[MOD] Guilds - BETA v0.87 - 2026/03/09
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Cycrow
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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
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Betelgeuse97
- Posts: 356
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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: 3
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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: 22483
- 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: 100
- 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: 100
- 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.
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Cycrow
- Moderator (Script&Mod)

- Posts: 22483
- Joined: Sun, 14. Nov 04, 23:26

Re: [MOD] Guilds - BETA v0.85 - 2026/02/21
New Update: 0.85
- Fixed Celestial Navigators Recruitment mission
- Fixed Lost Colony gates in Pure Sandbox starts
- Fixed missing terran stations in sandbox starts
- Fixed Lost Colony Elyisum of Light mission
- Improved selection of destination sector for Military Patrols
- Added Beryll Incursion - Stage 4 - Wormholes
- Added Static spacial disturbances
- Added Dynamic Wormholes
- Added option to disable Xenon/Kha'ak Invasions
- Moved Custom Characters to seperate addon
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Valithor
- Posts: 3
- Joined: Sat, 31. Jan 26, 16:12
Re: [MOD] Guilds - BETA v0.85 - 2026/02/21
Hi,
It appears sectors are no longer coloured in game after the update. Does anyone else have this problem too?
It appears sectors are no longer coloured in game after the update. Does anyone else have this problem too?
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Cycrow
- Moderator (Script&Mod)

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

Re: [MOD] Guilds - BETA v0.85 - 2026/02/21
You could try the options and make sure they are set correctly ?
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Valithor
- Posts: 3
- Joined: Sat, 31. Jan 26, 16:12
Re: [MOD] Guilds - BETA v0.85 - 2026/02/21
I got it to work, it appears that I had additional 07.dat file which guilds was installed behind, which created the issue.
Deleting it and fixing order of the files made it work again.
Deleting it and fixing order of the files made it work again.
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Ektufall
- Posts: 37
- Joined: Sat, 19. Oct 24, 23:20
Re: [MOD] Guilds - BETA v0.85 - 2026/02/21
Hi!
Stil enyoing the Guilds.
Wanted to share the same concern on player owned Rehabilition facility - Mercanaries do not behave the same way as marines do and even if you can train them , you can not use them ar load in your ship via Transfer Freight as usual. So at the moment it is a waste of time to buy or aquire via other means from Pirates.
Few thins I noticed in Guilds regarding ships :
Goner Aran - Have no compatible lasers or missiles - yet there are Turret Control for 3 turrets. Is it oversight from orginal game ?
Paranid M2+ Hector - Has 24 hangar slot info(Can dock M5 , M4, M3, M6) as show in description, yet only 1 external is shown at section where we see free docking slots and if external is ocupied - can not dock with Hector's hangar.
Small Kha'ak ships have resuply option to missiles they are not compabtible with : Scout , Scout Vanguard, Interceptor can resuply for Thorn , but can not use them.
Edit: Forgot one more thing. Is there a reason why in Getsu Fune bounty is payed for kiling Xenon from Teladi not Argons as owner of the sector?
Stil enyoing the Guilds.
Wanted to share the same concern on player owned Rehabilition facility - Mercanaries do not behave the same way as marines do and even if you can train them , you can not use them ar load in your ship via Transfer Freight as usual. So at the moment it is a waste of time to buy or aquire via other means from Pirates.
Few thins I noticed in Guilds regarding ships :
Goner Aran - Have no compatible lasers or missiles - yet there are Turret Control for 3 turrets. Is it oversight from orginal game ?
Paranid M2+ Hector - Has 24 hangar slot info(Can dock M5 , M4, M3, M6) as show in description, yet only 1 external is shown at section where we see free docking slots and if external is ocupied - can not dock with Hector's hangar.
Small Kha'ak ships have resuply option to missiles they are not compabtible with : Scout , Scout Vanguard, Interceptor can resuply for Thorn , but can not use them.
Edit: Forgot one more thing. Is there a reason why in Getsu Fune bounty is payed for kiling Xenon from Teladi not Argons as owner of the sector?
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Cycrow
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- Joined: Sun, 14. Nov 04, 23:26

Re: [MOD] Guilds - BETA v0.85 - 2026/02/21
The Rehabilitation facility should be fixed when the next Unofficial patch is released.
some more fixes should be in 0.86
some more fixes should be in 0.86
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Cycrow
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Re: [MOD] Guilds - BETA v0.86 - 2026/03/07
New Update: 0.86
- Fixed Lost Colonies - Stage 3 mission breifing reset
- Fixed Dock Tender if max is set higher than station max
- Fixed bounties not clearing on captured ships
- Fixed captured bounty ships trying to dock at stations
- Fixed Guild trades having both buy/sell on the same board
- Fixed description for Duke's Chariot
- Fixed voice for Damaged Component
- Fixed docking on Hector
- Fixed sector colouring overriding other scripts (Colour by Race)
- Adjusted ware price and availability on Merceneries Guild Board
- Removed Guild sectors from Xenon Incursions
- Removed unused turrets from Aran
- Added Pure Sandbox start - Beryll Codebreaker
- Added Shield Booster
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Ektufall
- Posts: 37
- Joined: Sat, 19. Oct 24, 23:20
Re: [MOD] Guilds - BETA v0.86 - 2026/03/07
Is Elenas Fortune alpha suposed to contain 1 of each available station on 0.86 ?
Was quite suprised when game crashed on me with :
https://imgur.com/KnnM9FX
Looks for me that's some leftover from tests.
https://imgur.com/a/n0XrPJv
P.S. Does I can get Assasing guild radiant missions to be available ?
Forced cue on save before and was able to complete sector plot , but after latest fixes in 0.84 I can only dock and see guild master.
No radiant missions 24h+ after applying
Was quite suprised when game crashed on me with :
https://imgur.com/KnnM9FX
Looks for me that's some leftover from tests.
https://imgur.com/a/n0XrPJv
P.S. Does I can get Assasing guild radiant missions to be available ?
Forced cue on save before and was able to complete sector plot , but after latest fixes in 0.84 I can only dock and see guild master.
No radiant missions 24h+ after applying
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Cycrow
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- Joined: Sun, 14. Nov 04, 23:26

Re: [MOD] Guilds - BETA v0.86 - 2026/03/07
Its loading the WareTemplate as a map. I've uploaded a new version to remove it
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Ektufall
- Posts: 37
- Joined: Sat, 19. Oct 24, 23:20
Re: [MOD] Guilds - BETA v0.86 - 2026/03/07
Installed the 0.861 , but save was already made - so still sector is flooded with stations.
Should I destroy everyting in this sector or any other if there is more and wait for respawn for it to come back normal?
