changing the prices is not currently working, this will be fixed in the next unofficial patch.
the variable pricing only applies to the planetary items, not the normal wares
[MOD] Guilds - BETA v0.88 - 2026/04/03
Moderators: Scripting / Modding Moderators, Moderators for English X Forum, Moderators for the X3:FL Forums
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Cycrow
- Moderator (Script&Mod)

- Posts: 22498
- Joined: Sun, 14. Nov 04, 23:26

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Hwitvlf
- Posts: 559
- Joined: Tue, 13. Apr 21, 21:36
Re: [MOD] Guilds - BETA v0.88 - 2026/04/03
The AP plot seems to be stuck. After finishing "Highway Patrol", it proceeds to "Aid the War Effort", but after defeating several ships in the war sectors, this mission goes away, and it doesn't proceed to "Jonferco Under Attack". Is there a timer on the next step in addition to needing to defeat war ships?
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Cycrow
- Moderator (Script&Mod)

- Posts: 22498
- Joined: Sun, 14. Nov 04, 23:26

Re: [MOD] Guilds - BETA v0.88 - 2026/04/03
Doesnt look like theres any timer, just checks for certain stations to exist.
If you send me a save game ill check it out
If you send me a save game ill check it out
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Hwitvlf
- Posts: 559
- Joined: Tue, 13. Apr 21, 21:36
Re: [MOD] Guilds - BETA v0.88 - 2026/04/03
Thank you very much for your continued work
https://file.kiwi/97e43fe0#h17GFMaxHrgXMGlJigKvMA
Sent alternate link in a private message as I've had trouble finding a dependable host in the past.
https://file.kiwi/97e43fe0#h17GFMaxHrgXMGlJigKvMA
Sent alternate link in a private message as I've had trouble finding a dependable host in the past.
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Cycrow
- Moderator (Script&Mod)

- Posts: 22498
- Joined: Sun, 14. Nov 04, 23:26

Re: [MOD] Guilds - BETA v0.88 - 2026/04/03
looks like the sector wasn't set correctly, possibly from an older version. it should be fixed in the next version
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Hwitvlf
- Posts: 559
- Joined: Tue, 13. Apr 21, 21:36
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Hwitvlf
- Posts: 559
- Joined: Tue, 13. Apr 21, 21:36
Re: [MOD] Guilds - BETA v0.88 - 2026/04/03
I think I already reported this issue, but, since I just encountered it again, I'll mention it since it seems like an easy fix.
If you accidentally activate Boarding Transporter twice, your marines can get duplicated briefly (until the boarding finishes) and then some of are ejected into space. When you pick them up, they become non-marine "unknown objects". Disabling the Boarding Transporter once boarding is already underway should prevent this.

If you accidentally activate Boarding Transporter twice, your marines can get duplicated briefly (until the boarding finishes) and then some of are ejected into space. When you pick them up, they become non-marine "unknown objects". Disabling the Boarding Transporter once boarding is already underway should prevent this.

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CloneSargaent
- Posts: 70
- Joined: Wed, 16. Jul 14, 19:27

Re: [MOD] Guilds - BETA v0.88 - 2026/04/03
Run into a problem in my game where there some fighter drones that can't be killed and have aggro'd faction response fleets
Have Guilds, Unofficial Patch 1.3.20, ware manger, hotkey manger, community plugin config, ALL installed with plugin manger
https://drive.google.com/file/d/1CO8WXc ... sp=sharing
https://drive.google.com/file/d/1IdljhI ... sp=sharing
Jump to Black Hole Sun to see the argon fleet unable to kill paranid fighter drones:
https://drive.google.com/file/d/1BnWvpE ... sp=sharing
Have Guilds, Unofficial Patch 1.3.20, ware manger, hotkey manger, community plugin config, ALL installed with plugin manger
https://drive.google.com/file/d/1CO8WXc ... sp=sharing
https://drive.google.com/file/d/1IdljhI ... sp=sharing
Jump to Black Hole Sun to see the argon fleet unable to kill paranid fighter drones:
https://drive.google.com/file/d/1BnWvpE ... sp=sharing
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Hwitvlf
- Posts: 559
- Joined: Tue, 13. Apr 21, 21:36

