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*+*+                              DDRS Version 2.5 - Leveled                           +*+*
*+*+                                                                                   +*+*
*+*+                            Deadly's Ship and Station Mod                          +*+*
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*+*+             ====>     With Custom Scripts Supplied by Red Spot  <====             +*+*
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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.          +*+*
*+*+                                                                                   +*+*
*+*+       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 Leveled. Leveled retains 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 successfully completing 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.

===> Want to know more?:
Scroll down this readme for more information on obtaining DDRS missions, mod installation and upgrade instructions, the DDRS ship descriptions, the Special Shipyards, how to earn and operate the player HQ shipyard, a few mod cheat scripts--and more. 


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Main Features:
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1.  Includes 54 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.  Neuman15's and Red Spot's "minimal HUD" mods (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. 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, the Venom also carries rapid firing Impulse Ray Emitters with weapons generators comparable to most Jaguar variants. More importantly, the Venom 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 the 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 A-Wing is a very small star fighter with 4 wing-mounted Blaster Cannons. The idea behind the A-Wing was not to create a ship with a lot of firepower, but one that could use blinding speed to outperform its opponents.

M5 (Tie Interceptor), Sold By: Paranid - A very powerful and fast M5-class fighter. Due to the advanced technologies employed, there are very limited quantities of these ships available.

M5 (Valkyrie), Sold By: Argon - The Valkyrie is the reconnaissance-class of the Earth Fleet Forces.  Originally armed and equipped with highly advanced forms of technology, these have been replaced with weapon systems more readily available in the X3 universe.

M5 (Hunter) Sold By: Boron - Small, fast, and maneuverable with 4 front lasers.  The Hunter is powerful and fast M5-class fighter, developed by the little-known Xenon Pirate faction.  Due to the advanced technologies employed there are very limited quantities of the ships available, although they do show up sale at selected Boron shipyards from time to time.

M5 (Shuriken) Sold By: Yaki - The Shuriken Light Fighter is a lethal new creation of the pirate faction known as the Yaki. More accurately classified as an M5+, or an M5/M4 hybrid, the Shuriken's true place lies somewhere between the two classes. While able to use the Yaki's still secret Shield Amplification technology, Shuriken is not as well shielded as the older Raijin M5 variants, but does have a superior shield generator. And unlike the ultra-defensive Raijins, the Shuriken has amazing offensive power, mounting the equivalent of eight rapid-firing Alpha Impulse Emitters powered with weapons generators over twice as large, making her very dangerous to most M5 and M4 opponents. Shuriken's hull is roughly twice as tough as the M5 galactic average, and combined with her other capabilities makes her arguably the most lethal M5 class craft ever created.

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M4 (Banshee) Sold By: Boron - A very powerful and fast M4-class fighter, with 6 front-mounted lasers and up to 4 5MJ shields. Due to the advanced technologies employed, there are very limited quantities of these ships available.

M4 (Tie Defender) Sold By: Paranid - A very powerful and heavily shielded M4-class fighter, with 6 front-mounted lasers and up to 4 5MJ shields. Due to the advanced technologies employed, there are very limited quantities of these ships available.

M4 (Y-Wing) Sold By: Teladi - The Deadly Y-Wing is an attack star fighter with moderate speed. while not as fast as some M4 ships, it has 6 lasers and has cargo capacity for extra missiles.  The Y-Wing carries 15MJ of shielding (3x5MJ).

M4 (X-Wing), Sold By: Split - The Deadly X-Wing is one of the most powerful M4 fighters ever built.  It was the last star fighter design produced by Incom Corporation before its seizure by the Empire.  It is reasonably fast, and with 4 unusually powerful wing-mounted lasers is actually quite heavily armed for an M4 fighter.
        
M4 (Mjollnir), Sold By: Argon - The Mjollnir is a variant of the interceptor-class of the Earth Fleet Forces.  Originally armed and equipped with highly advanced forms of technology, these have been replaced with weapon systems more readily available in the X3 universe.

M4 (Cylon Raider MK1), Sold By: Split - Originally a development project of an obscure race known as the "Cylon", the plans for the ship were eventually found by the Red Spot Salvage and Construction Wharf, and turned into a powerful M4 fighter.

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 missile 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 missile defense, and can equip heavier missile 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.

M4 (Sai), Sold By: Yaki - The Sai Medium Fighter is a revolutionary new design of the pirate faction known as the Yaki, created to defeat any and all other M4's in existence. Sai is a "heavy" M4, perhaps better described as an M4/M3 hybrid. Using the Yaki's still secret Shield Amplification technology, the Sai is able to generate effective shield strength more than double the M4 galactic average. Her hull strength is equivalent to most conventional M4's, but her defensive capabilities are strongly augmented by the addition of a light back turret, suitable for anti-missle defense or keeping lightly shielded M4's and M5's off her six. Offensively, she carries six forward firing Bata Particle Accelerators powered by weapons generators larger than most M4's, but smaller than an M3's. Carrying an expanded selection of missiles, her combined offensive and defensive strengths make her a truly fearsome adversary, and a worthy replacement for the older Raijin Interceptor M4.

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M3 (Darkship) Sold By: Teladi - A custom medium fighter craft, built for the pirates by the Teladi.  Little is known about the Darkship, other than it has 6 lasers mounted in three under-slung "gun pods", and carries a maximum of 3 5MJ shields.

M3 (Dralthi) Sold By: Boron - A heavy fighter, the Dralthi has only 6 front lasers, but boasts an additional 2 lasers mounted in a rear turret.  This ship it is fast and maneuverable, but has a limited shielding capacity of 50MJ (2x25MJ).

M3 (B-Wing) Sold By: Paranid - History tells us that the Deadly B-Wing was the Rebel Alliance's most powerful heavy-assault star fighter. It was designed to take on much larger Imperial capital ships, thus providing the Alliance fighters with the punch of capital ships at a fraction of the cost.  The B-Wing carries 6 lasers, and has 50MJ of advanced shielding 2x25MJ). 

M3 (YT-2400 "Outrider") Sold By: Split - The Outrider is a prototype heavy fighter-class based on the YT2400 from the ancient earth myth known as Star Wars. The basic design was found in partial schematics located in wreckage of what appeared to be a very old space station. The ship is almost as well-armed as an M6, with 8 front-laser bays, 2 double-laser turrets, and 125MJ of shielding. 
        
M3 (Thor) Sold By: Argon - The Thor is a variant of the heavy fighter-class of the Earth Fleet Forces.  Originally armed and equipped with highly advanced forms of technology, these have been replaced with weapon systems more readily available in the X3 universe.

M3 (Gorith) Sold By: Teladi - A heavy M3 fighter originally developed by the Teladi as a convoy escort, it proved unsuitable for that purpose due to it's relatively light shielding.  However, the design has subsequently been upgraded with stronger thrusters and improved maneuvering capability which, along with it's already powerful weapon load-out, has made it a favorite of "free merchants" pilots everywhere.

M3 (Cylon Raider MK2), Sold By: Split - Originally a development project of an obscure race known as the "Cylon", the plans for the ship were eventually found by the Red Spot Salvage and Construction Wharf, and turned into a powerful M3 fighter.

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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 under-gunned and under-shielded 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 missile 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 devastate Split fighter formations, and should be fairly effective against weakly shielded M6's as well. The Tigerfish, with little frontal-arc weaponry, is not designed to hunt bigger prey, and will fare poorly in combat against 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 - A very powerful and heavily-shielded M6-class ship, with reasonable speed and handling characteristics.  This powerful ship carries 8 front lasers and three double-laser turrets in the rear, and the port and starboard sides of the vessel.  It carries three 125MJ shields, and offers a single external docking slot.

M6 (Trident) Sold By: Teladi, Split - A very powerful and heavily-shielded M6-class ship, with reasonable speed and handling characteristics.  The Trident was designed to replace the aging Argon M6 Centaur with a vessel that had greatly improved weapons capabilities. The Argon declined to accept the ship, due to it's very high costs, and an unsuccessful attempt was then made to sell it to the Teladi.  This powerful ship carries 8 front lasers and three double-laser turrets in the rear, and the port and starboard sides of the vessel.  It carries three 125MJ shields, and offers a single external docking slot.

M6 (Ranger) Sold By: Argon - The Argon took a radically different approach when creating the Ranger, and made it in the image of a small capital-class ship rather than a large fighter.  The result is a very powerful and heavily-shielded M6-class ship, with reasonable speed and handling characteristics, and outstanding firepower.  This powerful ship carries 8 front lasers and three double-laser turrets located port, starboard, and aft.  It carries three 125MJ shields, and offers a single external docking slot.

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M7 (Naginata) Sold By: Split - 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 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 - A development of the Red Spot Salvage and Construction Wharf, the Grendel offers six turrets, with 4 lasers each, and is heavily shielded with a capacity of 9GJ.  It offers 3 external docking ports; two for fighter craft, and one for TP/TS/M6 class vessels.

M2 (Narcissus) Sold By: Teladi - A development of the Red Spot Salvage and Construction Wharf, the Narcissus is based on plans recovered from the wreckage of an Alien station.  The Narcissus offers six turrets, with 8 lasers each, and is heavily shielded with a capacity of 9GJ.  It offers 3 external docking ports; two for fighter craft, and one for TP/TS/M6 class vessels.

M2 (Omega B5) Sold By: Argon - A development of the Red Spot Salvage and Construction Wharf, the Omega B5 offers 44 lasers in six turrets; 8 lasers each at the front, rear, left, and right, and 6 each top and bottom. It is heavily shielded with a capacity of 9GJ. It offers 3 external docking ports; two for fighter craft, and one for TP/TS/M6 class vessels.

M2 (T'Loth) Sold By: Split - The T'Loth is an advanced Battleship, with characteristics of both the standard M1 and M2 classes.  It is used primarily as a forward base of operations for extended military actions, and for long range research and exploration expeditions. The powerful weapons and shields on this design makes it a formidable escort ship.  It is also capable of docking 11 ships, one of which can be a TP, TS, or M6 Cruiser.  These powerful but expensive ships were originally commissioned in response to the threat of large scale stellar warfare, and have never been produced in any great numbers.  Unfortunately a small number of T'Loth class ships have found their way into the hands of fringe paramilitary groups, posing a significant risk to all five races. 

M2 (Nebulon-B) Sold By: Paranid - The Nebulon-B Escort Frigate is used primarily for convoy protection. The powerful weapons and shields on this ship makes it a formidable escort ship, which is also capable of 13 docking light and medium freighters, as well as M6 Cruisers. These powerful ships were originally commissioned in response to the Rebel and pirate attacks on Imperial shipping, but unfortunately the Nebulon-B Frigate has recently found its way into the hands of fringe paramilitary groups.

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M1 (Sulaco) Sold By: Split - Originally developed as an M2 replacement for the Split Python, it was never put in service to it's high-cost of manufacture.  It has been completely redesigned as an M1, and now boasts a docking capacity of 91 ships (90 internal, and 1 external for TP/TS/M6-class ships) and carries 40 lasers in 6 turrets.  While it is quite slow and difficult to maneuver, it carries 10GJ of shielding to compensate.

M1 (Odin) Sold By: Argon - The Odin is a variant of the primary Earth Fleet Battlecruiser class, armed with advanced weaponry and fighter bays. It been extensively re-worked by the Argon, and is currently undergoing testing at a secret Argon Shipyard.  It provides a docking capacity of 40 ships (40 internal, and 1 external for TP/TS/M6-class ships) and carries 40 lasers in 6 turrets.  While it is quite slow and difficult to maneuver, it carries 12GJ of shielding to compensate.

M1 (ISD) Sold by: Teladi - The Imperator-class Star Destroyer (ISD), is based on technology found in the ruins of a metallic moon-like object from Earth's ancient past.  The the Red Spot Salvage and Construction Wharfs managed to "acquire" a copy of the plans, and has since built several of these monsters.  Only available to those with almost unlimited funds, the ISD carries 48 lasers in six 8-laser turrets.  Because it carries so many weapons, the ISD has only enough docking capacity for 38 ships (one of which is external for TP/TS/M6-class ships), and carries 900GJW of advanced shielding.  With all of the weaponry and it's great size, the ISD is fairly slow, and accelerates and maneuvers quite poorly.

M1 (Base Star) Sold by: Boron - Originally a development project of an obscure warlike faction of the Boron, the plans for the ship were eventually "found" by an agent of the Red Spot Salvage and Construction Wharf, and turned into a powerful but slow M1 carrier-class ship. However, the Base Star also caries as much, if not more, firepower than all but the most powerful M2 destroyers.

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, handling and power generation capabilities at a slightly decreased cost, due to her modular hull structure. She mounts 24 heavy lasers to Zeus's 20, she has been fitted to mount the powerful Beta Flak Cannon at most hardpoints, giving her far superior 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 (Vindicator) Sold By: Teladi - The Teladi Vindicator is the newest addition to the Teladi fleet, and finally provides the Teladi Corporation with a Fleet Carrier worthy of the name. Able to carry more fighters into battle than any other carrier currently in existence, Vindicator balances out the long-standing Teladi inadequacy in their hitherto modest fleet hangar capacity. Slightly faster than the Condor class, she also possesses slightly superior shielding and weapons generators. But she is inferior in terms of both her armament, hull strength, and hefty price tag--which is roughly double Condor's. Whatever her weaknesses as a ship might be, her large hangar will no doubt more than compensate in the eyes of Teladi field commanders.

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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 (Hulk) Sold By: Split - Originally a development project of the Terrans, the plans for the ship were eventually "found" by the Red Spot Salvage and Construction Wharf, and turned into a TL/M2 hybrid.  It is one of the smaller TL class ships, but offers a significantly stronger hull, shielding, and weapons package.  With its speed and maneuverability, this ship has become a favorite of the so-called "free traders" that roam the X3 galaxy.

TL (Cetus Mk2) Sold by: Argon - An ugly but very efficient TL-class ship.  The Cetus Mk2 is significantly faster than the Mammoth, carries an additional 125MJ shield, and has greater hull strength.  Although it has somewhat less cargo capacity than the mammoth, with it's speed and improved maneuverability, this ship is a favorite of the independent traders that frequent less well-traveled portions of the X-Universe.  Originally a development project of the Teladi, the plans for this ship were eventually "acquired" by the Red Spot Salvage and Construction Wharf, and turned into a well-balanced TL class ship.

TL (Acheron TL) Sold by: Paranid - Originally a capital ship development project of the Paranid, the plans for the Acheron (or "river of woe") were eventually stolen by the Red Spot Salvage and Construction Wharf, and turned into a TL/M1 hybrid.  It is a modest sized TL class ship, but offers a very strong hull, shielding, and a good weapons package for a ship of it's capacity.  It's speed and maneuverability is similar to that of the Argon Hulk, but with it's enhanced weapons capability (12 lasers), this ship has become a favorite of the so-called free traders that roam the X3 galaxy.

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 maneuverable 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.

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 Perch amply fills this need, and is now by far the fastest commercial TP on the market. Carrying somewhat less cargo than the Manta Hauler, the Perch 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 (Basilisk) Sold By: Argon, Split, Paranid - A new and original TP class ship, it is clearly designed by the Split for use by smugglers and pirates.  This heavily-armed TP class ship is produced and sold at special shipyards by all races.

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 missile 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.

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TS (YT-1300) Sold By: Split, and Paranid - The YT-1300 is loosely based on the stock light freighter of the same designation manufactured by the Corellian Engineering Corporation.  Heavily armed with 2 quad-laser turrets, and excellent speed and maneuverability, this ship is much sought after by smugglers.  While it has limited cargo capacity and no front weapons, it does carry 125MJ of advanced shielding.

TS (Cotton Tender) Sold By: Argon - Originally developed as the Cotton Class Long-range Tenders, they were essential in the maintenance and upkeep of the Fleet during the Xenon wars. Converted to civilian use, these slow ships have a large cargo capacity, and a heavier weapon loadout than the typical TS class freighter. With 1 single 125MJ shield, two front lasers, and a dual-laser turret in the rear, these ships are often used for transporting good in high-risk sectors.  

TS (Electra - SF) 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 class ship geared more towards haulage than combat, the Electra combines a roomy cargo bay with powerful shielding, extreme speed, a tough hull, and powerful defense--all in one unbeatable package. 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 the discriminating trader intent on living 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.

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

TS (Invicta - SF) 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.

TS (Krait/SF) - Sold by: Split - The Split Krait is the largest SuperFreighter class ship ever built. Really a "pocket TL" or TS/TL hybrid, she is the only non-TL class vessel capable of carrying station-class cargo. Like most Split ships she is heavily armed, mounting three quadruple "light flak" turrets, as well as a rear Alpha Flak Array turret, and a fixed forward battery of Paranid Phased Shockwave Generators. Krait can also carry one M3 class ship or smaller in an internal docking bay for scouting, cargo transfer, or defense. While slower than the much larger Elephant class heavy transporter, Krait is faster than all other Split Superfreighters. Heavily shielded for a Split TS-class vessel, she is also uncharacteristically maneuverable. Costing about a third most standard sized TL's, the Krait is excellent value for a ship of her size and defensive capabilities.

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What you will find in DDRS:
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1. A fully playable compilation of 54 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 a number of alterations to the standard galaxy map; I have relocated the gates in Presidents End to expanded the usable size of the sector, adjusted the asteroids around the pirate base in Brennin's Triumph, and added two new sectors.
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 shipyard 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 6 additional shipyards...one for each of the 5 races, and one for the Yaki.  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 "Rebalanced".  This is the readme file for the Leveled version of the mod.  
9. Finally, there are quite a few new "Easter Eggs" to be found.

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Installation instructions:
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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 re-balanced 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 the 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 recommended 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:
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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, including 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:
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++ Version 2.5 - NOTE: Restart Required!!!  Three new ships, the Yaki Shuriken (M5) and Sai (M4), and the Split Krait Super Freighter (TS).  There is also now a 6th shipyard, run by the Yaki.  The DDRS PHQ will offer missions for Yaki ships in the same fashion as it does for the five standard races.  The Yaki shipyard also sells the standard Yaki ships, as packaged with the stock X3 game.  

There are two new Yaki sectors that have been added, but you will not see them unless you start a new game.  One of the new sectors (called Derilicts Graveyard) has a number of derilict ships scattered around.  It is a huge sector, and finding them is a real chore.  The new Yaki shipyard is in the other new sector (Barbary Coast) if you are 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. (Note: You cannot use an existing DDRS savegame created prior to the 2.5.x version. 

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-tuned" 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 fly over to it in your space suit to trigger the capture sequence, as you cannot claim it from your ship via the system override software scripts).
	
	NOTE:  If you use a "custom start", the Bala Gi mission(s) will not trigger.  This is apparently true for any custom start, not just DDRS.
	
As for fixes; the Tigerfish model (aka Cheyenne) was way to big, and has been resized.  In the process, the model was completely redone (e.g. new mesh, new textures).  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 included a small script that runs every time you load a game that will ensure that your Yaki race reputation is at least up to the minimum level needed to land and purchase the new ships.  If you have been out slaughtering Yaki since you last loaded the game, you may need to save and reload before the Yaki will let you land at their shipyard and purchase ships.  Of course since the new Yaki shipyard and equipment dock happen to be in a sector owned by them, if they really hate you...be prepared for some "hostile actions" while getting in and out of the sector!  Finally, I am in the process of re-exporting all DDRS ships to enable them to use bump mapping.  Currently all of the Yaki ships, and quite a few of the others, are now flying with much improved textures.

++ Version 2.4.1b - 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.  Corrected 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 (not released) - 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:

++ 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 DDRS Beta Test Team - Hieronymos, Vayde, Cipriotu, Rattler, Emerald Flint, Mailo, TigerBandit, Neuman15, KayEss, Falion, 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 Bounty Hunter scripts as the base (and inspiration) for the DD.BH scripts included as optional scripts.
++ Sephiroth-omega & Mailo for doing the translations into German, and for keeping an eye the German forum to translate and pass along questions.
++ Doubleshadow for the best development "workbench" any modder could ask for.  Without his tools, I simply would not have bothered.++ 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.)


