Storm_Front's Mod Kit  (Read Me)
Version 5.0
Based on X2 the Threat v.1.4
Prepared: Sunday Jan. 9,2005
By: Storm_Front
Prepared with Open Office 1.1,  tested with Microsoft Excel Viewer.
These charts were adapted from SandApocalyse's Ship/Gun chart.

These charts contain the latest info on the Tships, Tlasers, Tbullets, Trockets,Tshields, and Twares(E,B,T,F,M,N) and Tfactories files.  If an error is found please PM me at Ecosoft.

Many thanks to -logical-Chimp for reformatting the Gun/Turret data (A task I wasn't looking forward to doing, now I don't have to) and Thanks to:  the_conquerer_cgi, Goose, Shadowtech, Burianek, MightyMidget, coxpwr, metuelisator, OlisJ, Reven, Apoch, Dragonslayer, Argonaught, SandApocalyse, and anyone else who helped.

You will need an Excel viewer, of some sort, to view this chart.   You can download Excel viewers free from Microsoft, OpenOffice, or anywhere else you like.

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*Tships*---Only numbered columns are listed in Tships file.  See chart:  Column headings on chart may include a simpler definition:
Column:
A) Ship, name of ship as in Tships file
B) Name, name of ship, "-" denotes not in game, "?" unknown or unsure.
C) 3D Body ID, used in BodyEffects, Collisions and Effects files
D) 3D Comp body
E) Turn Alpha per sec., increase # to inprove turning (left,right) ability.
F) Pitch Beta per sec., increase # to improve pitch (up,down) ability.
G) Roll Gamma per sec., increase to improve roll ability.
H) Galaxy Sub Type: Ship Class:  Affects both icon on sector map and label in ship menu
     0)=TL
     1)=TS
     2)=M0
     3)=M1
     4)=M2
     5)=M3
     6)=M4
     7)=M5, and misc.
     8)=?
     9)=TS(pirate)
    10)=Goner, UFO
    11)=M6
    12)=TP
I) Text ID #:  Text ID + 1 = Text Description				
J) Max.Base Speed, Increase # to increase speed.Multiplier=222 for max base speed (before engine tunings)
K) Acceleration, increase # to improve Accel.
L) 3D Engine Sound,
M) Average Reaction Delay
N) Engine Effect:  Eng. Color, color as seen from a distance.  See "Effects" file
O) Glow Effect:  Eng. Light, possibly brightness of engine exhaust.
P) Power Generator, changing this only seems to affect advertised power in the ships info menu.
Q) 3D Sound min. volume  
R) 3D Sound max. volume
S) Cut ID: Ship Model, extenal model.
T) Cockpit Body ID, internal model.  (117=wide open view per Babyface)
U) Laser Mask:  Main Lasers Equipable, This # determines what lasers are allowed in the main laser bays.  OlisJ at <xscripting.com>has a download available which explains this in detail.  "4194303" will allow any laser in main laser bays provided you have the proper "ware class" and "volume".
V) # of Lasers, total # of lasers on ship.  Changing this will not add lasers to the ship.
W) Max. Shield Type:
     0)=1mw shield
     1)=5mw shield
     2)=25mw shield
     3)=125mw shield
X) Max. # of Shields, you guessed it, the max. # of shields the ship will hold.
Y) Max. Missile Type:
    -1)No Missiles Allowed
     0)Mosquitos only
     1)up to Wasp Missiles
     2)up to Dragonfly Missiles
     3)up to Silkworm Missiles
     4)up to Hornet Missiles
Z) NPC # of Missiles, Max. # of missiles carried by NPC's (other than cargo) CONTRARY TO THE MODDING KIT, THIS IS USED
AA) # Engine Tunings, Max. # of Engine Tunings that can be purchased.  Each=10% of base speed
AB) # Rudder Tunings, Max. # of Rudder Tunings that can be purchased.  Each=10% of base steering
AC) Trade Container Size:  Min/Buy Cargo, Just what it says.
AD) Trade Cont. Max. Size:  Max Cargo, Max. upgradable cargo capacity.
AE-AP) Turret Data: Turret Definitions
     Tcockpit Row, row in Tcockpits file that the turrets laser data is on. first row is 0, second is 1, etc.
     Turret #:
     #1=front
     #2=rear
     #3=left
     #4=right
     #5=top
     #6=bottom
AQ) Dock Bay Size:  Ships Held, # of ships that can be carried in the hanger, a "-" denotes ships are carried externally.
AR) Max TK Class:  Ware Class:  Type of cargo, lasers, shields, and other equipment that can be carried.
     0)Cannot carry Cargo
     1)S cargo only
     2)M 
     3)L
     4)XL
     5)ST, must also be a TL class ship to carry this cargo.
AS) Default Race:
     1)Argon, and misc. ships including UFO.
     2)Boron
     3)Split
     4)Paranid
     5)Teladi
     6)Xenon
     7)Khaak
     8)Pirate
     9)Goner
    10)Experimental Shuttle
AT) Hull Strength, Strength of hull when it's at 100%, seems similar to Hit Points in other games.
AU) Explosion Effect, per "Effects" file
AV) Part Explosion Effect, per "Effects" file
AW) Engine Trail, See "Particles3" file.  May be related to exhaust
AX) Number of cockpits
AY) Class, Position 1
AZ) Turret ID Position 1
BA) Body ID Position 1
BB) Path ID Position1
BC-BZ) Same as above for Positions 2-7
CA) Number of Gun Mounts. Main Lasers =1 Mount
CB-DC) Gun Definition- Mount 1
     CB) Mount 1 Gun Def., Laser Position
     CC) Mount 1 Gun Def., # of Lasers
     CD) Mount 1 Gun Def., Class
     CE) Mount 1 Gun Def., # of guns
     CF) Mount 1 Gun Slot 1, Laser Position
     CG) Mount 1 Gun Slot 1, # of Lasers
     CH) Mount 1 Gun Slot 1, Body ID
     CI) Mount 1 Gun Slot 1, Path ID
     CJ) Mount 1 Gun Slot 1, Body ID 2
     CK) Mount 1 Gun Slot 1, Path ID 2
     CL-DC) Same for Mount 1 Slots 2, 3, and 4
DD-IE) Gun Definitions for Mounts 2-7.  Same as above
IF) Volume
IG) Price, approx. price.  Multiplier=64.92389 for most larger ships, NON S,M,L types
IH) Primary Max. Price Variation
II) Secondary Max Price Variation
IJ) TK class
IK) Ship, Same as column "A".  "TL" needed here to transport stations

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*Tlaser*---Only numbered columns are listed in Tlasers file.  See chart
Column:
A) Laser Name
B) Body ID
C) Pic. ID, Picture on left side of screen in menus.
D) Turret Speed, speed to turn up and down.  Increase # to increase turn rate.
E) Turret Speed, speed to turn left and right.  As above.
F) ?
G) ID, ?
H) Text ID
I) Refire Rate.  Time between shots mearured in 1000ths of a second.
J) Firing Sound
K) ID
L) Laser Energy, increasing this allows you to shoot longer before you hear "Attention, energy low".
M) Recharge Rate, rate at which laser energy recharges.
N) Volume, space occupied by laser.
O) Price, cost of laser.  (average)
P) Primary Price Var., Variation in price expressed as a % above or below ave. price.
Q) Secondary Price Variation
R) TK:  Ware Class, ware class of laser.  1=S, 2=M, 3=L, 4=XL.
S) Laser, name as in Tlasers file.

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*Tbullets*---Only numbered columns are listed in Tbullets file.  See chart
Column:
A) Laser Name, name of laser firing bullet. (duh)
B) Body ID
C) Ammo, ?, only the Mass Driver has a # other than 0.
D) X spin, ?
E) Y Spin, ?
F) Z Spin, ?
G) ?
H) ?
I) Shield Damage, uhm, amount of damage done to shields I think.
J) Energy Used, energy used per shot, related to Laser Energy in Tlasers file.
K) Impact Sound
L) Lifetime, duration of bullets, increasing this will increase range proportionally.
M) Speed, speed of bullets, also affects range.
N) Bullet Type, 2 = a beam, 8 = PSG-type effect, Still working on the rest
O) ?   O,P,Q possibly 24-bit RGB setup,(the_conquerer_cgi)
P) ?
Q) ?
R) ?
S) ?
T) ?
U) ?
V) Impact Effect, per "Effects" file
W) Launch Effect, per "Effects" file
X) Hull Damage, damage to hull
Y) ?
Z) Ambient Sound, the sound you hear when the bullets just miss you.
AA) ?
AB) ?
AC) Volume ?
AD) Price ?
AE) Primary Price Variation ?
AF) Secondary Price Variation ?
AG) TK class
AH) Bullet, name of bullet in Tbullets file.

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*Trockets*---Only numbered columns are listed in Trockets file.  See chart
Column:
A) Name, name of missile. Sting, Needle, and Thorn are the 3 Khaak missiles.
B) Body ID?
C) Pic. ID, Picture on left side of screen in menus.
D) Turn radius, turning ability of missile.  Increase to improve turning ability.
E) Pitch Radius, pitch ability of missile.  Increase to improve pitch ability.
F) ?
G) ID,
H) Text ID
I) Speed, max. speed of missile.
J) ?
K) ?
L) ?
M) ?
N) Shield Damage, damage to shields.
O) Hull Damage, damage to hull.
P) Lifetime, duration, time to self-destruct, increase # to increase range.
Q) ?
R) ?
S) Body ID Rocket Glow, per v/10434.pbd file
T) ?
U) ?
V) ?
W) Impact Effect, (cutscene) per "Effects" file
X) Explosion Effect, per "Effects" file
Y) ?
Z) Missile Model
AA) Vol., Volume, size, space occupied by missile aboard ship.
AB) Price, cost of missile.  (average)
AC) Primary Price Var.?, Difference between min. and max. price at factory
AD) Secondary Price Variation
AE) TK  Ware Class, ware class of missile.  1=S, 2=M, 3=L.
AF) Missile, name of missile in Trockets file.

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*Tshields*---Only numbered columns are listed in Tshields file. See chart
Column:
A) Name,
B) Body ID
C) Pic. ID, Picture on left side of screen in menus.
D) ?
E) ?
F) ?
G) ID,
H) Text ID
I) ?
J) Shield Strength
K) ?
L) Recharge Rate, increasing makes shields recharge faster.
M) Vol., Volume, size
N) Price, Ave. Price
O) Primary Price Var., Difference between min. and max. price at factory.
P) Secondary Price Variation
Q) TK  Ware Class, ware class of shield. 1=S, 2=M, 3=L, 4=XL
R) Shield, name in Tshields file.

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*TwareE,B,T,F,M,N*---Only numbered columns are listed in Tware files.  See chart
Column:
A) Tware File, Identifies which Tware file.
B) Name
C) Body ID
D) Pic. ID, Picture on left side of screen in menus.
E) ?
F) ?
G) ?
H) ID
I) Text ID
J) Vol., Volume, size
K) Price, Ave. price
L) Primary Price Var., Difference between min. and max. price at factory.
M) Secondary Price Variation
N) TK Ware Class, 0=No ware class,1=S, 2=M, 3=L, 4=XL
O) Ware, name in Tware file.

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*TNebula*---Only numbered columns are listed in the TNebula file.  See chart
Work in progress

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Tsuns:
In the Tsuns file the 5 digit number (65536 or 98304) represents the suns strength (light output).
ie. 100% sun = 65536, and a 150% sun = 98304.
The larger the number the more light output, and the more productive the solar power plants are.

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Tfactories: (Thanks to Burianek for his help)
13;242
1) ?
2) ?
3) ?
4) ?
5) ?
6) ?
7) Text ID
8) ?
9) ?
10) ?
11) ?
12) Model ID
13) ?
14) Race:  1=Argon
                 2=Boron
                 3=Split
                 4=Paranid
                 5=Teladi
15) Explosion Definition, per Effects file
16) Boby Explosion Definition, per Effects file
17) Volume
18) Price Multiplier (about 64.6)
19) Primary Price Variation
20) Secondary Price Variation
21) TK (ware) class

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