[MOD] Guilds - BETA v0.82 - 2025/07/05
Moderators: Scripting / Modding Moderators, Moderators for English X Forum, Moderators for the X3:FL Forums
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Re: [MOD] Guilds - BETA v0.60 - 2024/06/29
Why game runs so slow from start?
Start: Farnham's Legacy, Argon Official
FL + Unoffical Patch 1.3.17
Normal: 60 FPS, SETA x6: 60 FPS, SETA x10: 60 FPS
FL + Unoffical Patch 1.3.17 + Guilds 0.60
Normal: 60 FPS, SETA x6: 45 FPS, SETA x10: 10 FPS
Can you make some background scripts optionable?
Start: Farnham's Legacy, Argon Official
FL + Unoffical Patch 1.3.17
Normal: 60 FPS, SETA x6: 60 FPS, SETA x10: 60 FPS
FL + Unoffical Patch 1.3.17 + Guilds 0.60
Normal: 60 FPS, SETA x6: 45 FPS, SETA x10: 10 FPS
Can you make some background scripts optionable?
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Re: [MOD] Guilds - BETA v0.60 - 2024/06/29
is the slow down temporary at the start, or always ?
im not really getting any slow down.
the background scripts cant really be optional, the main one thats running is for the Guilds themselves.
there is however more sectors, ships and sectors, so that could have an effect on performance
im not really getting any slow down.
the background scripts cant really be optional, the main one thats running is for the Guilds themselves.
there is however more sectors, ships and sectors, so that could have an effect on performance
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Re: [MOD] Guilds - BETA v0.60 - 2024/06/29
Slowdown in early game? No slowdowns, game runs just great both on my pc and 12 yr sony laptop. There are momentary slowdowns when entering really crowded sectors but after a while all runs smooth again.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
We want the Boron back!
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Re: [MOD] Guilds - BETA v0.60 - 2024/06/29
Wow, just noticed this. Looks like a Fantastic mod and that you've put a LOT of work into it.
I'm curious what the overall state of the game is; your impression. Do you think there's a good chance future enhancements (this year?) will be save game compatible? I just don't want to get into the cycle of constantly starting a new game, but I'm dying to try this out.
I'd also be curious if there are any video's planned. Perhaps one of the players would consider putting something out since Cycrow is probably swamped.
Are there any add-on mods that people are using on top of this? Perhaps someone could keep up a list of compatible mods.
Looking very good. Cycrow #1
cheers.
I'm curious what the overall state of the game is; your impression. Do you think there's a good chance future enhancements (this year?) will be save game compatible? I just don't want to get into the cycle of constantly starting a new game, but I'm dying to try this out.
I'd also be curious if there are any video's planned. Perhaps one of the players would consider putting something out since Cycrow is probably swamped.
Are there any add-on mods that people are using on top of this? Perhaps someone could keep up a list of compatible mods.
Looking very good. Cycrow #1
cheers.
Out of my mind. Back in 5 minutes.
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Re: [MOD] Guilds - BETA v0.60 - 2024/06/29
Development for the mod will be ongoing and I have lots of plans for future content, this will also include new versions of some of my Reunion mods
And future updates should all be save game compatible, save game compatibility started with 0.50
And future updates should all be save game compatible, save game compatibility started with 0.50
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Re: [MOD] Guilds - BETA v0.60 - 2024/06/29
Oh wow!!! No I can't find any reason, to avoid playing it.

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Re: [MOD] Guilds - BETA v0.62 - 2024/07/20
New Update: 0.62
- Fixed Escorts in Escort mission to attack targets
- Fixed Paranid voice variation (incoming forces)
- Fixed FL Terran Plot activation (Special Discovery)
- Fixed Trade route search
- Fixed Advanced Jumpdrive working with standard auto jump feature
- Fixed Jumpdrive Energy Generator working with standard jump commands
- Fixed MK3 Trading using Energy Generator/Advanced Jumpdrive
- Fixed invalid mission briefing in some missions
- Added Planetary Economy to Family Pride
- Added Planetary Economy to The Moon
- Added Escort tab to guilds board (Mercenaries Guild)
- Added Sector Overview (Production/Consumption)
- Added types/TGuilds (external settings file)
- Added Merchant Guild satellites to Manual Trade Commands
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Re: [MOD] Guilds - BETA v0.63 - 2024/07/21
new Update: 0.63
- Fixed incorrect voices
- Fixed Trade search manual buy command
- Fixed Goner temple in game starts
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Re: [MOD] Guilds - BETA v0.63 - 2024/07/21
My Silicon and Ore L mines are having wrong cycle time i guess, silicon have 1:15:01 and ore ones is 0:08:1 so its 1 hour and 15 minutes for 10 silicon ore, and 8 minutes for 5 ore. Both mines were built on 100+ yield asteroids. Also in encyclopedia they have correct cycle time and the NPC one seems to operate normally, and there is duplicate pages with mines in encyclopedia, so it's like there is two versions of the same ore mines of every race, but only one versions is being sold on shipyards. Save file was created on 0.60 patch, mines construction was attempted on 0.63 patch. Besides Guilds mod and Unofficial patch i have "Disable dynamic relations" and "Russian language pack", all installed with plugin manager on steam clear version of the game.
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Re: [MOD] Guilds - BETA v0.63 - 2024/07/21
Was the Silicon Mine defiantly built on a silicon asteroid?
if it was placed on an ore one by mistake then it'll work with a much longer cycle time.
i will test deploying different mines and see what happens
if it was placed on an ore one by mistake then it'll work with a much longer cycle time.
i will test deploying different mines and see what happens
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Re: [MOD] Guilds - BETA v0.63 - 2024/07/21
Tested it again, same thing. Boron Silicon and Ore Mines L types built on 123 yield Silicon asteroid and 121 yield metal alloys asteroid, both have long cycle times. The sector is Nathan's Voyage Beta which i connected with accelerator.
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Re: [MOD] Guilds - BETA v0.63 - 2024/07/21
Looks like its an issue with HSAP sectors only, the asteroids are created wrong
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Re: [MOD] Guilds - BETA v0.63 - 2024/07/21
There is also another noncritical bug, when i get to initiation quest for bounty hunters i believe, when you need to destroy a ship and bring a pilot who jumps out of the ship to their HQ. I captured a pilot and instead of delivering him i dock to my another ship and transfered him via cargo to my dock aka ship, then i just docked to HQ and mission was checked out and completed pilot was delivered, but then i get another bugged mission in 10 or so minutes. I was very confused because apparently that mission checks out when i collect any container or ejected pilots, maybe even pieces of ore, so when you collect anything your mission checks out to next stage - Dock to bounty hunters HQ. When you dock mission checks out and dissapear only to apear again in 10 minutes. In regards of goods they dont get transfered, like rockets, batteries etc. Another thing the UI is unresponsive in terms of clicking in guilds missions menu at trade stations, its hard to change selection between escorts, traded goods, bounty board and passengers. And last thing, in the Anarchy sector the accelerator which you can build to south is facing the wrong way so you accelerating inside sector instead of out. Also there is a screenshot of bugged mission. https://steamcommunity.com/sharedfiles/ ... 3295520023
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Re: [MOD] Guilds - BETA v0.63 - 2024/07/21
The capture pilot/Bounty Hunters mission should be fixed in the next release.
which sector do mean for the backwards accelerator?
which sector do mean for the backwards accelerator?
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Re: [MOD] Guilds - BETA v0.63 - 2024/07/21
The one, in the pirate sector northwest of the only khaak sector you could access through gates. The Anarchy i guess, the correct translation. Btw new khaak ships are need rebalancing. M7 is too much he's too speedy and firepower is immense, when i played through anti khaak campaign i think i got them twice and i needed to bait them to other capital ships and weapon platforms because i can't deal with him, i don't think any M2 or M1 could deal with him 1v1 which i can get access to. And the shields, its like fighting with a station with 230 speed and how much mark 3 kion lasers, i don't know, but i melt in 10-15 seconds with 5x200 shields. I thinking of boarding one of them now, if i get a hands on this thing, you could probably clear xenon sectors without even needing a bomber with cargo full of tomahawks. https://steamcommunity.com/id/ovaek/scr ... 728082669/
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Re: [MOD] Guilds - BETA v0.64 - 2024/07/26
New Update: 1.64
- Fixed Asteroids in HSAP sectors
- Fixed Capture pilot, ejecting/collecting target
- Fixed jumping to TOA (Jump to Sector command)
- Fixed HSAP orientation in Lost Order
- Added additional mineral transporters (Jobs)
- Adjusted Speed/Steering of Kha'ak M7
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Re: [MOD] Guilds - BETA v0.64 - 2024/07/26
Ok, i don't know what's going on, but mines still don't work for me properly in HSAP sectors, i checked multiple times, started new games with different starts. Cycle times still too long, checked everything, mod version, game version, even deinstalled game and installed all the plugins again. Can somebody test it and tell me im not crazy?
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Re: [MOD] Guilds - BETA v0.64 - 2024/07/26
Is the low frequency scanner available from non-Farnham's Legacy starts? And if so, where? Also, awesome mod!
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Re: [MOD] Guilds - BETA v0.64 - 2024/07/26
what minerals were the asteroids?IL'YA LIGHT wrote: ↑Sun, 28. Jul 24, 10:17 Ok, i don't know what's going on, but mines still don't work for me properly in HSAP sectors, i checked multiple times, started new games with different starts. Cycle times still too long, checked everything, mod version, game version, even deinstalled game and installed all the plugins again. Can somebody test it and tell me im not crazy?
They should be Silicon Ore and Ore, rather than Silicon and Metal Alloys
It only fixes the asteroids, so any mines that have previously been built will remain the same.
do you have a save game i can check out?
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Re: [MOD] Guilds - BETA v0.64 - 2024/07/26
Its connected to the HQ, so once you acquire the HQ you will get the LFL at the same time.
How you get the HQ depends on the start you used
Terran Conflict Starts: Requires doing the TC HQ plot (after doing part of the Hub plot)
Albion Prelude Starts: Requires doing the AP HQ plot (or Terran Plot)
Guild Starts: Should start with it
Argon Military Cadet: After the Terran Parley, you will get an additional mission to unlock the HQ