[MOD] Guilds - BETA v0.88 - 2026/04/03

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Cycrow
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Cycrow »

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
Hwitvlf
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Hwitvlf »

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?
Cycrow
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Cycrow »

Doesnt look like theres any timer, just checks for certain stations to exist.

If you send me a save game ill check it out
Hwitvlf
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Hwitvlf »

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.
Cycrow
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Cycrow »

looks like the sector wasn't set correctly, possibly from an older version. it should be fixed in the next version
Hwitvlf
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Hwitvlf »

Thanks :mrgreen:
Hwitvlf
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Hwitvlf »

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.
Image
CloneSargaent
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by CloneSargaent »

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
Hwitvlf
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Hwitvlf »

Ran into an oddity with the latest update where there are tons of military missions, but they are blank. This is Elena's Fortune Alpha after the initial patrol mission to join.
Image
mrxd
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by mrxd »

Hey, I am having a blast with the mod! But while playing, I stumbled upon some problems.

I wanted to set up some stations to get my infrastructure running and had some problems with ore mines.
Found your message about the patch script, which changed all metal alloy and silicon astros to their respective ores.

Next problem is that I am not able to find a shipyard that offers the processing plants. Am I missing something? Hope sb can help me here...
extaz93
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by extaz93 »

mrxd wrote: Fri, 24. Apr 26, 18:20 Hey, I am having a blast with the mod! But while playing, I stumbled upon some problems.

I wanted to set up some stations to get my infrastructure running and had some problems with ore mines.
Found your message about the patch script, which changed all metal alloy and silicon astros to their respective ores.

Next problem is that I am not able to find a shipyard that offers the processing plants. Am I missing something? Hope sb can help me here...
I was able to find processing plants in Paranid Space Shipyards. Keep exploring !
extaz93
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by extaz93 »

Is there any map of the full universe for the Guilds mod ? After hundreds of hours, there are still a few systems that i can't find on my own.
ctw619
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by ctw619 »

i set XENON migration: no,XENON invasions: no,from guild configuration,but still can find some XENON ship in Race sector,when i saw these ships, go again into guild configuration, dont do anything,just ESC, these ship are disappear.
Profeta13
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Profeta13 »

Hello!

First of all thank you very much Cycrow for all the work, I'm enjoying very much the Guilds expansion.

I write because I encountered a problem on the Industritech expansion plot. I've finished the mission where you had to go to diverse terran stations with the Industritech agent and when I started the next one where you have to steal a crystal from a terran freighter, this happens, just after finish the conversation. Image

I backtracked on the plot and see if the same error still happen, and it does. I have both Guilds and unnoficcial patch updated to the latest version.

I don't know if I'm blocked form continuing the plot or could continue it even without the brieffing and skip this.

In the meantime, i'm gonna continue other plots, and wait it till get fixed, since this expansion added a lot of other things.

Again, thank you very much for the work and attention.
Tiger Nekro
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Tiger Nekro »

I also have a problem with the industritech plotline - though at another point. I got the crystal but cant turn it in - nothing happens. Even tried giving me a new one with Cheat Engine sadly doesnt work either.

Here is the save:
https://www.dropbox.com/scl/fi/km0sk1t1 ... olp3f&dl=0

Thank you for all your work. Its continues to be very fun to play!
extaz93
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by extaz93 »

(FIXED)
Just finished the Goner Plot in a Custom Start game. Had the message from "Jani Hall" saying "For the present, however, please accept this..." but it seems i didn't get any reward. (Am i not supposed to get the unfocussed jumpdrive ?)

EDIT : The error was on my side, I looked in ship inventory, not player inventory, where the unfocussed jumpdrive was actually rewarded :)
Last edited by extaz93 on Wed, 6. May 26, 13:34, edited 1 time in total.
ctw619
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by ctw619 »

when i built a complex factory, my ships had destroyed by factory dock when they docking and undocking,one by one at only a few minutes,i dont know whats problem and i never saw before like that,maybe had happy once or twice,but not like this frequently now, the guild mod configuration had gate safety setting, can you add dock and undock safety setting,so its can fix this problem.
Ektufall
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Ektufall »

Still enjoying Guilds.

Few things I would like to remind about or even get some clarification:

a) Is Planetary Economy fully implemented ? https://guilds.xpluginmanager.co.uk/ind ... y-economy/
I have not see menu for it since i restarted around .07x version. In neither TC Argon Prime Delta, Kingdom Prime Delta, Paranid Prime Epsilon, Seizewell Delta.
Picture from Argon Prime Delta TC : https://imgur.com/a/gzmXdAd

b) Can weapone issue with Keris be mended somehow with edits in scripts or tships ? They still in 0.88 have Electro-Magnetic Plasma Cannon in inventory , yet compability is there only for Electro-Magnetic Repeater. On a side note I noticed that Fighter drones have 2x more weapon , than they can mount.
Keris : https://imgur.com/a/YdvJ29L
Fighter Drone : https://imgur.com/a/dzkJIxO
Fighter Drone II : https://imgur.com/a/m6WANMH

c)Bug from 0.86 still shadowing me - Elena's Fortune alpha still get all the stations and LT from template rebuilt. Building some kind of megapolis there and ofcourse crashing the game if I jump there.
Screens for sector : https://imgur.com/a/ujiXggJ

d) Xenon IX have 22 docking slots , but no alllowed ship type. And that seems to cause the unavailability for it to be carrier as supposed.
Ship details in game for IX https://imgur.com/a/pTA76TE

Here is savegame where all of these can be replicated , just need to UFJD out of Unknown sector:
https://www.dropbox.com/scl/fi/2m1ddinj ... nrjpu&dl=0
Cycrow
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Cycrow »

Hwitvlf wrote: Mon, 20. Apr 26, 03:09 Ran into an oddity with the latest update where there are tons of military missions, but they are blank. This is Elena's Fortune Alpha after the initial patrol mission to join.
Image
This should be fixed in the next version, im just looking for a way to properly clean it up in existing saves
Cycrow
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Cycrow »

mrxd wrote: Fri, 24. Apr 26, 18:20 Hey, I am having a blast with the mod! But while playing, I stumbled upon some problems.

I wanted to set up some stations to get my infrastructure running and had some problems with ore mines.
Found your message about the patch script, which changed all metal alloy and silicon astros to their respective ores.

Next problem is that I am not able to find a shipyard that offers the processing plants. Am I missing something? Hope sb can help me here...
Its possible if you started in a really old version the processing plants wern't added to shipyards. If you send me a save game i can check then create a patch to add them in

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