X2 The Threat Mods
May 17, 2012 - The X2 Definition Pack in its current version makes some improvements to the background, planets and more. Version 1.2 Brings back cockpits. X²: The Threat is of a new generation of space simulator games, you play the role of Julian Gardna who continues the story set by X: Beyond The Frontier. The updated graphics engine gives the universe a fresher feel with newly designed ships and stations adding to the complexity of the universe.
Sep 1 2017 Released Sep 2017 Combat SimThe X2 High Definition pack is intended to refresh the game visually by improving the textures used in the game. No gameplay changes have been made.x2 high definition pack sci-fiNo mods were found matching the criteria specified. We suggest you try the with no filter applied, to browse all available. And help us achieve our mission of showcasing the best content from all developers. To share your own content, we welcome creators and consumers alike and look forward to your comments.
X2 Script
Originally posted by:For you i'd recommend something like Freespace, Freelancer, Strike Suit Zero, Darkstar One and games like that.Please, don't you dare putting all those games in a 'games like that' bag. It's like 'If you pretended to see comedy you should watch To Be or Not To be, MASH, The Santa Clause and films like that'. Don't alienate the people. And many of you 'real X fans' have the tendency to alienate all the possible fans as not worthy of the games.Anyway, of the list, take Freespace and maby Freelancer. Approach Strike Suit Zero with caution. Stay away from Darkstar One. And get the other needed ones that are not in the list: the I-War games, Freelancer 2, Tachyon, the WC saga, Privateer 1 and 2.
All those games that do unintellectual stuff like having a narrative. You know, the subjects discussed in this thread so far haven't really fit with the original topic. I can still give my answer: getting ahead in x2 isn't impossible, it just takes patience. Following the plot will give you some perks; there are some simple ways to turn some extra profit from it too, such as selling the shields and weapon from the transporter ship you use to pick up Mi Ton in the second or third mission; that's a big one and should let you buy an M4 ship, not to mention you also get a freighter (albeit a damaged one) for that. Once you do that mission you can use your M4 to fight some pirates. The enemies in X2 fight stupid, so Mandalays and Bayamons are meat for you.
Pirate Ships are a challenge, but fighting them will be your main income: they're relatively simple to capture with Gamma PACs, and if you capture them with a decent amount of health intact you can get 100,000 creds for each one you hock. You can use the income from pirate ships to fit out that freighter; find the Split sectors, get 25mw shields for it, extend its cargo bay, and finally get a jumpdrive and a Trade Command Software mk3 upgrade; once you have that, you can turn it into a Sector Trader and let it go make money for you all by itself.
Eventually it'll learn enough to become a Universe Trader and make much more money. Of course, you'll probably be able to afford an M3 (or get bored and lucky and capture an Orinoco; doable but difficult) before that point, so you'll have some real firepower and be able to start with assassination missions, which get VERY lucrative if you have the firepower to keep up with them (be careful, once you reach a certain combat rank, they start including corvettes, which are difficult to fight without one of your own.)And that's that for the subject people have actually been discussing. For the subject we SHOULD be discussing on a thread with this subject,I have a little list of improvements, mods really, that I'd like to see:1.
Hack the damn SETA. I am sick and tired of hearing that SETA-shutdown noise ten times in a row because I'm too close to the jumpgate BEHIND me. I want the SETA to turn on when I damn well tell it to turn on, and if I'm an idiot and get myself killed, it's my problem.2. Change how much collisions hurt. I'm not really all that upset at how much they hurt ME; getting killed when I crash into stuff is only natural, but I'm tired of crunching over a dozen freighters whenever I pilot anything larger than a 'vette from one side of a star system to another, and losing my rep with all 5 races.3. Related to 2, either fix the collision avoidance on NPC ships or get the Sector Patrol ships to quit going hostile when one of them is stupid and rams my TL ten times in a row instead of going around it. Having to blow up the sector patrol corvettes that keep my factories safe is irksome.4.
Fix the economy up a bit. There are some things, such as Space Fuel, Spaceweed, Majaglit and Nividium that it's problematic to get rid of once you get them; there's not enough market for them.
Originally posted by:You know, the subjects discussed in this thread so far haven't really fit with the original topic. I can still give my answer: getting ahead in x2 isn't impossible, it just takes patience. Following the plot will give you some perks; there are some simple ways to turn some extra profit from it too, such as selling the shields and weapon from the transporter ship you use to pick up Mi Ton in the second or third mission; that's a big one and should let you buy an M4 ship, not to mention you also get a freighter (albeit a damaged one) for that. Once you do that mission you can use your M4 to fight some pirates. The enemies in X2 fight stupid, so Mandalays and Bayamons are meat for you. Pirate Ships are a challenge, but fighting them will be your main income: they're relatively simple to capture with Gamma PACs, and if you capture them with a decent amount of health intact you can get 100,000 creds for each one you hock. You can use the income from pirate ships to fit out that freighter; find the Split sectors, get 25mw shields for it, extend its cargo bay, and finally get a jumpdrive and a Trade Command Software mk3 upgrade; once you have that, you can turn it into a Sector Trader and let it go make money for you all by itself.
Eventually it'll learn enough to become a Universe Trader and make much more money. Of course, you'll probably be able to afford an M3 (or get bored and lucky and capture an Orinoco; doable but difficult) before that point, so you'll have some real firepower and be able to start with assassination missions, which get VERY lucrative if you have the firepower to keep up with them (be careful, once you reach a certain combat rank, they start including corvettes, which are difficult to fight without one of your own.)And that's that for the subject people have actually been discussing. For the subject we SHOULD be discussing on a thread with this subject,I have a little list of improvements, mods really, that I'd like to see:1.
Hack the damn SETA. I am sick and tired of hearing that SETA-shutdown noise ten times in a row because I'm too close to the jumpgate BEHIND me. I want the SETA to turn on when I damn well tell it to turn on, and if I'm an idiot and get myself killed, it's my problem.2. Change how much collisions hurt. I'm not really all that upset at how much they hurt ME; getting killed when I crash into stuff is only natural, but I'm tired of crunching over a dozen freighters whenever I pilot anything larger than a 'vette from one side of a star system to another, and losing my rep with all 5 races.3. Related to 2, either fix the collision avoidance on NPC ships or get the Sector Patrol ships to quit going hostile when one of them is stupid and rams my TL ten times in a row instead of going around it. Having to blow up the sector patrol corvettes that keep my factories safe is irksome.4.
Fix the economy up a bit. There are some things, such as Space Fuel, Spaceweed, Majaglit and Nividium that it's problematic to get rid of once you get them; there's not enough market for them.
Originally posted by:I played many hours in X2.travelled through sectors endlessly.Never had a single random collison.Hours flying what? Do you actually fly your capital ships, or do you stick to your fighters and corvettes and only use the capital ships through the command console? If you claim you've flown your capital ships for a significant amount of time, well, I can't publicly call bull because I can't prove anything, but I damn well won't believe you.
As far as I'm concerned you've either spent your whole time in fighters, small freighters and corvettes, or you're a liar.If I'm wrong, if you've genuinely never had this problem, then you don't need to reply to posts about it. Keep your mouth shut and don't try to stop some brave soul from fixing it for those of us who do.Meanwhile, I've thought of another improvement for x2: we need a 'hoard equipment' script to use with TL's. Capital ships, and sometimes even M3 fighters, are difficult to equip; it's an absolute pain to fly through sector after sector collecting 25 and 125mw shields, HEPT and PPC weapons and HOPING that enough have actually been produced while I have a ship waiting for them and I'm dying to try it out. Even if I'm trying to hoard while waiting to build a ship, it's still a pain.We need a script that lets us set a TL's frieghters sector-scouting and looking for the high-end weapons and shields, collecting them, and bringing them back to the TL for storage (since player stations can still only hold two of these items.).