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

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

Post by alexalsp »

Mod in English.
There is a translation and voiceover in Russian, on the fanforum.
Is there a translation and voiceover in German, I do not know.

Or did you mean something else ?
Kondor91
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Kondor91 »

So...is it really necessary to play the TC/AP plots in order to do the Beryll plot? It's kinda long :doh:
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Cycrow »

for the Beryll plot, you need to do the Main TC plot, to gain access to Earth. But you dont have to do all the other plots.

You can start the plot straight away though, when you need to get to earth, the plot will direct you to the TC plot
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Kondor91 »

Ah, it makes sense. Thanks a lot!
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by Cycrow »

New Update: 0.80
  • Fixed auto jump with Jumpdrive energy generator.
  • Fixed Assassination missions for Goner
  • Fixed Passenger transport without destinations
  • Fixed Passenger transport selecting Xenon sectors/stations
  • Fixed adding wares to guild HQ when being recruited
  • Improved passenger transport payments
  • Added Sector Claiming
  • Adjusted distance for Boarding Teleport (to use the ships size)
  • Added Beryll Incursion Plot - Phase 3 (Splinter Cell)
  • Added Industritech Plot - Phase 1 (The Gate Crystal)
  • Added Reunion Plot (Goner Patrol)
Reunion plot requires a new game. May not be save game compatible with future plot missions (For Testing Only)
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by Cycrow »

For anyone interested, the development of the mod is now available on GitHub

https://github.com/Cycrowuk/X3Guilds
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by rudi_pioneer »

Yay updates!

1. Do any of the starts have TC and AP plots completed, but where I can still do guilds plot?

2. There’s Linux download of guilds, however how do you do no steam with Linux version?
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by Cycrow »

There are no starts yet with all the plots completed.

The Aldrin start does have the main TC plot done, and the AP starts do have the TC and Aldrin plots complete
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Sorkvild
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by Sorkvild »

Does the Guilds mod also include all the storylines from the TC/AP Plots for FL : v1.03?
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by Cycrow »

It does.

It also includes the double agent plot that allows you to do both sides of the AP plots in the same game as well as the Reunion plot (still wip)
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by FriendlyFirePhoenix »

Cycrow wrote: Sat, 10. May 25, 20:18 For anyone interested, the development of the mod is now available on GitHub
I'm interested!

I cloned the repo and noticed things are a bit different compared to latest 0.80 Guilds. I got in-game message "Objective 1" and "class = -1" which seem to be debugging lines left in `/director/0.22 Build Stations.xml` which seems to be part of the unofficial patch, not Guilds. Is this an aberration or does the repo need a bit more time in the oven?
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by Cycrow »

The repo is basically my develoment directory, but not all files were added into the main Guilds build.
I will be adjusting over time so it should eventually match.

I need to check though the files to see which ones I actually still need
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by vidar.mk »

Cycrow, while you are about to restore whole prev. X-games plots' line-up, it would be a smart act to bring Goner's equipment dock back to the Elisium of Light instead one of two useless temples.
And as I wrote something in this topic, m.b. you'll bring back from "Reunion" two more missions as well - "Xenon chasing me" and "Assassination"? That M5-starting-from-station-and-heading-to-flagship exact scenario.
P.S. No "Weed for princess" plot, please.
P.P.S. And no "Dig up the Hiperion" too.
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FriendlyFirePhoenix
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by FriendlyFirePhoenix »

Cycrow wrote: Wed, 14. May 25, 13:45 The repo is basically my develoment directory, but not all files were added into the main Guilds build.
I will be adjusting over time...
All good, it's still quite useful in its current form. I've just made a pull request with some English spelling and grammar corrections.

Any intention of making a repo for the unofficial patch also? I can see corrections to be made there too.
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by Cycrow »

I will eventually create one yeah.
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by Cycrow »

FriendlyFirePhoenix wrote: Thu, 15. May 25, 14:33 Any intention of making a repo for the unofficial patch also? I can see corrections to be made there too.
I've create a repo for the Unofficial Patch, GitHub

I've also added the build scripts to generate the cat and spk files for both Guilds and Unofficial Patch
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by Scoob »

I'm running the older, V0.73 version of Guilds. Can I just updated to V0.80 or will that impact a game in progress? I did the Humble Merchant start if that makes any difference, I've not done any plot stuff or anything.
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by Cycrow »

yeah Guilds is save game compatible from version 0.50 onwards
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by Scoob »

Cycrow wrote: Sun, 18. May 25, 17:42 yeah Guilds is save game compatible from version 0.50 onwards
Thanks for confirming, downloading 0.80 now...

... Installed, needed the latest unofficial patch too, but it's all done. Ran out of time to test!
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by Scoob »

Hi.

I updated and all is working fine, I do have a question though, not sure if it's a Guilds thing or a FL thing...

I set up my first Trading Station. At these I recall (Albion Prelude) quickly setting Storage levels for a given ware. I.e. To save hunting down HEPTs myself for outfitting, I'd tell the Station to Buy up to 20 (for example) and assign a ship to that role. That would ensure that the station always had some HEPTs in storage for my own outfitting. After I added multiple wares like that, I'd generally enable the Station Manger to control any assigned ships.

Things seem a little different in FL with Guilds. I can set a Ware as a "Resource" to allow it to be bought, but I can't see where to adjust the storage limits. For example, I transferred 7 HEPTs I had on a ship to the station, now it shows 7/24 Stored, how can I adjust the Storage level?

Signing off for the night now, perhaps it'll be obvious next time I play lol.

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