[MOD] Guilds - BETA v0.41 - 2024/04/02

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Cycrow
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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by Cycrow » Tue, 16. Jan 24, 12:56

FriendlyFirePhoenix wrote:
Tue, 16. Jan 24, 05:20
Cycrow wrote:
Mon, 15. Jan 24, 13:03
The kha'ak invasions are primarily going to be similar to the current Xenon ones, where ships will jump into other sectors and start to attack. They also will have some additional sectors of their own.
They likely wont take over sectors, as that could interfere with Xenon Wars
Sounds good. It suits the lore for Kha'ak to not be taking over sectors. More fitting for them to destroy and leave nothing in their wake like a plague of locusts than to take and occupy territory.

Will the Kha'ak invasions require the completion of a plot like with Xenon Wars? Personally I'd prefer if the universe was on fire right from day dot, but I imagine the majority of the playerbase would disagree with that.
Only the Xenon Wars is connected to the plot, the kha'ak ones will start straight away once they have been added. However, like the original Xenon Invasions, they will scale to your ranks

Tharrg
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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by Tharrg » Tue, 16. Jan 24, 19:37

olsch wrote:
Tue, 9. Jan 24, 22:25
When I scan an asteroid, it yields Metal Alloys instead of ore. I thought I have to process ore in a plant to make alloys?
Discovery rewards do not provide ore any more, instead, you are offered metal alloys. Alternately the headquarters uses ore rather than metal alloys.

For some reason, it takes a surprisingly long time to travel south through the (Farnham's Legend alpha, Elena's Fortune alpha) gate.
Last edited by Tharrg on Thu, 18. Jan 24, 10:05, edited 2 times in total.

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by lLongshanks » Tue, 16. Jan 24, 22:07

Some more problems.
I just made a new complex 6x advanced satellites and its only listed resource is E cells and Nividium.
Also just purchased the enhanced docking computer. I set docking to a station in another sector as the ship went through the gate It said docking successful but crashed the game. I loaded a previous save and it happened again. I reloaded again and manually flew through the gate and it worked as it should.
Scripts I use.

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by Tharrg » Wed, 17. Jan 24, 19:58

When I transfer Pandora Tunings to a ship that already has some in its infantry, then the transferred Pandora Tunings are lost.

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by lLongshanks » Thu, 18. Jan 24, 10:08

I have spent ages checking missions in various sectors and still not found any that give an agents as part of the reward.

The game is also running very sluggish.
Scripts I use.

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by Tharrg » Thu, 18. Jan 24, 11:33

lLongshanks wrote:
Thu, 18. Jan 24, 10:08
I have spent ages checking missions in various sectors and still not found any that give an agents as part of the reward.
I found plenty either. Passenger transport with a TP, or station defence, teladi and split space. It seems the same as the base game. Maybe assassination as well, but I have not improved my combat skills yet.

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by lLongshanks » Thu, 18. Jan 24, 12:07

Tharrg wrote:
Thu, 18. Jan 24, 11:33
lLongshanks wrote:
Thu, 18. Jan 24, 10:08
I have spent ages checking missions in various sectors and still not found any that give an agents as part of the reward.
I found plenty either. Passenger transport with a TP, or station defence, teladi and split space. It seems the same as the base game. Maybe assassination as well, but I have not improved my combat skills yet.
If you have found some that means there is something wrong with my game. I try a new game see if that helps.
Scripts I use.

Cycrow
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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by Cycrow » Thu, 18. Jan 24, 12:57

Do you have your HQ and less than 5 agents available ?

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by lLongshanks » Thu, 18. Jan 24, 13:15

Cycrow wrote:
Thu, 18. Jan 24, 12:57
Do you have your HQ and less than 5 agents available ?
No, I don't have HQ yet still working on boron rep to start it and I have no agents and never had any.
I have found lots of taxi missions but none have had an agent as a reward.

I have just wiped all mods and reinstalled the game as I am having lots of problems. Lets hope things work now.
Scripts I use.

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by Cycrow » Thu, 18. Jan 24, 13:57

You won't get agents until you have the HQ

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by NeonNito » Thu, 18. Jan 24, 15:40

Hello! Testing out the mod using cheat packages, i am really enjoying the new ships and their designs, the corps having their own variation and design laungae is a really cool idea!

I just have a few questions in regards to future plans, Having played alot of LU, i noticed some ships dont have engine trails, im guessing alot of stuff is just place holder as the mod is still in beta?
Also, would you ever implement an equipment similar to LUs Docking Transporter extension, allowing fighters to teleport into carriers? (Unless that's already in FL, lol)
And lastly, do you plan on adding more ships? Such as ones from LU, Caddius Ship Pack, etc?

Thanks again, and i look forward to playing!

Cycrow
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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by Cycrow » Thu, 18. Jan 24, 16:30

FL does already have teleporting to carriers when under carrier command software.

However Guilds adds the docking extension which uses the Docking computer to dock ships automatically to stations and carrier.

Weapons and ships from XRM will be added in the next version.
Along with some additional Terran Weapons.

I haven't yet decided what to do about engine trails yet, so this may change in the future

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by NeonNito » Thu, 18. Jan 24, 17:56

Cycrow wrote:
Thu, 18. Jan 24, 16:30
FL does already have teleporting to carriers when under carrier command software.

However Guilds adds the docking extension which uses the Docking computer to dock ships automatically to stations and carrier.
There shows my ignorance lol, thanks for clarifying
Cycrow wrote:
Thu, 18. Jan 24, 16:30
Weapons and ships from XRM will be added in the next version.
Along with some additional Terran Weapons.
Sweet! Thats exciting!
Cycrow wrote:
Thu, 18. Jan 24, 16:30
I haven't yet decided what to do about engine trails yet, so this may change in the future
Gotcha, if i may ask, why? is it a performance thing? or a cost/effort ratio? not worth the effort.

Also, did you make the new ships? Such as the peace keeper, etc? they look really good.

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by lLongshanks » Sat, 20. Jan 24, 01:44

Cycrow wrote:
Thu, 18. Jan 24, 13:57
You won't get agents until you have the HQ
Thanks Im working towards getting the HQ anyway.

Problems I am still having.

Complex resource is always ECs and Nividium regardless of what it really needs.
I can't remove stations from the complex I had to shoot it.
Station builder is trying to use refineries instead of asteroids.

My game is running quite sluggish and i noticed
large groups of big ships all trying to dock at military outposts for ECs.

Also is the a way to add my own default naming to the auto naming command?

Only mods I have is npc bailing and marine repair. I know its not your problem but using the marine repair on another ship creates slaves on my ship.
Scripts I use.

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by Sorkvild » Sun, 21. Jan 24, 12:37

This looks absolutely stunning when it comes to scope of new additions and playstyle enchancements.

I also have a few questions.

Will future updates to this add-on require restarting the game?
As for the new ships, are they in line with the spirit of the X3 lore?
In the case of migration and invasion of Xenons and Khaak, as well as AI rivals, will it be possible to disable it through plugin control?

Questions about starting new game
Do the TC, AP and Classic starting profiles also include finding the HQ from FL? If I start the game on the Classic profile, will I have access to TC and AP storylines?
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!

Cycrow
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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by Cycrow » Mon, 22. Jan 24, 11:47

The first few updates will require a restart. Once the bulk of the content is in, then future updates should be save game compatible.

The current new ships are all from my old XSP files, and will also include the ships from FLXRM.

Most of the features in the game will be configurable, Xenon Wars is connected to the plot so doesn't start until after the plot is complete, but will have numerous options including to enable/disable it.

The TC/Classic starts will have the TC hub/hq plot, so you use those plots to gain access to the HQ (the HQ is the FL one)
the AP starts requires doing the AP HQ plot.

The sandbox and guild starts will have a findable HQ like in FL

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by lLongshanks » Sun, 28. Jan 24, 23:04

Cycrow wrote:
Mon, 22. Jan 24, 11:47
The first few updates will require a restart. Once the bulk of the content is in, then future updates should be save game compatible.

The current new ships are all from my old XSP files, and will also include the ships from FLXRM.

Most of the features in the game will be configurable, Xenon Wars is connected to the plot so doesn't start until after the plot is complete, but will have numerous options including to enable/disable it.

The TC/Classic starts will have the TC hub/hq plot, so you use those plots to gain access to the HQ (the HQ is the FL one)
the AP starts requires doing the AP HQ plot.

The sandbox and guild starts will have a findable HQ like in FL
Is there any time frame for when the next update is coming?
Scripts I use.

Cycrow
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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by Cycrow » Tue, 30. Jan 24, 14:29

No time frame yet, depends how much free time i have. But probably either this weekend or next

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by Blackmail01 » Tue, 30. Jan 24, 18:01

I have issues with docking extention software installed on enhanced mako. When i command ship to dock at any station out of current sector, the ship is docked right after flying the gate/using jumpdrive and the interface is gone. The only thing i can do at that point is press Shift+Q, which returns me to the main menu without confirmation.

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Re: [MOD] Guilds - BETA v0.20 - 2024/02/04

Post by Cycrow » Sun, 4. Feb 24, 18:56

v0.20
  • Fixed Asteroids containing raw minerals
  • Fixed HQ resources using raw minerals
  • Fixed Asteroids from Explorers Guild rewards
  • Fixed Complex Planner working with Ore Production/Silicon Refinary
  • Fixed Docking extension when changing sectors
  • Changed names of Guild Headquarters/Shipyards
  • Added additional Silicon Refineries
  • Added Priveteer Indepenace Alliance
  • Added Additonal Sectors
  • Added Privateer game starts
  • Added some XRM sectors
  • Added XRM weapons
  • Added additional Terran weapons and production
  • Added FLXRM Ships
  • Added Pure Sandbox game starts
  • Added Xenon Migration
  • Added Kha'ak Incusrions
  • Improved Terran Economy
  • Limited some weapons to specific races
Ship Rename/Changes:
  • Teladi M2+: Caracara -> Replaced: Indepenent Heavy Destroyer (Privateer)
  • Industritech: Cyclops => Renamed: Nomad
  • Industritech: Proteus => Renamed: Scionfire
  • Argon M2+: Sagittarius => Replaced: Indepenent Destroyer (Privateer)
  • Assassin M1: Heimdall => Renamed: Waverider
  • Smugglers Guild M1: Kazuko => Renamed: Venturer
  • Atreus M7: Aquata => Renamed: Cuttlefish
  • Strong Arms: Taipan => Renamed: Lance
  • Strong Arms: Taipan Prototype => Renamed: Lance Prototype
New Ships:
  • Privateer M4: Independent Interceptor
  • Privateer M3: Independent Fighter
  • Xenon M1+: IX
  • Xenon M7+: QX
  • Xenon M8: S
  • Xenon M7M: H
  • Argon M1+: Singularity
  • Argon M2+: Sagittarius
  • Aronn M7+: Cyclops
  • Boron M7+: Aquata
  • Strong Arms M2+: Taipan
  • Strong Arms M7: Tiger Raider
  • Strong Arms M2: Python Raider
  • Split M7+: Wolf
  • Paranid M1+: Aphrodite
  • Teladi M2+: Hawk
  • Teladi M1+: Caracara
  • Teladi M7+: Heavy Shrike
  • Teladi M7+: Heavy Tern
  • ATF M2+: Heimdall
  • Yaki M8: Kazuko
  • OTAS M2+: Proteus
New Weapons:
  • Terran: Photonic Cannon
  • Terran: Electro-Magnetic Emitter
  • Terran: Electro-Magnetic Repeater
  • Xenon: Gamma Pulse Emitter
  • Xenon: High Energy Particle Railgun
  • Xenon: Quantum Shockwave Cannon
  • Xenon: Dark Matter Beam Cannon
  • Teladi: Fusion Bomb Launcher
  • Paranid: Phased Plasma Generator
  • Paranid: Electro-Magnetic Disruptor Array
  • Split: Plasma Burst Projector
  • Lasertower Beam Cannon (All laser towers)
Future Plans
0.30:
  • Add additional ships/stations from Cadius Xtra mod
  • Test and Adjust overall economy
  • Check availability of equipment/weapons/ships
0.40:
  • Fix any issue found with previous content/map
  • Balance ships
0.50:
  • Start save game compatibility
  • Add Merchants Guild
  • Add Stage 2 Beryll Incursion Plot

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