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

The place to discuss scripting and game modifications for X³: Farnham's Legacy

Moderators: Moderators for English X Forum, Scripting / Modding Moderators, Moderators for the X3:FL Forums

SPQR13
Posts: 5
Joined: Wed, 16. Oct 24, 15:53

Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by SPQR13 »

Hello guys! A quick question to anyone who already played this mod a lil bit. How does destroyed npc ships/stations pattern works with this mod - same as vanilla tc/ap (all destroyed stations and capships of all factions just respawned from nothing and npc factions suffer no real losses because of that) OR they need to rebuild it using some real resources/credits and some time (for example how it works with a mayhem 3 renegades mod)?
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22421
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Cycrow »

station respawning works the same as FL. The docks/Shipyards will respawn after a time, the other factories are built by the various races (delivered via TL)
SPQR13
Posts: 5
Joined: Wed, 16. Oct 24, 15:53

Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by SPQR13 »

Thx for your answer. And appreciate your work on this mod! You and other modders give a second life to a good old game :)
Ektufall
Posts: 12
Joined: Sat, 19. Oct 24, 23:20

Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Ektufall »

Ektufall wrote: Sat, 19. Oct 24, 23:35 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
Here would be my save game : https://www.dropbox.com/scl/fo/n3wwg5ty ... i2ebu&dl=0

Galaxy state have changed a bit and Earth is now blacklisted so no more unknown assets are getting destroyed and messages about them stoped
Yet I still have access to these sectors , which I should not have if they are still unlocked by plots
Albion sectors
2 Aldrin sectors Xenon and Unknown
Themis Orcus Beryll plot sector
Lost Colonies sectors

Since last post have explored now all Terran sectors
Explored all commonwealth sectors
Finished Khaak, Treasure Hunt Plot
Opened HSAP to Getsu Fune Beta during Bounty hunters plot
Advanced in Assassins plot.

But I am still puzzled how did I manage to mark them as available.
No cheats were used and with them I could open even more sectors.
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22421
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Cycrow »

which start did you do, was it the FL plot start, or one of the sandbox starts?

Themis Orcus and Lost Colonies are only currently available from the pure sandbox starts. i will have to check if this script is being run incorrectly
Ektufall
Posts: 12
Joined: Sat, 19. Oct 24, 23:20

Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Ektufall »

It was FL start. Terran sectors also are open before Terran spy plot, should they be?
imanitu209
Posts: 13
Joined: Sat, 19. Oct 24, 00:25
x4

Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by imanitu209 »

I encountered an odd difficulty in one mission. It was easy return ship mission. The time limit was more than 1 hour, nothing surprising here. But the ship was slow and damaged transport, 4 jumps away!. Normally, easy return ship missions have the ship either right in the next sector, or the ship is small and fast, or both. All other easy difficulty missions can be completed by either a starter ship or a cheap scout without investing much.
Argent Valcendre
Posts: 43
Joined: Wed, 12. May 21, 09:27

Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Argent Valcendre »

imanitu209 wrote: Sat, 26. Oct 24, 08:48 I encountered an odd difficulty in one mission. It was easy return ship mission. The time limit was more than 1 hour, nothing surprising here. But the ship was slow and damaged transport, 4 jumps away!. Normally, easy return ship missions have the ship either right in the next sector, or the ship is small and fast, or both. All other easy difficulty missions can be completed by either a starter ship or a cheap scout without investing much.
For this type of mission, I usually rate the difficulty by how far away is the next shipyard, where I’ll be able to sell the (self-) repaired ship, unless I wish to keep it for myself… :D
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22421
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Cycrow »

Ektufall wrote: Thu, 24. Oct 24, 21:24
Ektufall wrote: Sat, 19. Oct 24, 23:35 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
Here would be my save game : https://www.dropbox.com/scl/fo/n3wwg5ty ... i2ebu&dl=0

Galaxy state have changed a bit and Earth is now blacklisted so no more unknown assets are getting destroyed and messages about them stoped
Yet I still have access to these sectors , which I should not have if they are still unlocked by plots
Albion sectors
2 Aldrin sectors Xenon and Unknown
Themis Orcus Beryll plot sector
Lost Colonies sectors

Since last post have explored now all Terran sectors
Explored all commonwealth sectors
Finished Khaak, Treasure Hunt Plot
Opened HSAP to Getsu Fune Beta during Bounty hunters plot
Advanced in Assassins plot.

But I am still puzzled how did I manage to mark them as available.
No cheats were used and with them I could open even more sectors.
Looks like a script may have revealed the sectors, but they are not actually connected. The sectors always exists even before the plot, they just dont have gates to get there. The plots just create the gates so you can access them. If you used a script to reveal the all sectors, then its possible it simply revealed all the unconnected ones as well.

you could simply hide them again via a script which shouldn't effect anything
Agimar
Posts: 261
Joined: Wed, 22. Dec 04, 11:38
x3ap

Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Agimar »

Made the plot for the Assasins Guild.
They now have their oen sector, but no HQ, Wharf and I can‘t contact anyone on the Shadow Blade.


===

Seems there‘s no Paranid-Wharf where an Electro-Magnetic-Disruptor-Forge can be bought.

===

Any hind to find some „available from start“ sectors? (started as assasin)
- Zentati of Corruption and 3 other pirate sectors
- I guess, discovering Mist of Artemis should be kind of an explore-challenge?
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22421
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Cycrow »

not sure whats wrong with the shadowblade, i need to look into that, it should just move the ship, so it shouldn't effect anything.

the HQ and wharf will be added in the 2nd part of the assassins guild plot (which is not currently available). This will be unlocked at rank 7 within the guild once its added.

The Paranid super shipyards should have it, but will have to check if its been added correctly

Mist of Artemis is hidden, but when you do the Beryll plot, you will be pointed to it as part of the mission.
You can find it and go there without the plot, if you know where to look

The pirate sectors around Zentati of Corruption are found near the FL start sectors (The Void/Holy Vision)
The gate is a long way beyond the sector limits (you can technically get to them during the FL plot)
Agimar
Posts: 261
Joined: Wed, 22. Dec 04, 11:38
x3ap

Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Agimar »

Cycrow wrote: Sat, 26. Oct 24, 17:54 not sure whats wrong with the shadowblade, i need to look into that, it should just move the ship, so it shouldn't effect anything.

the HQ and wharf will be added in the 2nd part of the assassins guild plot (which is not currently available). This will be unlocked at rank 7 within the guild once its added.

The Paranid super shipyards should have it, but will have to check if its been added correctly

Mist of Artemis is hidden, but when you do the Beryll plot, you will be pointed to it as part of the mission.
You can find it and go there without the plot, if you know where to look

The pirate sectors around Zentati of Corruption are found near the FL start sectors (The Void/Holy Vision)
The gate is a long way beyond the sector limits (you can technically get to them during the FL plot)
Thank‘s!

==
The Shadow Blade moved, yes. But I can‘t dock there anymore and the guild-admin disappeared.
Ektufall
Posts: 12
Joined: Sat, 19. Oct 24, 23:20

Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Ektufall »

Agimar wrote: Sun, 27. Oct 24, 11:09
Cycrow wrote: Sat, 26. Oct 24, 17:54 not sure whats wrong with the shadowblade, i need to look into that, it should just move the ship, so it shouldn't effect anything.

the HQ and wharf will be added in the 2nd part of the assassins guild plot (which is not currently available). This will be unlocked at rank 7 within the guild once its added.

The Paranid super shipyards should have it, but will have to check if its been added correctly

Mist of Artemis is hidden, but when you do the Beryll plot, you will be pointed to it as part of the mission.
You can find it and go there without the plot, if you know where to look

The pirate sectors around Zentati of Corruption are found near the FL start sectors (The Void/Holy Vision)
The gate is a long way beyond the sector limits (you can technically get to them during the FL plot)
Thank‘s!

==
The Shadow Blade moved, yes. But I can‘t dock there anymore and the guild-admin disappeared.
I can confirm the same and in save I posted this also present. As soon as Assassins guild receive right to sector all other assasins ships despawn and Shadow Blade loose guild-admin and quest giver. Had not tried to dock with though.
Scoob
Posts: 11159
Joined: Thu, 27. Feb 03, 22:28
x4

Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Scoob »

Hi,

I use a mod - NPC Bailing - that allows for NPC on NPC bailing, with options for even large ships to bail. I've set the settings LOW for this, so it's really rare. In several hours of play I've had a few M3-5, and TS/TP ships bail, but not many.

Conducting an experiment, I hired a Pirate TL and it travelled through Argon space where it got shot and bailed however, I cannot claim it in the space suit. I thought perhaps the Salvage Claim Software might be needed to Claim larger ships - though I thought it was more a convenience than anything - is this the case? I have used Salvage Claim Software before, but I don't know if it was the same Salvage Claim Software included in Guilds.

I was so happy to get this prize, but I cannot claim it! I don't think I even have the Pirate rep to buy the SCS... the counter has started ticking down before the ship despawns lol.
nisidominusfrustra
Posts: 13
Joined: Tue, 20. Jan 15, 02:17
x3ap

Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by nisidominusfrustra »

I hope you have a save.

All I can confirm is that I think the Salvage Claim Software you mention may well be the Salvage Command Suite V. 4.11 or later by TECSG. This is not the same as the claim ship function included in Guilds.

On an unrelated note, I seem to have developed an inability to select stations or ships, from any camera position. And my sidebar has disappeared. No idea if these are related to each other but there's an old thread which mentions a bug connected with landing on your home station. Don't think this has been caused by my mashing the keys by mistake but I do have a granddaughter who loves keyboards....

If anyone can suggest anything I'd be grateful.
I reject the cynical view that politics is a dirty business.

Richard M. Nixon
Scoob
Posts: 11159
Joined: Thu, 27. Feb 03, 22:28
x4

Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Scoob »

After stopping for the evening, I had a thought that perhaps I could board the ship with Marines. As it has no crew, it should be easy. However, I cannot remember how boarding works in X3.

I think it was the TECSG Salvage Command Suite I used previously, as that definitely rings a bell.

I noticed that camera selection things last night. So, external view, cannot select other ships etc. in view. I thought I'd miss-remembered how X3 worked, as I'd not played in ages.
vidar.mk
Posts: 42
Joined: Thu, 8. May 08, 11:52
x3

Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by vidar.mk »

Scoob wrote: Wed, 4. Dec 24, 11:57 I think it was the TECSG Salvage Command Suite I used previously, as that definitely rings a bell.
From 1st post of this topic:
Cycrow wrote: Wed, 27. Dec 23, 20:51
:!: Uninstall existing packages: ... Salvage Claim Software ...
The mod contains updated versions of these, installing the individual versions could affect their functionality
Clearly you got 2 conflicting scripts issue
Scoob
Posts: 11159
Joined: Thu, 27. Feb 03, 22:28
x4

Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Scoob »

vidar.mk wrote: Thu, 5. Dec 24, 11:06 Clearly you got 2 conflicting scripts issue
Nope. I used the TECSG Salvage Claim Software in the past - years ago - but it's never touched this install. I see the Salvage Claim Software added by Guilds is available at a couple of Pirate docks I've discovered. The TECSG one used to also be available from certain Teladi Equipment Docks too. I don't have the funds, or the reputation to buy from the Pirates yet. Perhaps I can force a Pirate ship to bail that already has it installed... that'd be good. I don't know if the Guilds version is potentially part of a ship's load-out though.
Hwitvlf
Posts: 519
Joined: Tue, 13. Apr 21, 21:36

Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Hwitvlf »

A few notes from playing the TC plot in Guilds:

The Xperimental shuttle blows up if undocking from the Hyperion when it's going fast.

Seem to have run into a game breaking bug in the 'New Home' plot. The puzzle solving windows don't appear for #cafe (only a text ID) which traps you in Freedoms Reach. I've tried with several reloads and different ships and this plot wont progress past this point.

I built a large complex in Harmony of Perpetuity and now I can't enter the sector. The game slows to about 1 FPS and the menus and maps will not appear. I don't think it's from usual poly-count as I turned draw distance to minimum and jumped in far away from the complex and the issue still occurs. I can't land to detach the complex and dismantle it OOS, so this sector is dead for me.
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22421
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Cycrow »

Ektufall wrote: Thu, 24. Oct 24, 21:24
Ektufall wrote: Sat, 19. Oct 24, 23:35 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
Here would be my save game : https://www.dropbox.com/scl/fo/n3wwg5ty ... i2ebu&dl=0

Galaxy state have changed a bit and Earth is now blacklisted so no more unknown assets are getting destroyed and messages about them stoped
Yet I still have access to these sectors , which I should not have if they are still unlocked by plots
Albion sectors
2 Aldrin sectors Xenon and Unknown
Themis Orcus Beryll plot sector
Lost Colonies sectors

Since last post have explored now all Terran sectors
Explored all commonwealth sectors
Finished Khaak, Treasure Hunt Plot
Opened HSAP to Getsu Fune Beta during Bounty hunters plot
Advanced in Assassins plot.

But I am still puzzled how did I manage to mark them as available.
No cheats were used and with them I could open even more sectors.
So looking at your mod list, you have, Automatic Advanced Satellite. Not sure what it does, but if it deploys satellite in sectors, this could be the issue. The ships that are being destroyed in Earth was a satellite, and adding to those sectors would reveal the sector on the map

Return to “X³: Farnham's Legacy - Scripts and Modding”