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download X2:The Threat A Pirate's Life by Pogi

Soooo..You want to be a PIRATE?

Put this script in your script folder and run it.

Gives you an M6 dockable pirate base protected by two laser-towers...A working Nividium mine..A working Spacefly production facility...All your property protected by "home based" starter pirate ships....But wait!...Every hour or so your Pirate Base will make two pirate TS ships and one Orinoco!

That's right!...Of course your base is set up to trade in all the basic Pirate goodies as well!

download X2:The Threat Add Fleet Prefix by Xai Corporation

Add a prefix to the names of all ships in a group.

download X2:The Threat Advanced Navigation Libraries by Xai Corporation

The Advanced Nav libs provide support for, sector blacklisting, smart docking/launching/gating, inteligent use of Jumpdrive and early warning of potential threats.

Some advanced scripts for X2 require these (or the basic navigation library) to function correctly.

download X2:The Threat AMADS - Advanced Missile Attack & Defense System by Nemomuc

A missile defense system, similar to the signed missile defense system by Egosoft has been integrated into the AMADS missile attack system.

AMADS is equipped with a "cross link" Data Transfer system, therefore AMADS can be used by multiple ships against one enemy group without attacking a target with more than one ship.

AMADS will only fire on a target if this target ship is within 70 % of the maximum range for the best missiletype for attacking this special class of enemy fighter AND this target is not already under Attack.

download X2:The Threat AS.Antymissiles by

This command protect ship against incomming missiles using antymissiles, precisely: Mosquito Missiles. To operate command need presence of this missiles in ship cargo, but it doesn't need to be active missiles. If you are out of Mosquito Missiles in ship driven by you, you will hear message "No Missiles" and you will see appropriate text in subtitle area of screen in the bottom

download X2:The Threat AS.BuyRareGoods by

With this script your ship can buy for you any ware you don't want to look for, especially: weapons, shields, drones, satellites. No more endless flying from sector to sector and checking equipment stations and actories.
Just give your ship an order, specify ware and wonted amount, and after a while your humble servant will bring goods to you, well, to be exact, to its homebase, or if it has not any, to one of your factories. After that you will receive message describing finished task and station the ship is docking at.

download X2:The Threat AS.Cashier by

Well, this is yet another account menager, but with this script you can configure individually money limits for any number of factories. It is not some script running somewhere in backgroud, it is a cashier, ship which travels from factory to factory and collect/refill money. This ship obviously travels to factories in which it has something to do. I think it should be fast but cheap ship, some M5 will be good. If factories is scattered in distant sectors jumpdrive will be useful, in bigger ship of course, or you can use many ships taking care of different areas.

download X2:The Threat AS.Complex by

This set of commands can help in organizing factories in many ways:
  • loops,
  • parallel factories (producing same ware),
  • supplying many independent factories,
  • active selling from many factories,
  • optimising passive selling - balance selling depots,
  • collecting production from hi-tech factories with tendency to filling up.

download X2:The Threat AS.Guard by

With this script you can protect home sector and area of sectors around, area is defined by range of jumps from home sector. Guarding ship don't fly to sectors just to scan them, instead it use navigation satellites and advanced satellites (differ in scan range).
This script is desigend for M6 or M2 ship but could work for fighter too (but there is no wingman commands there, well, I prefer M6 for protection of sectors).

download X2:The Threat AS.JumpingTrading by

his is yet another buy/sell commands which use jumpdrive. The first difference is that this one can buy energy for jumps when the ship have more the one-sector jump to destination and no "fuel" left (normaly it get energy from its homebase for way to buyer/seller and back, but sometimes there is no energy available or ship will miss transaction and has to jump to another station). The second difference, the bigger one, is that player ships do not "collide" with each other, when one ship is flying to some station the other will not fly to the same to buy/sell same thing.