
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
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*+*+                            Deadly Ship and Station Mod                            +*+*
*+*+                              With Scripts by Red Spot                             +*+*
*+*+                                                                                   +*+*
*+*+                                    Version 1.1                                    +*+*
*+*+                                                                                   +*+*
*+*+   The DDRS mod has been developed expressly for X3, but does contain elements     +*+*
*+*+   of my prior work that was originally showcased in X2.  However, Since for me    +*+*
*+*+   playing around with custom ships is nothing new...IMHO the real highlight of    +*+*
*+*+   the DDRS mod are the scripts.  These were specifically developed for the mod    +*+*
*+*+   by Red Spot.                                                                    +*+* 
*+*+                                                                                   +*+* 
*+*+   In the past, I have simply "dumped" all of the custom ships into shipyards so   +*+*
*+*+   the player could buy them as soon as they had the necessary credits (and race   +*+*
*+*+   relations).                                                                     +*+*
*+*+                                                                                   +*+*
*+*+   However, that isn't the way things work in "Real Life", now is it?  As the old  +*+*
*+*+   saying goes...TANSTAAFL (There ain't no such thing as a free lunch)!            +*+*
*+*+                                                                                   +*+*
*+*+   So, thanks to the efforts of Red Spot, you have to actually "participate" in    +*+*
*+*+   process of introducing new ships into the game.  The way in we have decided to  +*+*
*+*+   accomplish this sounds simple, but in fact required some very sophisticated     +*+*
*+*+   scripting to bring to fruition.  See the section titled "Game Play" to get an   +*+*
*+*+   understanding of how it all works.                                              +*+*
*+*+                                                                                   +*+*
*+*+   One other thing, this mod is the first official release of Red Spot's PHQ       +*+*
*+*+   ship-building scripts.  This very powerful feature lets you "build" ships at    +*+*
*+*+   your own HQ (using the custom Asteroid Base that you can purchase, or via a     +*+*
*+*+   very "challenging" mission).  This is not a "cheat", that allows you to create  +*+*
*+*+   ships at extremely low cost.  You must first "feed" the PHQ ship-building       +*+*
*+*+   facility with a "template" of the ship you want to build, and then provide the  +*+*
*+*+   necessary resources.  It also takes a fair bit of time (there is no "instant"   +*+*
*+*+   gratification here!), and as you would naturally expect, it will takes much     +*+*
*+*+   longer to build a big ship, than it does a small one.  To use the Buster as an  +*+*
*+*+   example, it takes roughly 45min to create  the initial template, and 1.5 hours  +*+*
*+*+   to build one from scratch.                                                      +*+*
*+*+                                                                                   +*+*
*+*+   1st IMPORTANT NOTE:  A restart is required!!!                                   +*+*
*+*+                                                                                   +*+*
*+*+   2nd IMPORTANT NOTE:  If you are running the DDRS mod from a plot game, than     +*+*
*+*+   once you have completed the plot you must manually start the plugin using the   +*+*
*+*+   AL menu (at the bottom of the Options menu).                                    +*+*
*+*+                                                                                   +*+*
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Main Features:
-------------------------
1. Includes 27 custom ship models.
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 existing 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. All Terran ships are fully functional.
6. Significant performance improvements due to the use of Red Spot's reduced asteroid map, and by including several of the most important performance tweaks from the 1.3.1 Open Beta.
7. The TWareT.txt file contained in the Community Extended Mod Pack (EMP) is included, so scripts that use this file for wares should work without alteration.


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

++ 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:

++ 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!)
++ 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).

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What this mod is not:
-------------------------

It is what I call a "foundation" mod.  By that, I mean it is something that alters the basic graphical content of the game, but outside of some additional missions does not in itself substantially alter the balance or game play.  There are many scripts that can be run to alter and/or enhance trading, combat, difficulty, or the basic configuration of the X3 galaxy.  This mod does not do those things (or, at least not to any great extent).

Once the "core" X3 retail game is stable, and all Egosoft-supplied features are fully implemented, we may consider an optional re-balance "extension".

At this point in the X3 development cycle, I prefer to use a small number of scripts in my game to "adjust" the game-play to my own personal preference.  For those that are interested, I identify these scripts below, in the section titled "My personal script set".

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What it is:
-------------------------

1. A fully playable compilation of 27 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 the number or asteroids has been reduced by Red Spot to improve performance.

4. A number of the key performance alterations and bug fixes from the 1.3.2 Open Beta have also been included.

5. 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).

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 purchased 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. At this point, there has been no attempt to allocate ships to the races based on the "racial characteristics" (e.g. the Split have fast powerful ships with limited shielding), nor have I tried to texture the ships to match the ones used by each race.  The only purpose of the 5 new shipyards is to provide a place for the player to purchase the new ships.

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Game Play:
-------------------------

As previously stated, this mod is not just about providing you with custom ships and stations.  To get access to the ships, you will need to complete a series of missions.

===> Introducing custom ships into the game:

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 (if you chose to play through the Egosoft plot).

The basic premise is that there will be a new shipyard spawned in for each of the 5 races.  It uses the new custom shipyard model (so it is easily recognizable), and is always spawned into a random sector that has an equipment dock, but no existing shipyard.  When it is spawned, there are no products available for purchase.  Before a new shipyard is spawned for a given race, you must first have visited a number of "important" sectors for that race.  (Just visiting Kingdom End is not going to get you the new Boron shipyard!)

There will also be a special Pirate Asteroid Base spawned into one of the "unknown sectors" using the custom Asteroid Base model.  It is initially spawned into the unknown sector between Montallaar and New Income (8,8).  When you dock at the 'Roid Base, you will be offered a series of missions.  As each mission is completed, an additional ship type will be added to one of the new shipyards.  Eventually, you will have populated all 5 shipyards with custom ships (and of course the Asteroid Base, which you can buy as your HQ).

There is also a surprisingly "challenging" special mission that will provide you with a PHQ of your very own...if you survive!  You will need something stronger than an M3 before this mission will be offered.

Once all the ship types have been loaded into the 5 shipyards (45+ missions...eek!), the 'Roid Base will continue to offer you missions that earn you a ship.

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.

Once you have managed to get the Asteroid Base added to a shipyard, you can then purchase one or more as your HQ.  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). 

===> 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) n 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!

        --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.

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My personal script set:
-------------------------

Before telling you what is contained in the mod, I would be remiss if I didn't identify the scripts I use to extend my personal game.  The reason that this is important (or at least relevant) is that these are also the scripts that are running when I do my testing.

What this means is that when I alter the performance, loadout or laser count of a given ship, my decision is based on the way the game plays for me...which in turn is obviously impacted by the scripts I run.

Unlike in X2, I feel the game is basically pretty solid, and therefore does not need a vast number of scripts to "make it work" correctly.  However it is also quite clear to me that by developing a "script set" tailored to your particular style of game play, X3 can be even more enjoyable.

Obviously the selection of which scripts you choose to run is a personal decision, which is why I tell you what I like to run, but do not actually include any of my preferred scripts in the basic mod package.

So...with that said, here are the scripts I used while testing this mod and what I am currently running in my personal game:

        1.  I like combat, so I run RS.Hunt by Red Spot.  A very nice AL-based script, which allows you to adjust the level of challenge.  If you are in a major "trading phase" of your game, you can turn down the level of hostility.
        2.  I always felt that it was unfair that the NPC ships didn't get access to the Mass Driver...one of my favorite weapons.  With the RS.MDS scripts, you can enable the NPC ships (those which are capable of supporting the Mass Driver) to do so...after all, why should you have all the fun!  This has the interesting side effect of creating a very profitable market selling MD's and MD Ammo to the other guys ;>)
        3.  To help out with managing turrets, I have found that Red Spots's scripts work really well.  Now that he has combined his two turret scripts into the RS.TurretCommand, it is even easier to use.  A really great script if your main ship is one of my M6's which have three double-laser turrets, or the Narcissus M2 with 48 lasers to manage ;>)
        4.  The Remote Transporter Device (RTD) from Xai Corp is a very useful addition to the game that I frequently use to get myself out of difficult situations (created by my lack of intelligent planning).  It's really handy to be able to load up a ship at your HQ, and have it jump to another ship of yours which desperately needs re-supply of an important commodity or ware.
        5.  I have also found the Fleet Support Ship software (FSUP) by Xai Corp to be invaluable.  If you haven't look this one over, you owe it to yourself to do so.  It can become a critical support tool for your empire is you find your self spread out all over the galaxy map due to poor planning (not that I would have any personal experience in this area...cough, cough).
        6.  For trading, I really like the Station Manager from Burianek and AalaarDB.  This thing is (IMHO), better than anything we ever had in X2, and is the only trading script that could convince me to retire the Xai Trade Commands Mk1 & Mk2 (which I had been running in X3 with some hacking on my part).  The pathing logic that AalaarDB has developed is really a perfect match for the trading/economy elements implemented by Burianek.
        7.  I always run the Navigation Override System (NOS) from Xai Corp on any ship that is trading, but which is not being controlled by the Station Manager from B&A.  You will find your ships are still very much at risk, but there ability to "run & hide" will give you time to mount an effective response.  Without this script, the (after the fact) messages telling me my ships are being attacked, followed immediately by their destruction, was a constant source of frustration.
        8.  Also for trading, I am using the Commodity Logistics Software by Lucike.  It is in German, but I used the old X2 text files and Babblefish to create a language file that works.  (I understand that an "official" English language version is in the works.)
        9.  I use the RS.UPS script in conjunction with my HQ to keep rare goods flowing to my factories.  For this purpose, the HQ becomes a "warehouse" that I can stockpile goods, and then distribute to selected factories based on their needs. 
        10.  Not all trading tasks can be (nor should they be) automated.  The Manual Trade Commands (MTC) from Xai Corp is another important script for me, in that I can direct the activity of individual ships on a "one off" basis.

There are a number of really nice scripts by AalaarDB, LV, StarTrekMarc, and others that I used regularly before starting the development of this mod.  Just because they are not listed above doesn't mean they are not useful and/or fun additions to the game.  However, the intent of the mod is to introduce new ships and stations into the game...and "spice things" up a bit with the new missions.

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

1. There are two custom text files (in the /t folder).  The xx1369.xml file contains the descriptions of the ships and stations.  The xx8609.xml file is used by Red Spot's scripts.
2. The /types folder contains modified versions of the TShips.txt, TCockpits.txt, TDocks.txt, TFactories.txt, TWareT.txt, Dummies.txt, Components.txt files.
3. The /scripts folder contains Red Spot's most excellent scripts which enable the ship building functions, and 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 updated textures from the 1.3.2 Open Beta.

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Ship Types:
-------------------------

M5 (Starfury), Sold By: Boron, Split - Small, fast, and maneuverable with 4 front lasers.  The Starfury is a prototype light-fighter class ship currently under development. The basic design is based on the primary fighter of the legendary Earth Alliance, for which partial schematics were found in the wreckage of what appears to be an ancient space station. 

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.

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

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.

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

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.

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

M6 (Monsoon Gunboat) Sold By: Boron, Paranid, and Split - 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: Argon, Teladi - 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.

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

M2 (Grendel) Sold By: Argon, Boron, and Paranid - 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: Split, 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.

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

M1 (Roger Young) Sold By: Boron, Paranid - The Roger Young is a very capable M1-class ship with hanger space for 91 ships (90 internal, and 1 external), and 24 lasers in six 4-laser turrets.  While offering less firepower than the Sulaco, it is faster, more maneuverable, has good hull strength, and still carries 10GJ of advanced shielding.

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.

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

TL (Hulk) Sold By: All Races - 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.

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

TP (Basilisk) Sold By: All Races - 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.

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TS (YT-1300) Sold By: All Races - 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.

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Installation instructions:
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1. Extract the .rar file to your X3 directory.  
2. On the initial X3 start menu, click on Select Mod Package, and select this mod package.
3. Once you are at the main menu (in the game), you can start whatever type of game you wish, or simply load an existing save game.

IMPORTANT NOTE:  You can only load a savegame if it was created using this mod.  Otherwise you must start a new game, even if you were previously using the last Release Candidate (RC4).  This is because we had to alter TFactories to get the shipyards to work correctly.
