[MOD] Guilds - BETA v0.81 - 2025/06/14

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darthdev
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by darthdev »

Hi, I'm not sure if this is the best place to report or it would be in the old plots one.
When doing Operation Final fury missions, I noticed lots of Kha'ak ships come without weapons.
Specially Corvettes and Capitals, maybe they carry some mosquitos. It does not seem to be the case with regularly spawned ones outside plot.
If I recall well, it may already happen without guilds and with the old plots mod.
It is hilarious to get to defend the Argon sector and the capitals hanging around forever, and does not seem to bother the Argon!
And they (kha'ak) may be not the only ships in game without weapons, something seems off but hard to figure the pattern.
You can probably see it in my last provided save or I can provide a more recent one.
Thanks a lot!
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by Cycrow »

steve_v wrote: Sun, 18. Aug 24, 08:06 I can't seem to complete the Terran plot, during the final "deliver dignitaries" mission I get the "you have continued to deviate" message and am insta-killed as soon as I enter Earth sector. Tried a few different ships, transferring passengers etc, no dice. Pretty sure I'm not "deviating" from any course here, as I don't even have time to set one after leaving the TOA.
Any ships sent through the TOA OOS are also insta-killed, though I have "Earth Access" rank with ATF. Revealing the sector with the cheat package shows the torus as hostile, I was under the impression that the plot should fix things like that.
FWIW, the same thing happened with the Terran station in Heretics End earlier in the plot - It remained red to me despite raising Terran rep well into the positive and having a plot mission requiring me to dock there. Setting it to neutral with the cheat package allowed me to dock and the plot to proceed. This seems confined to Terran stations, e.g. the military outpost in M148 did go neutral and allow docking when needed for the plot.

Any ideas? I completed the Terran plot chain in 0.50, and my docking rights were set correctly wherever needed for progression. Not sure what I'm doing differently this time besides a different game start (though both started as hostile to terran and atf).

Setting the torus neutral with the cheat package allows docking and the terran plot chain completes ("opened up the solar system" message and all), but after leaving and re-entering the sector it's red again. Is there a hidden terran rep requirement (i.e. not checked before giving mission guidance into certain death) here? I'm currently at Terran "Servant of Terra", ATF "Earth Access".

On a slightly related note, the NPC Terran Scabbards (x2) used for the boarding action in Zyarth's Stand are still there, doing nothing, at 0m/s. Aren't such ships supposed to be cleaned up as part of the plot MD?
Did you try to enter Earth previously before gaining the rank and the Torus becoming enemy?
im currently playing through the plots, so i will test it and see if i can make some improvements
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by Cycrow »

heimdallxx wrote: Sun, 25. Aug 24, 21:23 Hello again,
First, thank you for your previous answer. I have some new questions :(

1. Has the entire economy been buffed? I can't find any production opportunities; every station is almost full of resources.

2. When will full sector takeover be implemented?

3. You mentioned that I can install scripts from AP and TC, but are scripts like the bail addon compatible?

Thank you for your patience :)
1. The economy has been changed abit, there are more ships to move wares around, and some improvements to the trade ships so its abit more efficient. I may look at reducing it abit to make sure there are some gaps in the market. The biggest change however is in the unofficial patch, which fixed the docks consuming wares, they were consuming them too fast before.

2. The first part of sector takeover was added in 0.65, you can try it out with the Assassins Guild plot. The rest will be added in the next few versions. 0.80 should have full sector takeover

3. I haven't tried it, but it should work.
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by heimdallxx »

Cycrow wrote: Mon, 26. Aug 24, 10:52
heimdallxx wrote: Sun, 25. Aug 24, 21:23 Hello again,
First, thank you for your previous answer. I have some new questions :(

1. Has the entire economy been buffed? I can't find any production opportunities; every station is almost full of resources.

2. When will full sector takeover be implemented?

3. You mentioned that I can install scripts from AP and TC, but are scripts like the bail addon compatible?

Thank you for your patience :)
1. The economy has been changed abit, there are more ships to move wares around, and some improvements to the trade ships so its abit more efficient. I may look at reducing it abit to make sure there are some gaps in the market. The biggest change however is in the unofficial patch, which fixed the docks consuming wares, they were consuming them too fast before.

2. The first part of sector takeover was added in 0.65, you can try it out with the Assassins Guild plot. The rest will be added in the next few versions. 0.80 should have full sector takeover

3. I haven't tried it, but it should work.
Thank you for response. Now I want to start a new campaign with Guilds and some other mods but I guess there will be new update and it will require new game to play :(
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by Cycrow »

any future updates to guilds should be save game compatible
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by heimdallxx »

I promise this will be my last question:)

Where should I look in unofficial patch to adjust supply demand or as you mention trade stations consumption? ( I am a software developer I believe at least I can adjust some parameters:)
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by N8M4R3 »

heimdallxx wrote: Mon, 26. Aug 24, 19:05 Where should I look in unofficial patch to adjust supply demand or as you mention trade stations consumption? ( I am a software developer I believe at least I can adjust some parameters:)
Option 1: The manually way
  • Have a look into the cat/dat file which comes with the unofficial patch (06) then go in it to ->addon2->types-> and extract the patch_globals file
  • adjust the entries:
    SG_DOCK_TECH_CONSUME
    SG_DOCK_WARE_CONSUME
    SG_SECONDARY_TECH_CONSUME
    SG_SECONDARY_WARE_CONSUME
  • save the file into a created directory in your game installation path in addon2\types\
  • EDIT: With installed Guilds Mod take the patch_globals from 09 cat/dat to adjust
Option 2: Via Plugin Manager
  • Open the Plugin Manager in Advanced mode
  • goto advanced->Edit Game Globals
  • adjust the entries:
    SG_DOCK_TECH_CONSUME
    SG_DOCK_WARE_CONSUME
    SG_SECONDARY_TECH_CONSUME
    SG_SECONDARY_WARE_CONSUME
  • save it and start the game
Neue Erweiterung für X3 verfügbar: Farnham's Legacy | +Optional: weitere Verbesserungen im inoffiziellen Patch v1.3.19 *** Modified*** :khaak: :thumb_up:
Diese Woche im Angebot: HUD-GUI-Mix (FL) | Text-DB 0001-L049 (FL)
Weitere Veröffentlichungen hier: N8workX
Nützliches Tool für nicht mehr vorhandene Downloads: web.archive.org
Externes Archiv für MOD/SCR Ressourcen: xdownloads.co.uk | code.google.com/archive/p/x3tcscripts/
heimdallxx
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by heimdallxx »

N8M4R3 wrote: Mon, 26. Aug 24, 21:49
heimdallxx wrote: Mon, 26. Aug 24, 19:05 Where should I look in unofficial patch to adjust supply demand or as you mention trade stations consumption? ( I am a software developer I believe at least I can adjust some parameters:)
Option 1: The manually way
  • Have a look into the cat/dat file which comes with the unofficial patch (06) then go in it to ->addon2->types-> and extract patch_globals
  • adjust the entries:
    SG_DOCK_TECH_CONSUME
    SG_DOCK_WARE_CONSUME
    SG_SECONDARY_TECH_CONSUME
    SG_SECONDARY_WARE_CONSUME
  • save the file into a created directory in your game installation path in addon2\types\
Option 2: Via Plugin Manager
  • Open the Plugin Manager in Advanced mode
  • goto advanced->Edit Game Globals
  • adjust the entries:
    SG_DOCK_TECH_CONSUME
    SG_DOCK_WARE_CONSUME
    SG_SECONDARY_TECH_CONSUME
    SG_SECONDARY_WARE_CONSUME
  • save it and start the game
I was just waiting for the reply thank you very much. I tried to find documentation about files and folders but i couldn't find any comprehensive documentation. Again thank you very much this will help me a lot. And i will continue to search for other economics parameters because I really like this game when it feels like supply demand chain makes sense and finding gaps in economy to fill it.
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by Cycrow »

you can find the values in types/patch_globals

Code: Select all

SG_DOCK_TECH_CONSUME;6;
SG_DOCK_WARE_CONSUME;12;
SG_SECONDARY_TECH_CONSUME;6;
SG_SECONDARY_WARE_CONSUME;12;
the number is how many cycle times, so if the cycle time for the ware is 1 minute and the value is 6, it will consume 1 every 6 mins
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by N8M4R3 »

heimdallxx wrote: Mon, 26. Aug 24, 22:03 I was just waiting for the reply thank you very much. I tried to find documentation about files and folders but i couldn't find any comprehensive documentation. Again thank you very much this will help me a lot. And i will continue to search for other economics parameters because I really like this game when it feels like supply demand chain makes sense and finding gaps in economy to fill it.
No cause and have fun to adjust things ;) And don't forget to have a look at the EDIT in my post i was a bit fast on releasing it :oops:
Neue Erweiterung für X3 verfügbar: Farnham's Legacy | +Optional: weitere Verbesserungen im inoffiziellen Patch v1.3.19 *** Modified*** :khaak: :thumb_up:
Diese Woche im Angebot: HUD-GUI-Mix (FL) | Text-DB 0001-L049 (FL)
Weitere Veröffentlichungen hier: N8workX
Nützliches Tool für nicht mehr vorhandene Downloads: web.archive.org
Externes Archiv für MOD/SCR Ressourcen: xdownloads.co.uk | code.google.com/archive/p/x3tcscripts/
eldarmark
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by eldarmark »

I'm doing Operation Final Fury and no Kha'ak bigger than a M3 has any weapons.

Edit: The defenders in the final mission have some Betas, that's about it.
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by Cycrow »

The khaak weapons will be fixed in the next version of the Unofficial patch
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by Igec »

There's weird thing going on. When hired TL dock at my HQ(to load a station or whatever), I can transfer marines from that TL to my HQ for free. And also, if I'm present in sector, TLs have tendency to explode when undock from stations. This certainly shouldn't be happening. :gruebel:



X3: Farnham's Legacy
Unoffical Patch v1.3.18
Guilds v0.65
Angry Wraith
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by Angry Wraith »

So I found a problem between the mod and the Ending of the New Home plots reward. Will spoiler it since its a plot related thing and dont want to ruin anything for anyone thats not done it yet.

Issue
Spoiler
Show
So at the ending of the New Home plot you get to purchase the sector North of Zyarths stand which is a Split controlled Sector Twisted Skies. So I went through with it to see what the result would be. So there ended up being 2 North gates out of Zyarths stand which ended up connecting to Terra Nova over to the far right of the map which is added in and renaming it to Twisted Skies as well. It also editted the Sector so there is now 2 planets phased in each other and the gate that was originally there connecting to an Unclaimed Sector is gone. I've put screenshots below.
Screenshots of results
https://steamuserimages-a.akamaihd.net/ ... rbox=false
https://steamuserimages-a.akamaihd.net/ ... rbox=false
https://steamuserimages-a.akamaihd.net/ ... rbox=false
Last edited by Terre on Sat, 31. Aug 24, 07:36, edited 2 times in total.
Reason: Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked
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Re: [MOD] Guilds - BETA v0.70 - 2024/08/31

Post by Cycrow »

New Update: 0.70
  • Fixed creation of new passengers (Navigators Guild)
  • Fixed Broken Military radiant mission
  • Fixed Assassins Guild Shadowblade, using external docks
  • Fixed Bounty Hunters Capture mission invalid briefing
  • Fixed A New Home sector (moved next to Twisted Skies)
  • Remove Mammoth from some Teladi shipyards
  • Added Beryll Incursion Chapter 2
  • Added Reunion Gamestarts
  • Added First part of Reunion Plot missions (Gamma Patrol)
  • Added Reunion Cutscenes
  • Added Planetary Economy to Ashely's Paradise
  • Added Lost Colonies Plot - Chapter 1
NOTE: The Reunion Gamestart/Plot is for testing only
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Re: [MOD] Guilds - BETA v0.70 - 2024/08/31

Post by Hairless-Ape »

Nice. Good stuff. :)

How much longer do you predict "Beta" will last?
Out of my mind. Back in 5 minutes.
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Re: [MOD] Guilds - BETA v0.70 - 2024/08/31

Post by Argent Valcendre »

After a few hours trying a challenging sandbox scenario with the guilds 0.70 mod installed as recommended and nothing else, I observe a very powerful khaak fleet attacking everything in a sector. There were two M2 and one M1 carrier, carrying a lot of scouts, plus a few independent Khaak fighters and scouts. The fleet seemingly appeared out of nowhere. The sector under attack is now worse than a xenon sector.

I imagine it‘s a bug, as difficulty usually is progressive and not overkill right from the start.
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Re: [MOD] Guilds - BETA v0.70 - 2024/08/31

Post by Cycrow »

Hairless-Ape wrote: Sun, 1. Sep 24, 06:39 Nice. Good stuff. :)

How much longer do you predict "Beta" will last?
I dont really have a time frame for when it will be out of Beta, but i still have a number of plots to finish, as well as a number of new features left to implement
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Re: [MOD] Guilds - BETA v0.70 - 2024/08/31

Post by Cycrow »

Argent Valcendre wrote: Sun, 1. Sep 24, 20:25 After a few hours trying a challenging sandbox scenario with the guilds 0.70 mod installed as recommended and nothing else, I observe a very powerful khaak fleet attacking everything in a sector. There were two M2 and one M1 carrier, carrying a lot of scouts, plus a few independent Khaak fighters and scouts. The fleet seemingly appeared out of nowhere. The sector under attack is now worse than a xenon sector.

I imagine it‘s a bug, as difficulty usually is progressive and not overkill right from the start.
This is probably just unlucky. Khaak invasions can happen randomly throughout the universe, you can reduce this by completing the Operation Final Fury Plot. There are also additional Khaak attacks that can be disabled in the Guilds Option menu (However, these to linked to your Combat and Trade ranks)
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Re: [MOD] Guilds - BETA v0.70 - 2024/08/31

Post by Igec »

Some cool stuff(Reunion plotline start, some bugs squashed, ...). Thank you. :x3:


X3: Farnham's Legacy
Unoffical Patch v1.3.18
Guilds v0.70

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