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

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darthdev
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Re: [MOD] Guilds - BETA v0.72 - 2024/09/15

Post by darthdev »

Hi, another odd issue I found: After completing first part of Assassins Guild, the Shadowblade moves to the claimed sector, but now it has no contacts, even after a while, so no more regular assassination missions, only the ones from the guilds tab.
Also found out the Bounty hunters capture / stranded missions have a bug: If you collect anything, say a floating ware, rather than the stranded / bailed pilot, the mission already points you to the Bounty hunters HQ. The mission still completes if you deliver the pilot, did not try to dock without it, but it may complete anyway.
Other than those, everything else seems to work great, thank you!
xvuchko
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Re: [MOD] Guilds - BETA v0.72 - 2024/09/15

Post by xvuchko »

Is there anyway to un-corrupt my save file, I upgraded from v0.70 to v0.72 and now my save file is corrupted even when I rolled back to v0.70. (I didn't even overwrite the file)

Edit:

I had 4 files for this playtrough and all of them are somehow now corrupted.

Edit2:

Found a suggestion from Cycrow few posts above to reinstall everything again and that sorted it, its now working with 0.72. :D
Cycrow
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Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Cycrow »

New Update: 0.73
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darthdev
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Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by darthdev »

Hi, I was wondering if there's a chance in the future it would be possible to acquire / steal orbital defense stations blueprints, like for stations / docks.
Right now the only way to produce them in the HQ is by buying and deploying one, then dock it to your HQ and reverse engineer like any other ship.
Afterwards you have to either dock it into a M1 docking capable ship (like a slow Aran) and undock at your desired position, or give it a jump drive and use a jump beacon placed in such position.
It would be more convenient to produce it like a ST ware, put it into a TL and deploy it, in the same way as when you buy it.
Thank you!
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darthdev
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Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by darthdev »

Hi, I transitioned the universe from TC to AP through the link mission in Omicron Lyrae Alpha.
The problem is ... the war sectors are a mess, looks like when loading the AP map, it also loads all the factories and docks / shipyards, and I think even response / military ships.
And it keeps the old ones, so I see duplicated factories and docks everywhere, there's even a Shipyard and an Equipment dock in Omicron Lyrae Gamma!
It is also weird as there are 2 Omicron sectors with no war just in the middle of all the others.
Here's my save in case you want to check, it is right before accepting the mission to transition the universe:
https://drive.google.com/file/d/1ugnnk5 ... sp=sharing
I'm using latest guilds build, 0.73, latest UP 1.3.18 and the cheat package.
Thanks!!
Igec
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Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Igec »

I play through TC plot and I'm experiencing similar problems like darthdev. Duplicate stations(Heretics End), ships have no armament(when you get three rapiers to escort you on patrol). I ques old TC/AB plots are not yet fully adjusted to Guilds(new weapon loadouts, new stations,...). Those are simple fixes but they can take a LOOT of time and work to fix.
For now our best friend is cheat menu. It can helps in certain situations. And MD helps a lot too, if the user has some basics how to use it.
Great honour to Cycrow, who took the path to improve this game on such a scale. :x3:


X3: Farnham's Legacy
Unoffical Patch v1.3.18
Guilds v0.72
xvuchko
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Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by xvuchko »

Just wanted to say that I played through TC plot without any issues, I was on v0.70 back then. and have updated since.
Agimar
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Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Agimar »

Startet two days ago "testing" Guilds.

In only dsicovered maybe 40 sectors till now. But mostly new ones. All the ships, all the guns (and so on...), the universe now seems really big!

Only thing I - personaly - dislike. The new weapon-restrictions on the races/ships. Ok, but I'll have to adapt to this and maybe afterwards, it'll be kind of new fun.

Great job!!! :)
Agimar
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Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Agimar »

Four issues:

1)
- captured the Truelight-Seeker during the Plot to safe this Goner Hall Guy
- my Marines where gone... :(

2)
- playing as Assasin
- when a Bounty-Target ejects, what to do?
- kill the Pilot or pick him up and deliver him? => where?

3)
- available weapons/changes
- for example, Split Drake, now only can use pulsed beam emitters
- but energy is quite weak for only this weapon and short range, too
- same problems/different weapons for many other ships, Lotan, Snotra...
- another TS from a new faction (can't remember it) has a reload-rate from just 3 MJ/s, that's probably not intended
- at least they all should be able to use Particle-Accelerators and this Impuls-Emitter

- Teladi and Pirate ships where in the past known te be able to use (almost) all commonwealth-weapons on there ships; same for the Energy-Bolt-Chaingun and Plasma-Burst-Thrower

4)
- GOD is deleting Factories liek insane
- as player in such a big universe, you have allmost no chance, to avoid this
- really extreme for the pirate-factories, especially the plasma-burst and incendiery bomb launcher
Argent Valcendre
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Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Argent Valcendre »

I‘m playing a challenging sandbox scenario with mod v0.73.

Sometimes I encounter tiny ships. They seem to be only a spot, even when close range (a few 10 meters). This happens for several races: I encountered a Terran fighter, a Boron destroyer and an Argon merchant so far. You need usually to interact with the ship to realize its unusual size.
DragonOfWar
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Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by DragonOfWar »

Agimar wrote: Tue, 8. Oct 24, 12:01 - available weapons/changes
- at least they all should be able to use Particle-Accelerators and this Impuls-Emitter

- Teladi and Pirate ships where in the past known te be able to use (almost) all commonwealth-weapons on there ships; same for the Energy-Bolt-Chaingun and Plasma-Burst-Thrower
Same issue here, some weapon changes looks too bizarre in my humble opinion. Not really a fun of those... :|
Cycrow
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Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Cycrow »

The main change to the weapons is that each race now has its own fighter weapon. And these weapons are limited to the races ships.

IRE, PAC and HEPT are still generic, non race weapons.
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Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Cycrow »

Argent Valcendre wrote: Wed, 9. Oct 24, 15:22 I‘m playing a challenging sandbox scenario with mod v0.73.

Sometimes I encounter tiny ships. They seem to be only a spot, even when close range (a few 10 meters). This happens for several races: I encountered a Terran fighter, a Boron destroyer and an Argon merchant so far. You need usually to interact with the ship to realize its unusual size.
This sounds like the models arn't loaded. This could be due to a bad install. Which ship types are not displaying correctly ? (you can see the type in the ships info menu)
Argent Valcendre
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Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Argent Valcendre »

I reinstalled the game fully. Now my previous savegames are all marked as corrupt. I cannot go back in to check if the tiny ships are still there. I start a new game, if such a ship appears, I‘ll post the name.
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Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Cycrow »

They are most likely corrupt because the mod doesn't match the savegame, this will indicate that your original install was corrupt somehow
Angry Wraith
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Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Angry Wraith »

So I found 3 different Arans with the unfocused jump drive. They cant be interacted with and don't register on the sector map or anything else at all so you can't even target them but they are physically there and have collision so not sure whats going on with that.
Agimar
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Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Agimar »

JD Energy-Generator and Solar-Energy-Generator - What am I doing wrong?

Buyed both items and they don't seem to work. First I installed theJD-Energy-Generator and still, E-Ecells were used.
Now I installed the solar-panels and put crystalls in the cargo. Nothing happens.

Of course I had a look in the advanced jump-menu. But just got informations there, no options to use these items. Am I missing something?

===

Bought the barracks from the pirates (instead that of Strong-Arms). I can not transfer Marines to any of my ships. If I dock, there is only a number of trained marines.
Theexakt skills I can only see in the property-menu.
imanitu209
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Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by imanitu209 »

Guilds doesn't backup and restore mov/00344.dat. The original file is simply overwritten and lost.

Also, Advanced jumpdrive backs up, but doesn't restore !lib.player.saferoute.pck.
Same for Old Plots with plugin.customstart.config.pck and !station.event.hq.pck
Ektufall
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Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Ektufall »

Hi!

Been lurking in x forums for long time, yet Guilds mod lured me to finally join. Wasting away in x universe since X2.

Thanks Cycrow for your dedications and latest fruit of your work.

X3FL became even more enjoyable to me with all the effort you have put in it with unofficial patch and now with guilds.

Few things I have noticed so far on 9th day of recent playthrough with guilds:

Updated my post with more details:

Assassins guilds task from The Phantom Shadowblade in Gaian Star on completion gives popup with text error , unlike other guilds which show mission completed.
https://imgur.com/l1VlYeJ
================================================

Started to receive notifications that my ship with ID (ID's change and I have no idea what type is under them) but without name was destroyed by Thorus on Earth, yet I had not explored it or sent anything there.
https://imgur.com/6yLFxwC
===============================================
After these alerts I have I noticed that galaxy map started to show sectors that are related to plots and should not be available yet
Albion Sectors https://imgur.com/QGS00sX
Earth https://imgur.com/yHEm0zA
Terran Unkown sectors https://imgur.com/QrI9Aax
Khaak Sector 926 https://imgur.com/zkx6j5U
Bounty Hunters and Beryll plot sectors (forgot to take screenshot but I can access Getsu Fune beta and Themis Orcus)
Also there is some post plot Aldrin sectors like Segaris and Xenon one

Yet other unexplored sectors are hidden as they should.
Still have to explore old Split sectors next Teladi Seizewell
https://imgur.com/HeO3n8R

I have not used reveal cheat, or tempered with MD (aside from joining Assassins guild - was stuck on 1st mission , were not able to complete it with objectives done) and just finished Goner Plot.
Khaak Plot is on 3rd mission , Treasure Hunt still need to find 4th clue.
Joined all guilds and also Argon Military (although could have done it bit too early, as no missions is popping up for them)
Still have to do any Terran plot (TC one and Terran Spy)

My game start is Farnham’s Legacy Start , have done initial rejoin universe plot (was quite surprised that Terran sectors are available straight away - on Old plots mod I think had to unlock the via Terran Spy plot)

Could I have messed up something?
Could this be work of my scouts that I have set to replenish my Sat network with Deploy Satellite Network command?
I tend to leave game on overnight , so not keeping close eye on them.
But M5 should not be able to jump to those unconnected sectors.

My Pilot screen : https://imgur.com/ou0Qut0
P.s. Have used cheat to increase notoriety levels...
My mod list : https://imgur.com/etoq9OC
Last edited by Ektufall on Sun, 20. Oct 24, 21:48, edited 4 times in total.
Agimar
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Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Agimar »

Small issue:

- defend Station against Argon/Boron
- sometimes they send as M5 a Starburst/Arrow
- tricky to kill, often they stay behind the gate in the other sector an once it even docked at my HQ, so I couldn‘t finish the mission

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