[MOD] Guilds - BETA v0.84 - 2026/01/24
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Cycrow
- Moderator (Script&Mod)

- Posts: 22472
- Joined: Sun, 14. Nov 04, 23:26

Re: [MOD] Guilds - BETA v0.84 - 2026/01/24
it means it wont work until the Unofficial patch has been updated, its currently at 1.3.19
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PromX
- Posts: 126
- Joined: Thu, 21. Feb 08, 23:39

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Betelgeuse97
- Posts: 343
- Joined: Sat, 20. Aug 11, 17:27

Re: [MOD] Guilds - BETA v0.84 - 2026/01/24
He's referring to the unofficial patch. viewtopic.php?t=448962&start=440
Unofficial patch is a requirement before installing Guilds.
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Valithor
- Posts: 1
- Joined: Sat, 31. Jan 26, 16:12
Re: [MOD] Guilds - BETA v0.84 - 2026/01/24
I have to say that I admirał your work on the mod. Each update makes it more and more inpressive, to the point where I decided to stop lurking and share a praise of your work.
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guppy_face
- Posts: 4
- Joined: Mon, 2. Feb 26, 10:20

Re: [MOD] Guilds - BETA v0.84 - 2026/01/24
Hi!
Sharing the sentiment of many here, I'm using the mods and love 'em.
Some notes though:
== Bugs ==
I like the new "logistics network" feature, but its bugged out and I've got 4 ships stuck at a station that I can't command as they're "managed" (got a "M" in the status bar). Any ideas on how to get them going again?
Also, Ka'aak and Xenon are E V E R Y W H E R E, despite having the migration option switched off. Sometimes toggling this feature on and off erases 90% of the Xenon traffic cruising in peacefully together with the rest of the space traffic. They'll be back in a minute or so again but... idk
Guild ships do not attack Xenon ships, even if the Xenon ships are wrecking them. Alas poor Celestial Navigator's guild HQ and flagship, died to a Xenon Dreadnought without firing a single shot in retaliation. Goner Harmony of Perputuity has 3 Ka'aak Destroyers there that have erased all life there. No, I'm not doing a taxi mission to Rimes fac that just appeared and is already at 50%, and the passenger will thank me for not "rehabilitating" them when I cancel the trip.
Yaki's Ryu TL will collide and destroy itself when it tries to undock from the Spacelab when OOS.
Yaki Ryu also cannot reliably perform the "move to position" command, and may drift 100km away from the desired position. The Yaki M7D may do the same when commanded to do the "Drone repair command".
Cannot recruit from my own Rehabilition facility. The trade window doesn't have any option of purchase Marines. Not sure if bug or a design feature.
== Interesting Behaviour (related to Merchant's Guild start?) ==
Yaki are very very organized:
https://i.imgur.com/568SsNE.png
and are actually very good at sweeping for satillites. Nice. Same with Pirates. Yaki actually pose a threat to solo TS ships too.
Smuggler's Guild is incomplete or bugged?
Guild trades are nice -- especially when I get to buy 100,000 diamonds at the lowest price and sell them at the highest price at the same station.
Guild missions are a bit of mixed bag of difficulty. First mission wanted me to trade 5000 microchips at 5 stations, which is probably more microchips than the entire galaxy has at the start and more capital than most end-game players have. I gambled that if I accepted this mission and aborted that there would be another one, which I was relieved to discover that was the case.
Merchant network guild equipment doesn't seem to do anything for me as a player. Is it a benefit for Universe traders?
EDIT: Bounty Hunter guild start in the middle of Zyrath's Dominion has Xenon popping out next to the Spacelab within 2 minutes. It's... very spicy. Even with the Rapid Response Split forces, having the Xenon Sector immediately south of the base, with no jump beacon nearby means leaving the Spacelab unguarded isn't an option, as the starting ship won't get back fast enough.
== Wishes ==
Hire-able high rank traders?
EDIT: latest patch (1.3.20) affected the Color by Race mod. Sector coloring works, ship name coloring works, but the ship map icons (triangles for M3/M4/M5, pills for TS/TP/TM, etc etc) coloring doesn't show. Any ideas on how to fix it? Being able to see the mixture of Split/Boron ships in a sector at a glance is something I can't live without anymore.
Is this the right place to post this kind of stuff? Anyone point me in the right direction?
Sharing the sentiment of many here, I'm using the mods and love 'em.
Some notes though:
== Bugs ==
I like the new "logistics network" feature, but its bugged out and I've got 4 ships stuck at a station that I can't command as they're "managed" (got a "M" in the status bar). Any ideas on how to get them going again?
Also, Ka'aak and Xenon are E V E R Y W H E R E, despite having the migration option switched off. Sometimes toggling this feature on and off erases 90% of the Xenon traffic cruising in peacefully together with the rest of the space traffic. They'll be back in a minute or so again but... idk
Guild ships do not attack Xenon ships, even if the Xenon ships are wrecking them. Alas poor Celestial Navigator's guild HQ and flagship, died to a Xenon Dreadnought without firing a single shot in retaliation. Goner Harmony of Perputuity has 3 Ka'aak Destroyers there that have erased all life there. No, I'm not doing a taxi mission to Rimes fac that just appeared and is already at 50%, and the passenger will thank me for not "rehabilitating" them when I cancel the trip.
Yaki's Ryu TL will collide and destroy itself when it tries to undock from the Spacelab when OOS.
Yaki Ryu also cannot reliably perform the "move to position" command, and may drift 100km away from the desired position. The Yaki M7D may do the same when commanded to do the "Drone repair command".
Cannot recruit from my own Rehabilition facility. The trade window doesn't have any option of purchase Marines. Not sure if bug or a design feature.
== Interesting Behaviour (related to Merchant's Guild start?) ==
Yaki are very very organized:
https://i.imgur.com/568SsNE.png
and are actually very good at sweeping for satillites. Nice. Same with Pirates. Yaki actually pose a threat to solo TS ships too.
Smuggler's Guild is incomplete or bugged?
Guild trades are nice -- especially when I get to buy 100,000 diamonds at the lowest price and sell them at the highest price at the same station.
Guild missions are a bit of mixed bag of difficulty. First mission wanted me to trade 5000 microchips at 5 stations, which is probably more microchips than the entire galaxy has at the start and more capital than most end-game players have. I gambled that if I accepted this mission and aborted that there would be another one, which I was relieved to discover that was the case.
Merchant network guild equipment doesn't seem to do anything for me as a player. Is it a benefit for Universe traders?
EDIT: Bounty Hunter guild start in the middle of Zyrath's Dominion has Xenon popping out next to the Spacelab within 2 minutes. It's... very spicy. Even with the Rapid Response Split forces, having the Xenon Sector immediately south of the base, with no jump beacon nearby means leaving the Spacelab unguarded isn't an option, as the starting ship won't get back fast enough.
== Wishes ==
Hire-able high rank traders?
EDIT: latest patch (1.3.20) affected the Color by Race mod. Sector coloring works, ship name coloring works, but the ship map icons (triangles for M3/M4/M5, pills for TS/TP/TM, etc etc) coloring doesn't show. Any ideas on how to fix it? Being able to see the mixture of Split/Boron ships in a sector at a glance is something I can't live without anymore.
Is this the right place to post this kind of stuff? Anyone point me in the right direction?
Last edited by N8M4R3 on Mon, 2. Feb 26, 22:36, edited 1 time in total.
Reason: Images posted should not exceed 640 x 480 (forum rules). Oversized image linked.
Reason: Images posted should not exceed 640 x 480 (forum rules). Oversized image linked.
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Cycrow
- Moderator (Script&Mod)

- Posts: 22472
- Joined: Sun, 14. Nov 04, 23:26

Re: [MOD] Guilds - BETA v0.84 - 2026/01/24
For the Logistics network, its possible they were unable to complete thier jobs and it got canceled without clearing the ship. So it show the ships currently on a job? If you can send me a save game i can take a look.
Some of the Xenon are part of Base FL which are spawned based on your fight and trade ranks. I may add this as optional in the settings menu.
The Kha'ak could be based on Operation Final Fury, which increases Kha'ak presence until you complete the plot.
The Guild ships i know about, they are currently set to Friendly Race, meaning they are friends to everyone including Xenon. Im looking at ways to change this, but it need more work on the unofficial patch before i can add more races.
The Smugglers Guild has not yet be implemented, it will be added eventually.
For the Merchants Guild network, this works with certain commands, like the Trade Search command, where it can use the network based on your level with the guild. The Guild creates a number of satallites in sectors, which you can use as if they are your own (but only with certain trade commands)
Some of the Xenon are part of Base FL which are spawned based on your fight and trade ranks. I may add this as optional in the settings menu.
The Kha'ak could be based on Operation Final Fury, which increases Kha'ak presence until you complete the plot.
The Guild ships i know about, they are currently set to Friendly Race, meaning they are friends to everyone including Xenon. Im looking at ways to change this, but it need more work on the unofficial patch before i can add more races.
The Smugglers Guild has not yet be implemented, it will be added eventually.
For the Merchants Guild network, this works with certain commands, like the Trade Search command, where it can use the network based on your level with the guild. The Guild creates a number of satallites in sectors, which you can use as if they are your own (but only with certain trade commands)
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FriendlyFirePhoenix
- Posts: 96
- Joined: Tue, 14. Feb 17, 10:06

Re: [MOD] Guilds - BETA v0.84 - 2026/01/24
Hi guppy_face, I'm the Colour By Race author. I couldn't replicate the problem with a quick check on a new game. I'd be pretty surprised if my mod was affecting ship icons as they aren't a part of the ship's name.guppy_face wrote: ↑Mon, 2. Feb 26, 10:57 EDIT: latest patch (1.3.20) affected the Color by Race mod. Sector coloring works, ship name coloring works, but the ship map icons (triangles for M3/M4/M5, pills for TS/TP/TM, etc etc) coloring doesn't show. Any ideas on how to fix it? Being able to see the mixture of Split/Boron ships in a sector at a glance is something I can't live without anymore.
Can you please provide more detail and possibly a screenshot? How are you running 1.3.20? - I'm assuming you built it from Git repo but want to confirm. Also try deactivating Colour By Race and reactivating it again and let me know if that fixes it.
Note I'm already aware of a few incompatibilities with Guilds and am working on a patch to address them. They mostly work fine together except for the following foibles:
- New entities not yet coloured:
- Guilds bounty ships use unique race logic so aren't detected properly for colouring yet.
- A few new ships/stations with odd names
- New races Privateer and Pioneer
- A mere annoyance but Guilds sector colouring overwrites CBR sector colouring when any option is changed in Guilds menu.
I made a couple of X3 mods | Colour By Race | True Relations
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guppy_face
- Posts: 4
- Joined: Mon, 2. Feb 26, 10:20

Re: [MOD] Guilds - BETA v0.84 - 2026/01/24
I managed to fix the situation by setting a maximum value at the target factory. By default, no maximum is specified and as a result, there's a queue of 20 ships full of alloys trying to offload it to a factory with a storage capacity for maybe 1 ship.
EDIT: Screenshots of no maximum specified causing the supply ships to stack up
Is there an option to distribute intermediate resources from a factory complex into a logistics network?
Ah, I checked my patch version and it is on 1.3.19 and Guilds 0.84. I do have Xenon and Kha'ak weapons on the black market though after I did an update, but the numbers don't lie.FriendlyFirePhoenix wrote: ↑Sat, 7. Feb 26, 19:36 Hi guppy_face, I'm the Colour By Race author. I couldn't replicate the problem with a quick check on a new game. I'd be pretty surprised if my mod was affecting ship icons as they aren't a part of the ship's name.
Can you please provide more detail and possibly a screenshot? How are you running 1.3.20? - I'm assuming you built it from Git repo but want to confirm. Also try deactivating Colour By Race and reactivating it again and let me know if that fixes it.
Ship colors in the map legend works, but the actual icons aren't colored: https://imgur.com/a/pKcJvHF
In this image, you can see a semi-opaque square box around one of the stack of Strong Arms M3 ships: https://imgur.com/pjiSPKB
I can toggle sector coloring between the default Guilds option and CBR option in the Artificial Life menu. Takes a minute and works as desired.
Does that explain the issue better?
Last edited by guppy_face on Wed, 11. Feb 26, 09:25, edited 1 time in total.
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FriendlyFirePhoenix
- Posts: 96
- Joined: Tue, 14. Feb 17, 10:06

Re: [MOD] Guilds - BETA v0.84 - 2026/01/24
Thanks, yes that does explain. Those icons have never been coloured. You can see them uncoloured on the header screenshot on the main Colour by Race thread. I don't think it's possible to dynamically colour those icons and if it was I suspect it would make the ship list less readable, not more.guppy_face wrote: ↑Tue, 10. Feb 26, 15:24 Ah, I checked my patch version and it is on 1.3.19 and Guilds 0.84. I do have Xenon and Kha'ak weapons on the black market though after I did an update, but the numbers don't lie.
Ship colors in the map legend works, but the actual icons aren't colored: https://imgur.com/a/pKcJvHF
In this image, you can see a semi-opaque square box around one of the stack of Strong Arms M3 ships: https://imgur.com/pjiSPKB
I can toggle sector coloring between the default Guilds option and CBR option in the Artificial Life menu. Takes a minute and works as desired.
Does that explain the issue better?
I'm not sure what's causing the semi-opaque square box but I'm 99% sure it's unrelated to Colour by Race.
I made a couple of X3 mods | Colour By Race | True Relations
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guppy_face
- Posts: 4
- Joined: Mon, 2. Feb 26, 10:20

Re: [MOD] Guilds - BETA v0.84 - 2026/01/24
Sorry for the misunderstanding. Appreciate you getting back to me quickly.FriendlyFirePhoenix wrote: ↑Wed, 11. Feb 26, 04:18 Thanks, yes that does explain. Those icons have never been coloured. You can see them uncoloured on the header screenshot on the main Colour by Race thread. I don't think it's possible to dynamically colour those icons and if it was I suspect it would make the ship list less readable, not more.
I'm not sure what's causing the semi-opaque square box but I'm 99% sure it's unrelated to Colour by Race.
