[MOD] Guilds - BETA v0.50 - 2024/06/08

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Sorkvild
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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by Sorkvild » Mon, 10. Jun 24, 21:50

Cycrow wrote:
Mon, 10. Jun 24, 21:02
It should be obvious if it's running. The game launch window will show Guilds in the version display.
And the main menu should be purple instead of green with additional game starts.

You can check how many .cat files you have in addon2, there should be 9

Are you running the game from steam or did you move it elsewhere ? If you did, did you install the no steam exe?

I took the required folders from Steam and moved it elsewhere and NOT applied no-steam.exe and that was the issue because now everything works as intended 👍
Now familiarizing with all the features.

By the way and sorry for lame question, do I need using no-steam everything I create new game folder for specific mods?
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!

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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by Cycrow » Mon, 10. Jun 24, 21:57

The standard steam exe just runs the game through steam so it always runs via the install directory, regardless of where you run it from

The no steam exe basically removes the link and allows you to run the game from within any directory.

So any directory outside of steam requires the no steam exe

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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by Sorkvild » Mon, 10. Jun 24, 22:02

Even is Steam is off?
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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by Kondor91 » Tue, 11. Jun 24, 10:18

Checking out the new versions, I found a pair of bugs. At least, I think.
First, the privateer Gawain is supposed to be an M4+ but has two 200 MJ shields and its max speed is 136...and the second, with the bounty hunter start I can't find any mission to do from the guild board.
Everything else is working fine AFAIK :)

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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by Hegbork » Wed, 12. Jun 24, 15:07

With the Argon Military Cadet start in 0.50, what is the intended way to gain the rank with Terrans for the Beryll plot with bad enough initial standing that they hunt me as soon as I poke my head into their systems? I managed to leeroy all the way to Neptune before getting killed, no station offers any mission and even if pirates/xenon spawned in Terran sectors which they do approximately never, it would be almost impossible to hunt them while being chased by dozens of fast ships.

Oh, and this is after I disabled dynamic reputation. I imagine that with dynamic reputation and all the Argon reputation I've been gaining earlier, this would be even more impossible.

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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by Cycrow » Wed, 12. Jun 24, 15:20

Sorkvild wrote:
Mon, 10. Jun 24, 22:02
Even is Steam is off?
The original launcher will open steam automatically wjen you run
Kondor91 wrote:
Tue, 11. Jun 24, 10:18
Checking out the new versions, I found a pair of bugs. At least, I think.
First, the privateer Gawain is supposed to be an M4+ but has two 200 MJ shields and its max speed is 136...and the second, with the bounty hunter start I can't find any mission to do from the guild board.
Everything else is working fine AFAIK :)
The bounties will take time to appear, and as they are localised, the first ones may appear elsewhere.
I may look into precreating a number at the start so there's more of a chance of some showing up early.
Hegbork wrote:
Wed, 12. Jun 24, 15:07
With the Argon Military Cadet start in 0.50, what is the intended way to gain the rank with Terrans for the Beryll plot with bad enough initial standing that they hunt me as soon as I poke my head into their systems? I managed to leeroy all the way to Neptune before getting killed, no station offers any mission and even if pirates/xenon spawned in Terran sectors which they do approximately never, it would be almost impossible to hunt them while being chased by dozens of fast ships.

Oh, and this is after I disabled dynamic reputation. I imagine that with dynamic reputation and all the Argon reputation I've been gaining earlier, this would be even more impossible.
For the Terran part of the plot you basically need to complete the TC plot. The mission should point you Omicron Lyrae to start the escort mission. I believe the rank needed is either -1 or -2. Doing the missions will give you ATF rank that unlocks more Terran sectors.

Dynamic relations between Argon and Terran is disabled during the plot anyways

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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by Hegbork » Wed, 12. Jun 24, 15:58

Cycrow wrote:
Wed, 12. Jun 24, 15:20
I believe the rank needed is either -1 or -2.
Argon Military Cadet starts with the Terran rank "Insurgent" and the rank needed to continue the plot is "Revolutionary", which is two higher. The question is what the intended way to get those two ranks is. With the Insurgent rank nothing in Terran space offers any missions and everything shoots at me and Terran space almost never spawns random pirates or xenon.

After a couple more attempts I leeroyed into the Darkspace sectors and I'm gaining a lot of Darkspace rank, but all the terran missions here this far are "deliver 100k energy cells, you have 3 minutes" and since the only jump beacons here are Terran I can't get a TS here. I also got an Argon scan asteroids mission, which wasn't particularly helpful.

For being an introductory "easy" game start, this is exceptionally hard to progress through.

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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by Cycrow » Wed, 12. Jun 24, 19:56

I will adjust the start so you are not enemies with Terrans

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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by Hegbork » Wed, 12. Jun 24, 20:10

Cycrow wrote:
Wed, 12. Jun 24, 19:56
I will adjust the start so you are not enemies with Terrans
Thanks, that probably makes the most sense. I did manage to do it, but if I hadn't played these games for a big part of the past two decades I probably wouldn't have figured out how to do it this fast.

The trick was: The missions to taxi a dude to several different stations that sometimes spawn small xenon blobs spawn really, really persistent xenon, they follow me forever even through gates. All I had to do is to find a few of those missions, then kite the Xenon to Heretics End and kill them there.

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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by Ketsa » Wed, 12. Jun 24, 22:34

Started a game, looks good so far just a small thing to report : a 6-7 second freeze everytime I dock.
Probably quicksave, but it feels long... is this normal behavior ?

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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by alexalsp » Wed, 12. Jun 24, 23:22

It's still fast. Disable saving on stations and check.

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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by steve_v » Sat, 15. Jun 24, 17:44

Am I missing something regarding the argon military recruitment mission? I have accepted and paid the fee, but the initial patrol mission seems to be stuck at the "Fly To" stage...
I am in Elena's Fortune Alpha as instructed and I got the "Roll out" voice prompt, but it was accompanied by a repeat of the previous instruction "Fly To: Elena's Fortune Alpha" rather than "Patrol: Elena's Fortune Alpha" as I would expect.
I have no local guidance to designated enemies (though there are indeed pirates in sector), and destroying said pirates does not increment the +x credits display in the mission briefing as it usually would either.
Been tooling around the sector and shooting pirates for quite some time now and nothing WRT the mission has changed.

Leaving and re-entering the sector after getting the "Roll out" prompt changes nothing, but if I leave sector immediately after accepting the mission, then when the "Roll out" voice prompt plays the mission "Fly To" target switches to whichever sector I am in at the time. I can't exactly "Fly To" a sector I am already in, so I have no idea what I'm supposed to do next.
Last edited by steve_v on Sat, 15. Jun 24, 18:01, edited 1 time in total.

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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by Cycrow » Sat, 15. Jun 24, 18:01

There is currently an issue with the mission, this should be fixed in the next version.

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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by steve_v » Sat, 15. Jun 24, 18:03

Bugger. I was kinda looking forward to that (and the Beryl stuff it apparently leads to). Oh well, guess I'll grind requirements for the other guilds in the meantime.

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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by Cycrow » Sat, 15. Jun 24, 18:06

you can still do the Beryll stuff via the Argon Cadet start, which should be working.

its mainly the recruitment mission from other starts that is not working

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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by DirkHardpec » Thu, 20. Jun 24, 17:05

Hey Cycrow,

Came back after some years and thought I'd try Guilds out. Loving the new content so far, though a couple bugs with different plots have come up (i.e. Argon Cadet start quests had the Zeta leader temporarily turn hostile while doing the patrols) but nothing that I couldn't work around to complete.

Having an issue with the New Home TC plot though. I'm at the part where you need to "hack" the #cafe ship but I can't progress because the message you're supposed to receive to start the code breaking comes in bugged. I get the first one from the actual ship stating it needs help getting through the firewall, but the second one that is supposed to come in right after getting into comm range just shows up as a notification in the top right corner as "ReadText3896-660009":

Image

Any idea on what to do at this point?

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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by Cycrow » Thu, 20. Jun 24, 17:34

The enemy with Zeta leader is fixed in the next version. It should turn back friendly after the combat is finished. But it'll be fixed properly in 0.60.

I javnt tried A New Home for awhile. But once you are in hacking range, you should be able to use the context menu on the target which has the option to start the hack. The message should tell you that, I will check why it's not displaying properly, but it should still function

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