do one thing vs another I have kept things simple (one size fits all).  If you follow these steps above you'll do fine.

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GAMEPLAY:
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===> How Do I Get Those Shiny New DDRS Ships?:

As previously stated, this mod is not just about providing you with custom ships and stations.  To earn access to each ship, you will need to complete a combat mission.
It is also important to note that the custom ships will only be introduced if you are playing a non-plot game, or after you complete the plot in earlier versions of the mod (if you chose to play through the Egosoft plot).  

[NOTE:  This aspect of the mod has been temporarily disabled.  The DDRS mod, if installed and "enabled", is active immediately...regardless of the plot state. BUT, for enhanced performance and reliability, it is reccommended to not play DDRS until the plot is finished. Even better: start a new plot-disabled game.]

The Five Special Shipyards:
A new shipyard will spawn for each of the 5 races. Each races' shipyard will spawn after you have visited at least THREE sectors containing E-Docks for that race.  It uses the new custom shipyard model (so it is easily recognizable), and will ALWAYS spawn into a random sector that HAS an equipment dock, but NO existing shipyard.  [NOTE: Some special stations, like the TerraCorp HQ, are in fact actually Equipment Docks, and it is therefore possible to have the custom Argon shipyard spawn in that sector.]  When the shipyard spawns, usually within 100km of a sector center, initially there will be no new ships available for purchase.  

The Pirate Lord's Asteroid Base--Mission Central:
There will also be a special Pirate Asteroid Base using the custom Asteroid Base model, that initially spawns into the Unknown Sector between Montallaar and New Income (8,8).  When you dock at the 'roid Base, and at least one custom shipyard has been spawned, you will be offered a mission.  As each mission is completed, an additional ship type will be added to one of the new shipyards. After each mission completion, a new mission will be offered within 40-120 minutes.  Eventually, you will have populated all 5 shipyards with custom ships (and eventually the Asteroid Base, which you can buy as your HQ). Once all the ship types have been unlocked, and made available in the 5 shipyards (45+ missions...eek!), the 'roid Base will continue to offer you missions, completion of which will earn you a free ship.

The PHQ Mission:
There is also a surprisingly "challenging" special mission that will provide you with a free PHQ of your very own...if you survive!  You will need something stronger than an M3 before this mission will be offered.  Also, for those who install DDRS and load a save game from a "mature" X3 environment (with the player owning capital ships, and/or having an advanced combat ranking) the "special" mission will be extremely difficult, and may well result in a major reduction in your reputation with one of the races. Once you have managed to get the Asteroid Base added to a shipyard, you can then purchase one or more as your private shipyard(s). The benefits of having your own private HQ to store goods and dock spare ships is pretty obvious.  However, an additional (and unique feature) of your HQ is the ability to build your own ships locally (as opposed to going to a shipyard and buying them). Scroll down for instructions on how to use your PHQ to build, repair, or remodel (change from one model of same class to another) your ships. 

If The 'Roid Base Disappears:
Be aware that you are playing in a hostile universe!  The 'roid Base will, in all likelihood, be destroyed at some point.  Once it is destroyed, it will be re-spawned into a random "unknown" sector.  There aren"t that many unknown sectors, so the search isn"t all that hard.


===> The "Retaliation" Feature:

Whoa!  Are we having fun yet?  The new "retaliation" feature will instill a bit of caution in anyone who doesn"t have an active death wish.  If you attack the 'roid base (or even if it thinks you attacked it), or if you accidentally kill the pilot on a rescue mission, or destroy the target on an escort mission), you will often face some degree of retaliation (and of course, experience the humiliation of failing the mission).  Note that you will not always face retaliation when accidentally attacking the base (like in the claim-mission...the target is more important than the base, as long as the base "survives").  This feature will only "kick in" when a mission is active, and will use (DDRS)ships of the race involved in that mission and/or races that have the SY spawned. BE WARNED!!  Here is a quick overview of how the retaliation feature works:
        -- If there is no mission active:
                + Hit the base, and it turns red.  It will stay red until the plugin timer expires and the "plugin event" is called (this is AL scripting jargon...but in layman's terms it means the base can stay red for 1 second to 2 hours depending on when you hit it).  Once it turns blue again you will get a warning not to hit the base again.
                + Hit it again, and the base turns red and "retaliation" kicks in.  Note that retaliation stays active until the plugin timer expires...so you might find yourself quite busy for up to 2 hours!
                + Once you get through a retaliation sequence, or once you accept a mission, the initial "you attacked me" warning gets reset.  (Back to step one, above.)
       -- If there is a mission active:
                + Prior to successful completion of the mission (as in you have not yet killed/escorted/rescued the target)
                        - Hit the base, and it turns red OR it turns red and you get 1 warning OR it turns red and retaliation kicks in (depends on the type of mission)
                        - If retaliation kicks in...mission failure...you lose!
                        - If you are warned, you will be given an ultimatum to either complete the mission successfully, or retaliation will kick in at the point where you fail the mission.
                        - If nothing happens, than you will get your "warning" at the time the mission is complete.
                + Once you have successfully completed the mission, but have not yet returned to base, the following conditions apply.
                        - The base is already red and you have been warned...mission failure...retaliation kicks in.
                        - The base is already red and you have not been warned, you get the "warning" 
                        - Hit it after you just received a warning, retaliation kicks in, and you fail the mission.
                        - Hit it if no warning has been given, either mission failure and retaliation OR warning (depends on mission)
       -- General Note:
                + If retaliation kicks in, it will stay active for about 60 to 90 minutes and then "clean up"...after which a new mission can be offered.


===> The PHQ Ship-Building Feature:

You will need to provide a ship to use as the "blueprint" for the initial ship of a given type.  The template is then saved for future use.  When dismantling the first ship of a given type, all that really happens is that the PHQ creates a "blueprint" of the ship that can be used to build new ones of the same type. You will need additional resources (Ore/Silicon/ECells/Computer Components/Quantum Tubes/Microchips) in order to actually build new ships.
The price of a ship is equal to the cost of the resources you provide.  So if you have loops of player-owned stations (or are engaged in piracy), and can get resources cheap, then you can build cheap ships!
While the actual cost of a ship is generally close to the actual purchase price (sometimes more, sometimes less), it also can take a fair bit of time to build.  As an example, while the Buster can be built in 1.5 hours, a Nova (approximately 1.6m credits) will take about 4.5 hours, and a giant capital ship costing 100m credits would take about 10 to 12 game-days!  Think twice before committing your ship production capacity on monster ships! 
Still, if you have engaged in a life of piracy, and most of the races hate you (and therefore won"t sell you any of their ships), this feature is essential.  Also, with multiple PHQs being fed from your trading loops, you can quickly build a nice fleet of fighters to use with your carriers.
There are two basic functions:

        --Build Ship commands:
                + Select a player-owned station or ship
                + Start or stop production on the selected player-owned station or ship
                + Select a moveable ship that is of a type that is not the current "production type", and ship will move to the HQ.  If the HQ is currently producing ships, than it will automatically start dismantling the targeted ship once it is done with the current production cycle.  If there is no active production cycle, you will have to activate production yourself.
                + Re-select a ship that has been selected to be dismantled, and the ship will be "de-selected" (e.g. remove from the "dismantle--ship" queue).  NOTE: the "dismantle" ship command only works on a ship with full hull (100%), and all equipment/wares will be destroyed unless you first remove them!

        	!! Note: to stop the Build Ship commands, select the command, and then click on either your own ship, or the HQ.

        --Remodel Ship commands:
                + Select a player-owned ship to be remodeled (only works on big ships, M6 and greater), as well as another ship of the same class that you would like to use as the remodel "target". (There is nothing to prevent you from remodeling a ship to the type it already is, so pay attention and don"t be wasting your time and resources by remodeling a ship into something that it already is!)
                + The player-owned ship that is to be remodeled will dock at the HQ and then have it's hull be stripped until only 50% is left.  It will then change to the target type (destroy ship A create ship B) and the new ship will slowly start building back up to 100%.
                + This will cost you the 10% of the average price of both types of ships (meaning remodeling a 12m credit ship to a 10m credit ship will cost you 12+10/2/10...or 1.1m credits.  The time taken uses the formula "ship price/200*1000", or in the example given...15.3 hours.

Again, both functions use Ore, Silicon, Energy Cells, Computer Components, Quantum Tubes, and Microchips.  These these wares will automatically be added to the HQ if it doesn"t already trade with them.
I think once you have had a chance to play with the PHQ ship-building scripts, you will fine them invaluable!  I know that I have already developed altered strategies to take advantage of this added functionality.

===> The "cheat" scripts:

There are three cheat scripts that are provided with the script set.  The can be found in a new "/Cheats" folder in your main X3 /scripts directory.  If you want to use them, you will first need to copy them into the /scripts directory.  The three scripts are:
        1.  al.DDRS.Cheat.ExploreStations (reveal all existing DDRS-stations by spawning an Advanced Satellite near them called which will be called "Your Cheated Nav")
        2.  al.DDRS.Cheat.AddPHQ (store the playership as PHQ so the plugin won"t offer it as long as that ship exists or the removePHQ cheat isn"t used)
        3.  al.DDRS.Cheat.RemovePHQ (remove the stored PHQ so the "main" mission will be offered again)

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Contents:
-------------------------

1. There are three custom text files (in the /t folder).  The xx1369.xml file contains the descriptions of the ships and stations, the xx1365.xml file is used to format log messages, and the xx8609.xml file is used by Red Spot's scripts.  Both English and German versions are included.
2. The /types folder contains modified versions of the X3 configuration files, includoing TShips.txt, TCockpits.txt, TDocks.txt, TFactories.txt, TWareT.txt, TBullets.txt, TLasers.txt, TShield.txt, Dummies.txt, and Components.txt files.
3. The /scripts folder contains the DDRS script pack which enable the ship building functions, provide the missions and logic to "unlock" the ships, and to control the spawning (and re-spawning) of the Asteroid Base and custom shipyards.
4. The /objects folder contains the custom graphics files for the new ships and stations.
5. The /dds folder contains the custom textures used by DDRS.
6. The /maps folder has a "slightly" altered version of the galaxy map, as well as an updated WareTemplate.xml file.  The gates in President's End have been moved out, wrecks moved around, the background has changed, and it is now a "core" sector for the Argon, and the asteroids in Brennin's Triumph have been moved away from the Pirate station so that capital ships can dock.

Release History:
-------------------------

++ Version 2.5 - NOTE: Restart Required!!!  Another new Yaki ship, the Shuriken (M5).  There is now a 6th shipyard, run by the Yaki.  The PHQ will offer missions for Yaki ships, but for the moment there are only 4 "unique" Yaki ships available.  The Yaki shipyard also sells the standard Yaki ships, as packaged with the stock X3 game.  There is a new Yaki sector that has been added, but you will not see it unless you start a new game.  The Yaki shipyard is in a new sector if you start a new game, otherwise it will be in one of the other two Yaki sectors if you load from a clean X3 V2.0.02 save game.  There are also two new custom start points:

	-- Pirate Scum (the Pscum map) will start you off in the same sector as the PHQ, in a fully loaded Cylon Raider Mk2.  The Argon, Split, and Paranid hate you...but at least you get a few sectors pre-explored so you can get DDRS missions right away, and you have 25k credits to spend in the bar of your choice.
	-- Deadly Mercenary (the DMerc map) will start you off with a fully loaded Wakizashi in PTNI Headquarters with 5 "over-charge" units of Engine Tuning.  You also get an Invicta over in The Hole, pre-loaded with Mk3 Trader software and with pretty much everything you need to start up a sector/galaxy trader.  There is also a derelict Kyoto somewhere in the universe map that you can claim (you'll have to use your space suit, as you cannot claim it from your ship via the system override software scripts).
	
The Tigerfish (aka Cheyenne) was way to big, and has been resized.  In the process, the model was completely redone (e.g. new mesh).  There are also a number of other small bug fixes, and all of the custom DDRS laser turrets should move when you switch to the turret cockpits.  I have altered the ownership of the custom Yaki Shipyard and Equipment Dock to the Pirate race (so you can dock and buy things...think of it as the Yaki "outsourcing" the management of their SY & ED).  Of course if the shipyard and/or equipment dock happens to be in a sector owned by a race that really hates you...be prepared for some "hostile actions" while getting in and out of the sector.  How nice that both DDRS and Egosoft now offer player HQs that can manufacture ships...so you can build your own Yaki ships once you capture them!  

++ Version 2.4.1a - Three new ships for the Yaki; the Wakizashi (M3+), the Amataresu (TP), and the Kyoto (Mobile Pirate Base - TL).  There are also a number of bug fixes, including the Tie Interceptor problem that was causing one of the DDRS missions to be unplayable.  

++ Version 2.4.1 - Several turret and front laser fixes; Nemesis (front lasers), Centaur (left & right turrets), Hunter (front lasers 1&2 - Leveled only)...several other weapons fixes  The Koi was invisible...now fixed. Also a small map fix correct an Easter Egg that was actually a "rotten egg" (gave the player negative credits). Changed the texture on the Asteroid base (again)...still trying to get the inner chamber looking right.

++ Version 2.4b - Added Red Spot's Less 'Roid patch back in due to popular demand.  Corrcted a bug in one of the plugin scripts that was hanging up on the PHQ mission (caused by my missing a line of code that got confused by the new Egosoft Player HQ).

++ Version 2.4a - Fixed the Tigerfish turrets (didn't fire in initial release.  Updated Jump Start script.

++ Version 2.4 - Provides comparability with the X3 V2.0 (Bala Gi) patch. Two new ships, the Yaki Naginata M7 Strike Frigate and the M1 Vindicator (both custom models). The Venom become the Split Venom M5, while the Starfury becomes a Paranid 'heavy' M4.

++ Version 2.3.9 - Miscellaneous bug fixes as reported by players.  Four new ships; Paranid G'Quan (from Bab-5, as an M1), Boron Tigerfish (a non-cannon Star Trek model called the Cheyenne, as an M6), Argon Venom (a custom M4 model), and the Teladi NuuBari (from Star Trek, as a TL).

++ Version 2.3.8 - Added a larger version of the Cotton Tender as the Argon Electra Super Freighter.  It is heavily armed, and a cross between an M6 and a large TS class ship.  Removed the capture logic for M1, M2, M6, TL, and Kha'ak ships.  It was done via hexadecimal patch to the x3story.obj file, which is a violation of the Egosoft EULA.  Fixed the turrets on the Nebulon-B, Grendel, and corrected a turret bug on the Egosoft version of the Boron Shark (M2).

++ Version 2.3.7 - Enabled the capture logic for M1, M2, M6, TL, and Kha'ak ships.  Fixed the turrets on the Nemesis (including variants), fixed the cockpit and turrets on the Hulk.  Added new model for the Invicta (smaller, like a standard TS), and added the new Invicta Super Freighter (using original model).  Fixed the Nebulon-B (turrets not working).  Repaired the mesh on the Omega, and moved the main cockpit view so that it is not obstructed by the antennas.  Miscellaneous other small tweaks and fixes.

++ Version 2.3.6 "re-balanced" - The DDRS re-balanced mod (which is the version you have downloaded, and are currently reading about) uses the same ship and station models, and the same Red Spot script set as the standard DDRS mod. It also introduces a new 5GJ shield type, and a new weapon called the Anti-Matter Pulse Cannon (AMPC).  The AMPC comes in both Alpha and Beta versions, and is in effect like an energy-based Mass Driver.  The specification and weapon loadout for virtually all DDRS ships has been altered in this version of DDRS.

++ Version 2.3.6 - New ship added (Boron TP class - Koi), Hunter M5 re-sized (it was huge!), asteroids in Brennin's Triumph moved away from Pirate base to allow capital ships to dock (only available when starting new game), minor bug fixes.  This release also marks the introduction of a separate "re-balanced" version of DDRS.  

++ Version 2.3.5 - A number of minor bug fixes for various problems reported by users, the Minimal HUD is now working (again), and one new ship, the TS class Invicta (sold by the Teladi) has been added.

++ Version 2.3.4b - Changed the angle of the capital ship docking points for the Asteroid Base and the Mercenary Base (SY) in order to keep the AI from ramming into the station and/or other ships during undocking maneuvers.  Also, one of the front lasers on the Xenon P (M6) wasn't firing...now fixed, for those who like to fly it.  Also dropped the docking point on the Nemesis down a bit, and while I didn't test every possible ship, I was able to dock with several different M3s using the autopilot.

++ Version 2.3.4a - Small update to fix Asteroid Base.

++ Version 2.3.4 - Two new ships, the Hunter (M5), and the Chukker (TP).  Another complete re-build of the Asteroid Base, and several re-textured ships (including the Sulaco and Basilisk).  The EMP TWares file has been put back in (it was accidentally dropped at some point in the past), and there are a number of smaller bug fixes and adjustments.

++ Version 2.3.3a - Fixed front lasers on Trident(s), Cotton Tender, and Banshee.

++ Version 2.3.3 - Two new ships, a re-built Asteroid base, and a number of bug fixes...
	--  Added two custom TL class ships.  The Cetus Mk2 is very highly detailed, and while it uses a few bits and pieces from my X2 mods as starters, the ship is completely new.  The concept is based on my assumption that a TL is big and efficient...with little of no consideration given to appearance.  I also took the hull parts from my old X2 model of the Paranid Acheron (means River of Woe in Greek mythology), and turned it into a TL for them.  (I was amazed when I first saw X3, and noticed that the Paranid TL, M1, and M2 looked so much like the old Acheron...I decided to bring it over to X3.  The only thing that is close to the original are the hull shells (top & bottom).
	--  I completely rebuilt the Asteroid base.  It is bigger, has a large internal cavern between the entrance and the internal docking facility, and uses a new texture.  I also added 3 small "observation domes" on the top, and on the ends by the TS/TP/M6 docks.
	--  Fixed the problem with the rotating section on the Omega hitting the 'Roid base and exploding.
	--  The external docking should be much improved.  Once I had originally created the external docking capability (ages ago), I pretty much left it "as is", and moved on to other challenges.  Clearly, there is still a bit of work needed.  In this update, I have altered the external docking flags to provide a "drop down" motion when you enter an externally docked ship.  I also moved the docking points for most ships.  Currently, the fighters are "active" at the moment you enter and drop down.  However, for the TS/TP/M6 class ships, you must still "break loose" from the station (after dropping down) by tapping on the strafe drive or the Boost Extension.  Since every ship comes with a strafe drive, I hope this doesn't cause you any grief.  I'll keep looking at it, but so far I haven't figured out why the TS/TP/M6 ships don't move immediately.  Ah well...
	--  Both the A-wing and the Y-wing have been partially re-textured.
	--  Fixed the animated front lasers on the Banshee (also used on the Cotton Tender).
	--  Added missing textures to the Basestar.
	--  Fixed the turrets on the Grendel...they all fire fine now.
	--  Several small tweaks to the specs...I'll upload fresh ship specification PDFs over the weekend.
	--  And last (but not least)...Mailo has come through once again with an updated German translation for the language file!!!  (Both 491369.xml and 49806.xml files are included in the mod package.)

++ Version 2.3.2 - Made the DDRS active from the initial launch of a new (or freshly loaded save) game.  Also some minor bug fixes: Truelight Seeker turret and external docking fixed, Gorith now has correct cargo type, and can load the 125MJ shield as per spec.

++ Version 2.3.1 - Fixed Firefly model...no other change.

++ Version 2.3 - Major release to provide compatibility with X3 patch 1.4 and above. This release incorporates the following changes:
	-- I have added 6 new ships:
		++ The Gorith Heavy Fighter from Babylon 5 as an M3.
 		++ The T'Loth from Babylon 5 as an M2.
		++ The Omega Destroyer (with the rotating center section) from Babylon 5 as an M2.
		++ The Nebulon-B from Star Wars as an M2.
		++ The Firefly (Serenity) as a TS.
		++ A new custom ship (the Ranger) which is based on a custom model by Steve Wilson, as an M6.
	-- All of the DDRS ships have been completely re-balanced, and are now much more closely aligned with respect to the stock X3 ships.
	-- In addition to an external docking position for the original TP, TS and M6 class ships (provided in previous releases), this release also enables the standard M2's to dock an additional 1 or 2 fighters.
	-- With the exception of the Teladi Osprey, all of the original M6 cruisers have additional turrets and/or lasers.  This is true for the "variants" (like the True Light Seeker) as well.
	-- I have incorporated the "Minimal HUD" GUI texture from Red Spot.
	-- The mod uses the most current "Less 'Roid" xml file from Red Spot.  There are still plenty of 'roids to bounce off...so don't think you can just put it on autopilot and go get a beer ;>)
	-- For those who want to play the plot, but don't want to wait until the plot is finished before getting into DDRS, I have included an optional script to enable DDRS from the beginning.  (I did this for myself during testing, and at least two people have asked for it.)
 
	[b]NOTE:[/b]  This version of DDRS uses the original 2.1d1 script pack, which I have modified to use the new ships.  This means that when Red Spot finally gets the new script pack ready, you will need to either start a new game, or start from a clean 1.4.x save game.  For those of you have been playing "vanilla" X3 with the 1.4.3 patch while you wait for the new script pack...you can put your current "clean" X3 save game in a safe place, and install and play this beta if you want to feed your DDRS "jones" ;>) 
	-- Finally, numerous big fixes and improvements based on player input.
++ Version 2.2 - Internal release.  Not made available for public download.
++ Version 2.1b - Script update...changes; Fixed the retaliation freezing your game, When re-enabling the plugin the retaliation will be enabled as well, Updater will correctly update from all versions to v2.1b 
++ Version 2.1a - Script update...should fix know issues introduced in 2.1, with a few small tweaks.
++ Version 2.1 - This is a fairly major update, with substantially new (re-written) scripts by red Spot, a new M1 class ship (the Base Star from Battlestar Galactica), and a number of important bug fixes.  Here is  brief rundown of the changes:
        -- Stored data in main scripts reformatted and all scripts using stored data have been reviewed and where needed, re-written.  This should hopefully address the various "test" issues. Also, there are no more "overlapping spawn-cycles" which on occasion created tons of Laser Towers around the Pirate 'Roid Base.
        -- The script "updater" is now much improved.  It will update the entire plugin, destroying any existing mission-ships and plugin-created stations, and then rebuild them at the same position while setting them up properly for the current version of the scripts.  It also automatically reformats the plugin "data array" so it will be set up properly for the current version.
        -- A major new feature has been added to the script set..."retaliation"!!!  Attack the 'Roid Base, or accidentally kill the pilot or target on a rescue or escort mission...and things will be a bit "unpleasant" for awhile!  See the GAME PLAY section below for details.
        -- The Egosoft-supplied M1, M2, and TL class ships can now (once again) dock TS/TP/M^ class ships.  The original M6 class ships can now dock a fighter.  This was accidentally dropped in one of the updates.
        -- A couple of new weapons with "animation" have been introduced.  The Banshee now has animated laser cannons that "pump" in and out as you fire.  The Dralthi has rotating "gatling-style" laser cannons that revolve while firing.  Both animations look really sweet hen you sitting in the cockpit blasting away at enemies!  (Many thanks to Doubleshadow for figuring out how to link all the parts and specify them correctly in the type files!)
        -- And of course, for the BSG crowd out there, the Base Star is now available to satisfy your more destructive urges!
        -- There are other minor tweaks and fixes that got picked up as they were posted in the forum, but I don't really remember them all.  
++ Version 1.1 - Minor bug fixes (weapons, cargo capacities, etc) and updated scripts.  This version also adds in the Imperator Star Destroyer (ISD), which replaces the Teladi copy of the Sulaco model.  Also (thanks to Mailo) available with this release are the German text & "readme" files!  Additional ship "tweaks" include:
        -- All M6-class ships have had their shielding increased by two(2) 125MJ shields.  This means the two custom M6 ships introduced my the DDRS mod nor have 725MJ of shielding (5x125MJ). 
        -- The Sulaco has had it's hanger capacity reduced to 40 (with 40 lasers, 91 was a bit over the top).  
        -- The two Cylon Raider ships have had their textures updated (the models are included in the mod package, but are not currently available via the mission scripts).
++ Version 1.0 - Initial public release.  The first version of the full mod for public consumption.  It contains 27 ships, 2 stations, and the "core" script pack by Red Spot.
++ Preview Release - Revision A:  Switched the Asteroid Base to old X2-style textures, until I can figure out why the load times are excessive. 
++ Preview Release:  This is primarily a "technology" demo, to show off some of the custom ships and new features and textures of X3.  It includes some "bare bones" scripts to create (and re-spawn, as needed) a shipyard, equipment dock, and Asteroid Base (as the Player HQ).  This version is fully functional, and contains 16 ships and 1 custom station. 

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-------------------------
Credits:

++ Hieronymos for the coming up with the whole re-balancing concept, and for being the "driving force" behind the re-balancing effort.
++ The DDRS Beta Test Team - Vayde, Cipriotu, Rattler, Emerald Flint, Mailo, and RustiSwordz.
++ StarTrek Marc, for permission to allow me to alter his Race Invasions scripts to use DDRS ships, and include them as optional scripts.
++ MQ (from the old X2 days) for permission to use his Bountyhunter scripts as the base (and inspiration) for the DD.BH scripts included as optional scripts.
++ Doubleshadow for the best development "workbench" any modder could ask for.  Without his tools, I simply would not have bothered.
++ Red Spot for investing a significant amount of time and effort in developing the script set for the mod.  The Mod also use his 'roid reduction files.  (Imitated, but never matched!)
++ The Naginata is based on original concept art by RustiSwordz (RustiSwordz@deviantart.com)
++ Shade (shadowlands@mweb.co.za) - Original concept art for the Teladi M2 Grendel (aka Protector).
++ For the inspiration on the B-Wing, Tie Defender, Tie Bomber, and Tie Interceptor, all credit to "Dr. Jones" <docteur.jones@wanadoo.fr>.  This guy is one of the premier modelers of Star Wars ships, and it is unfortunate that X3 cannot handle polygon count in his original models...they are gorgeous!  Being able to use his excellent work as "templates, and as a reference has made many of my Star Wars ships possible.
++ The Roger Young is based on a model by Gerard Dolan & Marc-Laurent "Magma" Magnier.  I have built each part (mesh) from scratch, keeping the poly-count to a minimum, but I would be remiss if I did not credit the excellent work of Gerard and Marc-Laurent.
++ The Monsoon Gunboat and Starfury models are based on the work of Fabio Passaro.  As with several other ships, the original meshes were starting points, and I have taken substantial liberties when remodeling the ships.
++ The YT-2400 "Outrider" is based on a mesh by Sebastian Hirsch (Mojo).
++ The Sulaco is based on a great mesh made by D. Procter (dproc@ozemail.com.au).
++ The Trident is based on a nice mesh originally done in TrueSpace by Arctorus back in 2003.
++ The original model of the Base Star was done by David Kerin (davidkerin@yahoo.com).  It's not as pretty as David's original work, but I tried to do it justice while hacking off 100k polygons.
++ The model of the Cotton Tender is based on an original work by Patrick Klevbrant, from back in 1997.  The original mesh had 170k polygons, and cutting it down to the current 30k was an interesting exercise in using DDS textures.
++ The Ranger is based on the work of Steve Wilson.  Steve is an awesome talent, who does a lot of work in and around the old-style BSG style environment.  Any errors you might find are mine, as I really had to work at reducing the original poly count (440k+).
++ The Nebulon-B was provided to me as a bare mesh by Schlachtschiff, from the German X3 community. I made minor tweaks to the mesh, and applied the textures.  Since the Nebulon-B was "on my list, but was pretty low in priority, you can thank Schlachtschiff for the fact that it is included in this release.
++ The Gorith Heavy Fighter is based on another model by Fabio (fabio@deepspacenine.clara.co.uk) which he produced back in 2000.
++ The T"loth was based on an original mesh by Nadab Göksu (mailto:Nadab@Eon3D.com).  Again, any errors are mine, as this was a major effort to reduce the polygon count.
++ For the Omega Destroyer, I used several models as my starting point.  The one that was most useful was created back in 1996 by a modeler with the email address of mstetson@aol.com.  Unfortunately, there is nothing in the files that gives me his/her name.
++ The Firefly, while heavily modified to reduce the polygon count, was based on the very nice model produced by Sean P. Kennedy (sean.kennedy@am.sony.com)
++ The setup script for the CSCP equipment/software is based on Moggy2's great Xai setup library scripts.
++ The original NuuBari mesh was made by Arctorus in trueSpace.  I had to alter and rebuild a number of elements, and any problems and/or errors ar mine.
++ The original mesh on which the Boron Tigerfish is based was called the USS Cheyenne, and was a non-cannon Star Trek model done by Jörg Gerlach.
++ The G"Quan model is based on a very nice mesh by Rhys Salcombe (aka Meurig), which was completed in late 2004.

(If anyone notices any errors of omissions in the above list of credits, PLEASE let me know.  The amount of effort it takes to create (and for that matter, port to X3) a high-quality model is immense, and the people who have made their work available to us in the X3 community deserve full credit.)


