[MOD] Guilds - BETA v0.71 - 2024/09/04

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darthdev
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Re: [MOD] Guilds - BETA v0.70 - 2024/08/31

Post by darthdev »

Thanks for the awesome 0.70 update, this is getting better and better!!
The issues with Bounty hunters and military radiant missions are gone and the passengers from Celestial Navigators guild work great so far.
However, I found several issues:

Celestial navigators guild:
- Cabin passengers may want to dock in a Xenon station. Not that I'm against, but so far I don't have docking privileges there ;)

Assassins guild:
- Received message to start the plot, there's a contact in Shadowblade with the blue book, but no dialogue options other than nearest shipyard / equipment dock. I solved that by going to MD and forcing the next cue.
- At some point I need to resort to diplomacy to convince Paranid to drop the sector claim, which needs 1350 influence. As the limit is 1000, I would need 26% bonus, but they have a -20% "secretive" static trait. With friendly relations (+10%) and enemy of my enemy (+10%) I get 0%. How are we supposed to get up to 26% (I guess 30% rounded up)? I don't like them either xD

Mercenaries guild:
- When accepting a regular mission (in Citadel of Valor) that has been there for a long time (as these are persistent), there are chances the target station is not longer there. Once the pilot reaches target sector it comes to a halt forever and you have to abort the mission. This may affect other guilds too.

Sandbox:
- When repairing a ship in the HQ, such ship loses configurations like "Notify me when order completes" and "Property custom grouping". Maybe this is for the unofficial patch, no idea.

Again, thanks for your incredible work.
Cycrow
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Re: [MOD] Guilds - BETA v0.70 - 2024/08/31

Post by Cycrow »

For the Paranid diplomacy. The relation bonus can get upto 20%. Then you can add the bonus from Worshipper of Xaar. Which requires you to travel around paranid sectors. That should be enough bonus
xvuchko
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Re: [MOD] Guilds - BETA v0.70 - 2024/08/31

Post by xvuchko »

Hats off for the mod Cycrow; in my eyes, it's a no compromise mod for maximum enjoyment of the culmination of X3 releases and mods.

I found a small bug that causes a game crash for me:

When you go to menu; "Personal" -> "Additional" -> "Weapons Browser" and you try to use "Filter: Faction" the game will crash.

In addition to Guilds I'm only using "N8s HUD-GUI-Mix v1.00" and have changed the fonts to be bigger.
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darthdev
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Re: [MOD] Guilds - BETA v0.70 - 2024/08/31

Post by darthdev »

Thanks Cycrow!
As I find hilarious to be max rep with Paranid and have most universe races / corps reputation ruined, I think I'll edit the global to allow for 1400 influence max.
It's fine, it just doesn't fit my role-playing and I save the crazy grind it involves.
EDIT: shouldn't be there anther option to deal with dropping sector claim? These guys are assassins after all, seems odd to resort to diplomacy xD

But I still have problems with the military missions!!
First one after the patch was ok, a patrol with zeta leader in Argon M180 (somehow I only get the missions there now)
But second one instantly failed. Maybe it was the other radiant variant?
Third one pointed me to the zeta leader again for a patrol. When I approached, mission failed (but still had the briefing), then zeta leader asked me to follow ... and them jumped out of existence!
So I aborted the mission briefing and now I'm playing a bit with MD to see if I can get a proper state, will comment here if so.

Another thing regarding new home plot:
When you've to UFJD to search for #efaa, I always find the ship in an unknown sector which is terran, probably from lost colonies, which has an active jump gate and a broken one.
Funny thing, if I enter the active onw, I end up in an unclaimed sector with the screen totally white, unable to do anything other than jump, and with ship at 0% both hull and shields.
If I jump to same unclaimed sector, then I find some terran mines and no jump gates.
So I forgot about it, continue the plot and now its gone from my map, so I hope the lost colonies plot won't have issues later on.

Thank you again!
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Re: [MOD] Guilds - BETA v0.70 - 2024/08/31

Post by Cycrow »

Did you do the new home plot on 0.70, or did you start it from a previous version?

It should fixed in 0.70 as I moved it to another sector. But the changes may not take effect if you are already part way through the plot
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Re: [MOD] Guilds - BETA v0.70 - 2024/08/31

Post by darthdev »

Hi, no, I started pretty much everything in 0.65 (military, assassins, new home, etc.).
Do you think I'll get the new home sector reward in the odd position? Or even worse, mess up the lost colonies stuff?
I could edit stuff if needed with X3 editor or force MD/script stuff in-game. Starting over seems too much at this point.
Not that I care much about the own sector reward ...
Thanks!
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Re: [MOD] Guilds - BETA v0.70 - 2024/08/31

Post by darthdev »

Ok, scratch that Paranid stuff, I got a massive +27% as "Bounty Hunter" as I found a wanted M6 there xD
That, added to +6% as "Worshipper of Xaar" gives me +28%, even as neutral to them, so enough for 1000 influence.
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Re: [MOD] Guilds - BETA v0.70 - 2024/08/31

Post by Cycrow »

Can you send me a save game where you are currently doing New Home, so i can test a fix
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darthdev
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Re: [MOD] Guilds - BETA v0.70 - 2024/08/31

Post by darthdev »

Cycrow wrote: Tue, 3. Sep 24, 19:47 Can you send me a save game where you are currently doing New Home, so i can test a fix
Here it is: https://drive.google.com/file/d/1GqhSVj ... sp=sharing

I have the passenger picked up off #cafe with destination Elena's Fortune.
I already cheated my way to the end of the plot before and:
- The options for picking up a sector name are sector names that already exist in the universe.
- I get the new sector gate East of Twisted Skies.
- The mission to find the gate points to Zyarth's Stand, but as the gate is in Twisted Skies there's no way to complete it (other than changing cue state in MD)
- It is a Terran owned sector with some stations, some wrecks and no asteroids, I guess from Lost Colonies.

There's some text issue with the Assassins plot, Split part, you can see it there in the missions list, the briefing is correct.

I didn't continue with the military missions stuff, but probably some would be available and maybe you can figure out what's missing there, if so keep in mind I changed some states in MD so the reset cue was active for those 25-30m delay and all the others are inactive.

Thanks a lot, but don't stress yourself and take your time, there's still plenty to do even without those minor details :)
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Re: [MOD] Guilds - BETA v0.70 - 2024/08/31

Post by eldarmark »

Has anyone tried using the teleport boarding tech lately? When I do so I end up with phantom copies of the marines floating in space afterwards and some weird stuff happens afterwards -- the floating marines in space can't be interacted with, I see random duplicates on the ship / capture target afterwards, etc. Fixing both seem to involve moving the marines from one ship to another, guessing there's some safety check that catches the duplicates.
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Re: [MOD] Guilds - BETA v0.70 - 2024/08/31

Post by Kondor91 »

Wow, playing through the beginning of Reunion again was a blast of nostalgia. I remember playing it while I was in my first year of highschool :D Thanks a lot, Cycrow. This mod grow awesomer and awesomer every update!
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darthdev
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Re: [MOD] Guilds - BETA v0.70 - 2024/08/31

Post by darthdev »

Cycrow wrote: Tue, 3. Sep 24, 19:47 Can you send me a save game where you are currently doing New Home, so i can test a fix
Ok, I edited the A new Home last cue with the X3 Editor 2:
- I copied the load #efaa map and the find player sector lines from top level cue and pasted into the "CSV_SectorOffer_acepted" cue actions, so sector gets set right when you pay.
- I fixed in "CSV_SectorOffer_addgates" cue the sector position, there was still y="6" in the condition, changed to y="5" so it advances to next cue (maybe this would need to be done in previous cues too, as it still points to Zyarth's Stand)

And voila, now I am in the sector east from Twisted skies, the sector is mine, empty and with asteroids! :)

Just some minor stuff:
- The sector seems very small, ~45km radius with full zoom out, however the gate is at x=-80km, so not visible by a far margin.
- There's a created inactive gate at x=-60km, so it's in the way from the active gate to the center of the sector, and seems very odd.

Probably there's a better way to do it, but hopefully this helps, thanks a lot.
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Re: [MOD] Guilds - BETA v0.70 - 2024/08/31

Post by Cycrow »

i do have a fix for it that i will release soon.
Ive also renamed the sectors so they dont clash with the existing ones. So the sector will now be called Twisted Ravine.

im not sure what the gate is there for, its added by the mission, but i couldnt see its purpose, so ive removed it

The other sectors being, Guilding Light, Spires of Redemption, Prophecy of Xaar and Profit Wellspring
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darthdev
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Re: [MOD] Guilds - BETA v0.70 - 2024/08/31

Post by darthdev »

Wow, thanks!!!
Those gates were probably added in latest patches of TC, as preparation for the sectors connected east of Bluish Snout in AP.
In this case, as such sector is moved, will create a gate in Ocean of Fantsay delta instead. But yes, no real use so far.

Just one thing I noticed: The roids in the sector are of Meta Alloys / Silicon rathern than Ore / Silicon Ore.
Probably the fix script didn't run into this new sector yet.
I tried running the script with what you posted some comments ago but I'm missing something as it does not seem to work.

Now I'm playing with the military MD cues to figure out why they fail, I already detected some discrepancy when checking "Mission1_Feedback" conditions compared to "Mission2_Feedback" ones.
As the fail conditions is a catch all "else", it could be the case.
I'm hating myself for editing XML, I had enough of it in my old J2EE days lol xD

Thank you, I appreciate the awesome stuff you're doing with the game.
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Re: [MOD] Guilds - BETA v0.70 - 2024/08/31

Post by Cycrow »

New Update: v0.71
  • Fixed A New Home sector
  • Fixed Asteroids in New Home sector
  • Changed name of sectors for New Home
  • Adjusted Sector layouts for New Home sector
  • Added Unique combat music to New Home sector
  • Fixed reseting Military Radiant missions
Kondor91
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Re: [MOD] Guilds - BETA v0.71 - 2024/09/04

Post by Kondor91 »

Saves between 0.70 and 0.71 are apparently not compatible, my old saves in 0.70 are marked as corrupted. I'm using only the unofficial patch (1.3.18) and Guilds

EDIT: there's more stuff not working now, the Bounty Hunter start for some reason seems mixed with the argon cadet start, and some typos around
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Re: [MOD] Guilds - BETA v0.71 - 2024/09/04

Post by Cycrow »

I tried the download, and it seems to work find for me. It should like it either didn't download correctly, or didn't install correctly. Try redownloading and installing again.

The Bounty Hunters start will be fixed in 0.72
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Re: [MOD] Guilds - BETA v0.71 - 2024/09/04

Post by Igec »

In my case 0.65 and also 0.70 saves work with latest 0.71 guilds version. I successfully finished the Goner plot, and I'm now at the beggining of final mission in the Final Furry plot. So far missions progressed as they should, but Khaak ships(M1,M2,M7,...) are missing weapons and some missions for raising FF rank are messed. For instance, convoy ships are stucked behind the gates in Unknovn sector. For missing K weapons I think the culprit is in file X3story.obj file. File is hardcoded so no way I could fix that. Waiting patiently for update. Other minor things: when command Universal Trader is given, it is not named properly, it says Starting UT, should be UT,without 'starting'. Then in controls, i can not assign a key for - activate turbo booster, toggle works. And, regular JD with Energy Generator still consumes ECs, it says it shouldn't. Oh, and I noticed that plot achievements are missing icons. :D I love this mod. Thank you.


X3: Farnham's Legacy
Unoffical Patch v1.3.18
Guilds v0.71
Kondor91
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Re: [MOD] Guilds - BETA v0.71 - 2024/09/04

Post by Kondor91 »

Cycrow wrote: Sun, 8. Sep 24, 19:03 I tried the download, and it seems to work find for me. It should like it either didn't download correctly, or didn't install correctly. Try redownloading and installing again.

The Bounty Hunters start will be fixed in 0.72
Yup, reinstalling everything worked, thanks!

On another note, Bounties still need to be rebalanced IMHO. 400k to kill an M4 is a bit too much, and the low amount of points means that the player has little reason to do other combat missions.
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