They wont use the Ejector seat, but it should use the FTL and Docking Extension (all your ships should use them)
The Trading Extension mainly open up new commands, they dont do anything for the existing ones.
For the Upgrading factories, they do need to buy the upgrade kits, they should be able to use your own account. Its possible they are trying to refuel. I will have to test the command
[MOD] Guilds - BETA v0.74 - 2024/12/15
Moderators: Scripting / Modding Moderators, Moderators for English X Forum, Moderators for the X3:FL Forums
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
Thank you for the info:) The FTL and Docking Ex. should be very good for traders!
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
My X3AP plot appears to be stuck: I finished Highway Patrol, and then blew up some Terrans to aid the war effort. The next part is not triggering, however, and the I have no X3AP plot mission active anymore. Flying to Belt of Aguilar doesn't help, so it seems the "Aid the war effort" phase ended without triggering the message to defend the Jonferco HQ. I'm stuck with the war sectors being in war mode.
This seems to be a real problem for Guild's Terran Military plot, which I finally managed to find enough missions to trigger. Elysium of Light is heavily defended by Titans and Colossi, and the patrol engages them endlessly.I tried using the Cheat mod to destroy the heavier Argon ships - this causes the patrol leader to simply freeze in place when not being attacked.
This seems to be a real problem for Guild's Terran Military plot, which I finally managed to find enough missions to trigger. Elysium of Light is heavily defended by Titans and Colossi, and the patrol engages them endlessly.I tried using the Cheat mod to destroy the heavier Argon ships - this causes the patrol leader to simply freeze in place when not being attacked.
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
Hi, thanks for the continuous updates.Cycrow wrote: ↑Sun, 15. Dec 24, 14:37 New Update: 0.74
- Fixed readtext error in New Home Plot.
- Fixed double stations when transitioning to AP
- Fixed weapons for gifted Rapiers (Terran Conflict Plot)
- Fixed Jumpdrive Energy Generator
- Fixed Solar Energy Generator
- Fixed Assassins Guild mission complete popup
- Fixed Station defence missions (spawning race ships)
- Fixed communicating with Phantom Shadowblade after moving to Shadows End
- Fixed Stranded Pilot mission
- Removed Selling/Reverse Engineering of Deployed Orbital Platforms
- Added Orbital Weapon Platforms blueprints to Headquarters (Obtained via Diplomacy)
Some things regarding this one:
- The double stations (even triple sometimes) still persist for existing games where the transition has already been done, no matter if I destroy the entire sector. Maybe running some of the scripts may fix it?
- The shadowblade is still without contacts for existing games where the sector plot has already been done. The workaround is to manually run that `plugin.guilds.mission` script witht he arguments from the fixed cue, then reset the radiant.
- The OWP is now available to acquire thru diplomacy, but unlike regular stations, you cannot STEAL it.
Thank you again!
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
The same with me on Argon Peacekeeper start, the next mission (defend jonferco hq) doesn't triggersnarfies wrote: ↑Sat, 11. Jan 25, 22:34 My X3AP plot appears to be stuck: I finished Highway Patrol, and then blew up some Terrans to aid the war effort. The next part is not triggering, however, and the I have no X3AP plot mission active anymore. Flying to Belt of Aguilar doesn't help, so it seems the "Aid the war effort" phase ended without triggering the message to defend the Jonferco HQ. I'm stuck with the war sectors being in war mode.
This seems to be a real problem for Guild's Terran Military plot, which I finally managed to find enough missions to trigger. Elysium of Light is heavily defended by Titans and Colossi, and the patrol engages them endlessly.I tried using the Cheat mod to destroy the heavier Argon ships - this causes the patrol leader to simply freeze in place when not being attacked.
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
hello everyone im just returning to the X3 franchise after a very long time away, i found this awesome mod that adds tonnes of cool stuff plus my old favs from the old and much loved cadius shippack,
however if ran into a slight oddity many of the pioneer faction ships weapons display differs from the encyclopedia article and the ships themselves in game, an example of this the Oort TP+ all weapons are missiles in game while flying, yet i go and check the encyclopaedia entry and it displays the compatible lasers ect, im currenty re installing the game as i think it was possible i borked something while installing the mod, on my old install
however if ran into a slight oddity many of the pioneer faction ships weapons display differs from the encyclopedia article and the ships themselves in game, an example of this the Oort TP+ all weapons are missiles in game while flying, yet i go and check the encyclopaedia entry and it displays the compatible lasers ect, im currenty re installing the game as i think it was possible i borked something while installing the mod, on my old install
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
i think i might of hit the character limit on the last post so i couldn't add all, the only mods i had running was of course the un official patch and a Spacelab HQ mod that makes it look terranVarcona wrote: ↑Tue, 14. Jan 25, 15:52 hello everyone im just returning to the X3 franchise after a very long time away, i found this awesome mod that adds tonnes of cool stuff plus my old favs from the old and much loved cadius shippack,
however if ran into a slight oddity many of the pioneer faction ships weapons display differs from the encyclopedia article and the ships themselves in game, an example of this the Oort TP+ all weapons are missiles in game while flying, yet i go and check the encyclopaedia entry and it displays the compatible lasers ect, im currenty re installing the game as i think it was possible i borked something while installing the mod, on my old install
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
How does the 'diplomatic immunity' task work? I have an agent at an Argon station with 'diplomatic immunity = gained' but I still lost recognition when boarding an Argon ship.