[MOD] Guilds - BETA v0.82 - 2025/07/05

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

Post by Cycrow »

no, the location of save games is fixed.

you could use something like a save game manger to keep separate copies of your save games
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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by Cycrow »

Hegbork wrote: Fri, 21. Jun 24, 19:03 Bounty Hunter start: starting with a PHQ in Zyarth's Dominion is a bit perilous. 3 out of 4 restarts I had xenon blasting the PHQ before I could even leave the sector for the first time. Also, this start is completely landlocked, which doesn't make it easy to quickly get cash to get a TL to move the PHQ to some safer place.
I have made the HQ invincible until moves, similar to the plot starts.

however, to move the HQ, you dont need your own TL, you can hire a TL and get it moved
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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by nisidominusfrustra »

Would I be correct in thinking that with update v.0.50 we can wave goodbye to being able to use a lot of old mods?

Disabled Dynamic Relations seems to be working, as is NPC Bailing (although I can't change the settings). Galaxy Explorer also works with no issues.

All Seeing Eye, MARS, NoFogNoDust, X3 Colour-By-Race and Salvage Command Suite V4.11 do not seem to be working at all.

It's an interestingly different game without them but I'd like to know if they're gone for good so any clarification would be welcome.
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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by Cycrow »

There isn't anything specifically in 0.50 that will cause compatability issues.

Most of those should probably work OK, did they work in previous versions or FL in general ?

The biggest compatability issues would be with mods that edit the types files, like TShips, this is the same for any large mod though
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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by nisidominusfrustra »

Cycrow wrote: Fri, 28. Jun 24, 00:01 There isn't anything specifically in 0.50 that will cause compatability issues.

Most of those should probably work OK, did they work in previous versions or FL in general ?

The biggest compatability issues would be with mods that edit the types files, like TShips, this is the same for any large mod though
All is the same as before, I think. All loaded as before with Plugin Man. 1.89. It's probably something I've done or not done. I'll go through the usual verify integrity, etc and see what happens.

Edit - seems to be an spk thing. Found one of the mods that wasn't working before as an spk rather than a zip, loaded this and this now works. I'll see if I can find any of the others as spk files rather than zip files.

Edit - MARS, All Seeing Eye, Colour by Race all still not working but can't get spk files for any of them. Will see if it's plugin manager tomorrow.
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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by nisidominusfrustra »

Something's not right. Disabled Guilds and the mods are still not loading or are loading incorrectly.

Shame, as Guilds really does look like it's worth exploring but currently all X3 seems to be out of bounds for me with my chosen mods. Looks like a reinstall, when I have time.
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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by Cycrow »

This seems to be an issue with installing zip files from previous games, so its its recognising the files for TC or AP rather than FL and not installing them.

I will look into making some improvements to the plugin manager. But you can always install them manually, just make sure you put them into addon2 instead of addon and they should work fine
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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by nisidominusfrustra »

Cycrow wrote: Fri, 28. Jun 24, 20:06 This seems to be an issue with installing zip files from previous games, so its its recognising the files for TC or AP rather than FL and not installing them.

I will look into making some improvements to the plugin manager. But you can always install them manually, just make sure you put them into addon2 instead of addon and they should work fine
Cheers for advice Cycrow, I'll do that if there's an issue on a reinstall.
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Re: [MOD] Guilds - BETA v0.50 - 2024/06/08

Post by Cycrow »

i have found the issue, there will be a fix in the plugin manager over the weekend
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Re: [MOD] Guilds - BETA v0.60 - 2024/06/29

Post by Cycrow »

New Update: 0.60

Save game compatible from 0.50
  • Fixed Solar Energy Generator showing as Equipment
  • Fixed Argon Shipyard in Prophecy Fulfilled
  • Fixed Argon Shipyard in Farnham's Legend
  • Fixed some asteroids having Metal Alloys/Silicon Wafers
  • Fixed Gawain stats
  • Fixed Guild representatives for Assassins and Navigators
  • Fixed some spelling errors
  • Fixed notoriety for Advanced Jumpdrive Kit
  • Fixed Advanced Jumpdrive: Auto Jump
  • Fixed some pirate ships showing as enemy from game starts
  • Improved ship type selection for missions
  • Improved jump target selection with Advanced Jumpdrive (to sectors without gates)
  • Changed starting ship for Assassins Guild start to Nightshade (M3)
  • Set HQ in Bounty Hunters Start to invincible until moved
  • Adjusted Terran rep for Argon Cadet start
  • Adjusted TC HQ plot to start after 1st Hub gates
  • Added search bar to Dock Tend ware menus
  • Added extra docking slots of player headquarters (15 external slots)
  • Added Terran Military missions
  • Added voice to Guild backstory (Guild Status menu)
  • Added Mercenaries Guild
  • Added New Escort Missions (Mercenaries Guild)
  • Added buyable weapons/shields on Guilds Board (Mercenaries Guild)
  • Added Headquarters plot mission, for Argon Cadet Start (Part of Beryll Incursion)
  • Added Unscrupulous Pirate pure sandbox start
  • Added Mercenaries Guild game start
  • Added Weapons Browser
NOTE: The Escort tab in the guild board is not yet implemented, but escort missions are available directly from the Merceneries Guild HQ (The guild's board will be added in 0.70)
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Re: [MOD] Guilds - BETA v0.60 - 2024/06/29

Post by Sorkvild »

Plugin Manager can't see update to 0.60
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Re: [MOD] Guilds - BETA v0.60 - 2024/06/29

Post by Cycrow »

What happens when you try to update?
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Sorkvild
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Re: [MOD] Guilds - BETA v0.60 - 2024/06/29

Post by Sorkvild »

I launch PM, set proper directory, guilds check for update and get message "no update" :gruebel:
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Re: [MOD] Guilds - BETA v0.60 - 2024/06/29

Post by Cycrow »

It should be working but I'll check.

You can still manually download it
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Re: [MOD] Guilds - BETA v0.60 - 2024/06/29

Post by DirkHardpec »

I can't update from the PM to 0.60 either, doesn't recognize there is an update available.

That said, I also seem to have run into a couple more issues in 0.50:

https://postimg.cc/K1JpM7Pt

One is the Argon Military mission bug at the top of the list.


The second is the Trial By Fire mission after transitioning to the AP universe. It's been working fine up until this point (intro M148 mission -> aid war sector ->jonferco eavesdrop -> jonferco mammoth escort), but for some reason if I go to a war sector and kill a Terran or two, the mission drops off the list (aborts itself?) and it doesn't seem able to progress. I don't get any messages, updates, or progress (I think the next part is "defending" the jonferco HQ)

Not sure if I just need to give it more time or what, but never noticed the mission dropping off entirely from the list before...
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Re: [MOD] Guilds - BETA v0.60 - 2024/06/29

Post by Cycrow »

DirkHardpec wrote: Wed, 3. Jul 24, 19:20 I can't update from the PM to 0.60 either, doesn't recognize there is an update available.

That said, I also seem to have run into a couple more issues in 0.50:

https://postimg.cc/K1JpM7Pt

One is the Argon Military mission bug at the top of the list.
do you know which part of the plot caused that to show up ?
and can you abort the broken one?
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Re: [MOD] Guilds - BETA v0.60 - 2024/06/29

Post by Cycrow »

Looks like the update webaddress was wrong, so it wasn't detecting updates, this will be fixed in the next version.

however, i have put the files at the wrong address as well, so the auto update should now work
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Re: [MOD] Guilds - BETA v0.60 - 2024/06/29

Post by DirkHardpec »

Cycrow wrote: Sat, 6. Jul 24, 12:56
DirkHardpec wrote: Wed, 3. Jul 24, 19:20 I can't update from the PM to 0.60 either, doesn't recognize there is an update available.

That said, I also seem to have run into a couple more issues in 0.50:

https://postimg.cc/K1JpM7Pt

One is the Argon Military mission bug at the top of the list.
do you know which part of the plot caused that to show up ?
and can you abort the broken one?
It showed up right around the same time as receiving the current mission to fly to Ringo Star to meet up with the Argon Secret Service and do the patrol/scan in Shores of Infinity and Lucky Planets. Don't know if it makes a difference, but it was during the TC universe phase (I THINK right after the Goner plot) and I let it go because I remember the AP plot involved Beryll and I didn't want to have negative rep with them while doing the main plot line (which I still can't seem to progress).

I aborted it both before and after doing the other Argon Cadet mission to test and nothing seems to happen in either case.

Cycrow wrote: Sat, 6. Jul 24, 12:57 Looks like the update webaddress was wrong, so it wasn't detecting updates, this will be fixed in the next version.

however, i have put the files at the wrong address as well, so the auto update should now work
Update through the PM is working for me now.
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Re: [MOD] Guilds - BETA v0.60 - 2024/06/29

Post by Sorkvild »

Thanks for fixing the PM issue, although I manually downloaded new .spk and installed without any problems.

Regarding classic starts such as Bankrupt Assassin (my favorite) in Guilds am I getting TC plots + AP plots and FL Spacelab discovery background quest? And generally how's HQ plot and Spacelab exist, is it merged or player gets two different hq's?
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Re: [MOD] Guilds - BETA v0.60 - 2024/06/29

Post by Cycrow »

The TC starts and classic starts you should just have the TC Hub plot, not the FL version. The sandbox and Guild starts have the FL Hub (except for the cadet start)

The AP starts, have the AP version of the Hub plot instead. The Terran AP plot has been adjust slightly so you only get the Hub from it if you do the AP start, if you do it from another start it skips the Hub part

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