[MOD] Guilds - BETA v0.82 - 2025/07/05

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nisidominusfrustra
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by nisidominusfrustra »

Complete reinstall of all games, mods and C++ seems to have cured it.
I reject the cynical view that politics is a dirty business.

Richard M. Nixon
Tharrg
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Tharrg »

We have two similar mods. Guilds and TC/AP plots for FL.

Guilds seems to make the game a lot easier, for example.
1. New guilds and privateer faction gives more options.
2. Extra sectors.
3. HQ plot only needs the first part of the HUB plot done.
4. Astroid scanning seems easier.
- ...

When do these two mods happen? There seem to be inconsistencies. Timeline as I see it.

1. Reunion - earth not found. (Tc/AP_plots FL starts)
2. Eath is found. start of TC. (Guilds FL starts, TC starts both mods)
3. X3C main plot.
4. Adrin sectors found. (Aldrin adventuress starts)
5. Torus attack.
6. Argon Terran war. (AP starts)
7. Gate shutdown.
8. Gate reactivation - vanilla FL.

For example, starts that have the X3TC main plot available must happen before the torus attack and the Argon Terran war.

As I see it.

TC/AP plots + FL start:
No terrans and X3TC main plot is not available yet. This must be happening during X3 Reunion.
So the FL starts are much earlier and you are making the first link to earth not reconnecting.
I guess there was a second secret link when they found Earth in Reunion! No one knows because it was secret spy stuff.
We should be using the Guilds Dynamic relationships from the TC starts. No one knows about Terrans pre Spy mission.

Guilds + FL&TC starts.
Terrans but X3TC main plot not done, this must start at the same time as X3TC.

I think the FL game works in these scenarios, expect a lot of the in-game lore does not make sense.

Just trying to understand.
Last edited by Tharrg on Tue, 25. Feb 25, 09:01, edited 1 time in total.
Tharrg
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Tharrg »

Ok, possibly a dumb question. <snip>

Ok sorry. Currpted build. Uninstalling and installing Farnahm's legacy did not work, but uninstalling X3FL, X3AP and X3TC and deleting the game folder. Then installing the three of them in the other order worked! Do I have to do this every time I switch from Guilds to TCAC_plots?
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alexalsp
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by alexalsp »

You don't need to switch, as Guilds already includes this mod.
:arrow: Installing
:!: To installing, make sure you have the latest version of the Plugin Manager (At least 1.87)
:!: Requires: Unofficial Patch (At least 1.3.13)
:!: Uninstall existing packages: Old Plots, Diplomacy Extension, Cargo Tractor Beam, Automatic Ship Renamer, Casino Games, Deployable Orbital Weapons Platforms, Improved Boarding X3FL, Loadout Manager, Resource Overview, Salvage Claim Software, Shopping List, Trading System Extension MK2
The mod contains updated versions of these, installing the individual versions could affect their functionality. There are other mods that are also included and not needed, but wont actually interfere
Tharrg
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Tharrg »

alexalsp wrote: Tue, 25. Feb 25, 21:33 You don't need to switch, as Guilds already includes this mod.
:arrow: Installing
:!: To installing, make sure you have the latest version of the Plugin Manager (At least 1.87)
:!: Requires: Unofficial Patch (At least 1.3.13)
:!: Uninstall existing packages: Old Plots, Diplomacy Extension, Cargo Tractor Beam, Automatic Ship Renamer, Casino Games, Deployable Orbital Weapons Platforms, Improved Boarding X3FL, Loadout Manager, Resource Overview, Salvage Claim Software, Shopping List, Trading System Extension MK2
The mod contains updated versions of these, installing the individual versions could affect their functionality. There are other mods that are also included and not needed, but wont actually interfere
I suspect the problems happen going in the other direction. Uninstalling Guilds and installing Plots. This problem is sometimes retained when switching back to Guilds. Uninstalling FL and reinstalling FL does not seem to fix the problems. I guess there is some file somewhere that does not get flushed.

So far problems after switching Guilds to Plots (seen in Plots, not deterministic).
1) The north gate in Gunne's crusade does not work. (Terran spy start)
2) Aldrein adventuress start can not jump out of Aldrin.
3) NPC voices not working.

Might have switched back and forth a few times for (1) and (2). (3) happened first switch after a new install.

Can be fixed by a full reinstall of TC, AP and FL. (Using plugin manager 1.90)

Edit: To avoid this sort of stuff happening, use the Egosoft provided non-steam executable to create copies of games for each set of mods.
Last edited by Tharrg on Tue, 4. Mar 25, 12:49, edited 3 times in total.
Tharrg
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Tharrg »

Custom start:
* Univers state: Farnham Legacy.
* Teran Spy Plot: Yes.
* Headquarters plot: Farnham Legacy. Findable.
* Xenon Hub Plot: Farnham Legacy.

When I have these settings the gate in Hetiric's end is active and the Terran sectors are all present. This is despite the 'Univese state' description
The Terran sectors will be disconnected and requires doing the Terran Spy Plot to reconnect them. As such, and Terran plots, like the main Terran Conflict one is not available until the sectors are unlocked. All Terran Conflict and Albion Prelude plots will be available.
Note if you set "know sectors: all" then the Terran sectors won't appear on your map, however, if you travel to Heretic's end the north gate will be active and all the Terran sectors will be there anyway. Suggest start in Circle of Labour to reproduce quickly. starting in Heritic's end does something wierd.


I did a custom start with similar settings in the Old_Plots mod. Now the Terran sectors are corectly not there and there is no active north gate in Heritic's end.


Personally, I quite like the Terrans not being there, as it gives some meaning to doing the FL plots.

Edit: The Farnham Legacy expanded and challenging starts I checked all had terrans sectors reachable from the start. I initially thought that was a feature, but maybe it is a bug.
Last edited by Tharrg on Thu, 27. Feb 25, 17:17, edited 1 time in total.
Tharrg
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Tharrg »

I start a custom game in the same sector as an HSAP.

No mission is created to activate the HSAP.

It is impossible to target the HSAP despite it appearing in the list of sector objects in the gates section.
I also find it impossible to see the HSAP or the points to place the beacons.

Apart from randomly dropping beacons all over the place hoping to get lucky, I am unsure how to proceed?

The solution is not to start in a sector with a potential HSAP, it is ok to put the headquarters in one.
POWERFULL
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by POWERFULL »

Hello.

I would like to clarify whether it is necessary to do this operation after installing the guild mod? In the description of the installation of Guilds this is not (but it is in TC / AP Plots which is a large part of the guilds)
Optional Install: You can copy the movie files from TC and AP to get the intros with their game starts and bridge missions.
You can find a batch file to copy these, installed in: addon/PluginManager/Extras/plot_videos.bat.
Or if you prefer you can copy them manually

mov/00810.dat to addon2/mov/00890.dat
addon/mov/00810.dat to addon2/mov/00891.dat
and if I did this after installing the guilds, I did not spoil anything?

Thanks!
Cycrow
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Cycrow »

Those are are the TC and AP intros, which get played when you start a game or transition to the next phase. If they are not included it will simply skip past and continue as normal.

The main reason is that they are biggish files and are copyrighted, so i dont include them in the package

They can be installed at any time, they will work fine in existing save games
POWERFULL
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by POWERFULL »

Hello!
I found a bug,
Start FL race Yaki.
after the end of the plot "Spy from the Earth" signed up for the Argon army and completed a couple of patrols against the Xenon,
then flew to Omicron Lyra to take the mission "Operation Last Fury",
having flown into "Omicron Lyra" from the side of the "edge of heretics" at a military outpost took a task from the "Argon troops" to patrol against the Kha'ak race,
flew after the flight leader, after some time the flight leader simply stopped at the transorbital accelerator and the mission hung (no Kha'ak ships were encountered)
Only the Russian localization from alexalsp is installed on top of the guild mod.

it was this mission
Spoiler
Show
Image
please check this bug

Updated:
reloading the save before taking the buggy mission are fixed the bugs. now the mission is given for a single patrol by a player without a Zeta squad leader and immediately the Kha'ak ships started appearing. the buggy squad leader didn't appear and I'm patrolling alone
Tharrg
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Tharrg »

Achievements https://guilds.xpluginmanager.co.uk/ind ... ievements/
The Hunters New Home Aid the Bounty Hunters Guilds find a New Home Plot Complete the First Bounty Hunters Guild Progression plot
Silly question, but does not X3FL insist on no achievements in modded game and is not Guilds a mod?
Cycrow
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Cycrow »

FL allows for local achievements while modding, this system is also moddable in FL.

The achievements will unlock in you save games, they just won't trigger in Steam
Tharrg
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Tharrg »

When I succesfully completed the first probationary bounty hunter mission, I got a "mission aborted" message when a "mission successful" message might have been more appropriate.
Miratire
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Miratire »

I love the mod, amazing work, looking forward to future updates.

However, I have a question - why is Hull Polarising Device available for sale? What is the point of installing it?
Thank you.
Tharrg
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Tharrg »

Miratire wrote: Sun, 9. Mar 25, 06:05 I love the mod, amazing work, looking forward to future updates.

However, I have a question - why is Hull Polarising Device available for sale? What is the point of installing it?
Thank you.
It protects ships from being boarded by you. Only non-player factions will get much use out of it.

I guess you could install it on your ship so you can role-play being safe from boarding, but it would have no in-game effect; except maybe for some edge case of which I am unaware.
Betelgeuse97
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Betelgeuse97 »

Tharrg wrote: Sun, 9. Mar 25, 11:52
Miratire wrote: Sun, 9. Mar 25, 06:05 I love the mod, amazing work, looking forward to future updates.

However, I have a question - why is Hull Polarising Device available for sale? What is the point of installing it?
Thank you.
It protects ships from being boarded by you. Only non-player factions will get much use out of it.

I guess you could install it on your ship so you can role-play being safe from boarding, but it would have no in-game effect; except maybe for some edge case of which I am unaware.
Dukes is the only faction that can intentionally board the players' ships, so there is a (situational) use for hull polarising device on player ships. RRF M7Ms can do so as well if they have boarding pods, but the player usually has to allow that to happen.
Miratire
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Miratire »

Thanks everyone!

I seem to have ran into another problem - I joined the Celestial Navigators Guild after completing the recruitment quest, I now have passengers displayed on the Guild Board, but neither the guild headquarters nor the shipyard have any cabins for sale.
Am I missing something or did I encounter a bug?

EDIT:
My current playthrough I'm playing a TC start.
Starting the game as a Celestial Navigator Guild start, cabins are sold as normal.

EDIT V2:
Apparently it was because I was not high enough rank in the guild. The guild HQ spawns light bulb icon missions, and after two of them I got promoted and can now buy the cabins.
Miratire
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Miratire »

Hello, I've found a bug I believe.
The new pirate m6+ ship, Orinoco, blows up when you try to leave the pirate shipyard in Farnham's Legend alpha. It seems to be too big for the port window.
olsch
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by olsch »

Thank you for this great mod.

I recently started a new game to test the navigators guild and gathered some questions.
(FL v1.3.18, Guild 0.74, Navigators Guild start)

- do the rewards for the guild jobs scale with the guild rank? Because even at medium trade ranks, normal TP-Missions can yield much higher rewards for less effort.
- I found a Boron, who wanted to be transported to a xenon station.
Image
https://ibb.co/chbbYbCP
- In one instance all the details of a job where different in the detailed view compared to the list view, except for the passenger name
Image
https://ibb.co/mrcVkkj0
Image
https://ibb.co/rKh3sf2b
- One tourist wanted to see „unknown sector“. Since there are several, how do I know where to go?
Project785
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Project785 »

Hey Folks, is there a Translation planned?
Was hyped to play this but can´t really enjoy it on English since all the Nostalgic feelings are disrupted if stuff has different Names and people have different Voices.
Hoped i can work on that myself and Maybe just add the new Parts on English in the game with changing the Name Code like I did it with many other mods, but since you don't create new Files but instead changed Vanilla ones that is also not an option.
Hope there will be a way but first thanks for the great Work.

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