[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 »

extaz93 wrote: Sun, 26. Apr 26, 22:05 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.
Theres no map currently, which systems are you trying to find ?

bare in mind that some of them will not be available until you do certain plots
extaz93
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by extaz93 »

Cycrow wrote: Tue, 12. May 26, 12:09
extaz93 wrote: Sun, 26. Apr 26, 22:05 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.
Theres no map currently, which systems are you trying to find ?

bare in mind that some of them will not be available until you do certain plots
I was struggling to find some of the Guilds systems but after using explorers with deploy sat commands, i was able to properly map the whole universe. Thanks !
Ektufall
Posts: 47
Joined: Sat, 19. Oct 24, 23:20

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

Post by Ektufall »

Hi!

Few more things from me

HSAP and Wormhole issue:

Time from time I received notifications from my traders that no valid route is available to my HSAP sectors.
Initialy I discarded that as glich with jump beacons, but now I caught the culprit.

I own Preachers Refuge beta and there is new wormhole in adjacent Preachers Refuge.
TOA is freaking out linking south TOA in _Boron (Preachers refuge beta) to wormhole in Preachers Refuge not North TOA in said sector.
This can be viewed only by manualy flying through south TOA in _Boron sector.
Any jump comandas are messed up and you can not jump in or out of _Boron.

Fixed that by deleting said wormhole via cheats scripts, but doubt that this is intended behaviour.
Pictures : https://imgur.com/a/fOMCkhW
Save game (where described can be repeated) : https://www.dropbox.com/scl/fi/jc9ny34e ... tgky5&dl=0

Carrier and docked ships issue:

For quite some time I was coming to terms that internal and external docking slots does not sum and total is taken from internal slots.
For example my ATF Kvasir or Privateer Arthur (17 and 4 total actual docking slots not 17+4 and 4+1 as you would think) : https://imgur.com/RZOWBYJ

Recently I noticed that info page of carrier and actual landed ship docking type or count does not match.
Minor issue so far, have not tried to add new ships to such carriers yet. But issues none the less.

Ship list where I noticed this :
TL Ozias
M7 Ariadne
M7 Verdandi
TM Norns
TM Zephyrus
TM Caravel
M6 Orinoco
TM Helios
M6 Hyperion Vanguard
M1 Odin Raider (in this case - does not show M8 which use external not internal dock)
M7 Griffin Raider


Pictures : https://imgur.com/wMwsyat
Save game (where described can be seen in my carriers) : https://www.dropbox.com/scl/fi/jc9ny34e ... tgky5&dl=0

Complex planner and Build complex command questions :

Why complex planner choose only teladi complex construction kit? Does it chooses cheapest by default?

There is no difference it stats or visual models betwen all 6 complex construction kits, right?

Does Build command can support complex plan, where existing stations are added in same sector? (Run in issue first few times, yet somehow it resolved later. TL was idling with no status info)

Is Build Command for TL's set to follow complex plan directly and ignore kit it has in freigt ?
Weird statuss noticed on my Orca (kit already owned, yet my notoriety to low at Knight of the Kingdom for Boron kit)
Pictures : https://imgur.com/a/Hlp1ehv


On a side note.

Will there be at some point option to board Kha'ak ships and for their carriers to be actual carriers ?

(no ship type at the moment, just docking slots in their info cards)
Tharrg
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Tharrg »

Guilds Beta 0.88

I dock at Bount Hunter Headquarters.
Comm 1. Talk to Chi t'Nnk
1. View Guild Status. -> Lots of text describing the BH Guild.
I back out of the wall of text. I get two options.
1. Request Docking Permission.
2. Talk to Chi t'Nnk.

As I am already docked, option 1 is an error.

Edit: The same thing happened at the Merchant's Guild.
Rodg88
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Rodg88 »

I just got the "Cadet School" achievement pop up seemingly randomly, without recently finishing a mission. The last mission I finished in that storyline was where we patrolled to the mil station and did a repair on the leader ship, and the NPC said to get an M4. I then purchased an M4 (pirate scorpion) after doing some random other missions, then maybe 60ish minutes after obtaining the M4 the achievement popped, and I have not received the message for First Assignment still. I've been using my pirate scorpion as my player ship.

Just started as Argon Military Cadet
Guilds 0.88
UP 1.3.20
Tharrg
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Tharrg »

If you use one of the Terran Conflict starts, so you don't begin with the HQ or LFL, are you able to detect HSAPs? Or are they invisible without a LFL?

Spent some time looking, I have found other stuff, but no HSAP despite knowing where they would be.
Tharrg
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Tharrg »

In X3TC, the hub plot starts when you are King's Knight. In the X3FL-Guilds wiki, it says the Hub plot starts when you are King's protectorate rank.

Playing Guilds-Aldrin Adventuress game-start, I got the Hub plot starting at King's Knight 17%. Anyway someting's off, not sure what.

https://guilds.xpluginmanager.co.uk/ind ... ory-plots/ Note the change in the OFF (Veteran -> Makrsman) requirements is reflected in-game.
Rodg88
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Rodg88 »

Rodg88 wrote: Thu, 21. May 26, 12:11 I just got the "Cadet School" achievement pop up seemingly randomly, without recently finishing a mission. The last mission I finished in that storyline was where we patrolled to the mil station and did a repair on the leader ship, and the NPC said to get an M4. I then purchased an M4 (pirate scorpion) after doing some random other missions, then maybe 60ish minutes after obtaining the M4 the achievement popped, and I have not received the message for First Assignment still. I've been using my pirate scorpion as my player ship.

Just started as Argon Military Cadet
Guilds 0.88
UP 1.3.20
I still haven't been able to start the Beryll part 1 quests, I now have been flying around in a yaki susanowa prototype M3, I'm Argon Federation Guardian (also currently positive with Pirates), and I'm Argon Military Private 0% (I joined the military via a talking to a station randomly).

Would manually joining the military have broken it maybe? I don't know what to do to see what's wrong, or force the next mission to start.

I also found a (probably?) unrelated issue, the Mil station in Elana's Fortune alpha seems to have generated a lot of military missions which perhaps aren't expiring when they should? The station is full of 100 contacts, almost all of which are military missions:
Spoiler
Show
Image
Trying to accept one of the missions does nothing, I don't get an active mission, and the agent is still offering the mission afterwards.

If you want the save: https://drive.google.com/file/d/1rKu9tL ... sp=sharing
KillroyS
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by KillroyS »

In Farnhams Legend Alpha, there is a couple of Rapid Response Galleons that have 6000+ fighters docked. They crash my game once I try to leave the sector, and otherwise make it unbearably laggy. I noticed someone else mentioned this a few versions ago but it still seems to be an issue.

I also encountered a bug where I randomly scanned a Argon Starbust Recon ship and it turned the argon to enemies everywhere permanently.

:(

(v.088 with unofficial patch)
Rodg88
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Rodg88 »

Well apparently I need to rank up in the military to continue the beryll story so that makes sense, but in my save that seems impossible as I can't actually accept any of the patrol missions. I'd previously accepted a patrol against the xenon, while the pirate ones were not able to be accepted (presumably due to high relations with pirates, maybe a bug). But after gaining that first bit of argon military rep from the xenon patrol, none of the patrol missions even show mission info anymore, and the comms list on the military station has become very laggy and completely full of agents offering these blank un-acceptable missions.
Spoiler
Show
Image
A save with the blank missions:
https://drive.google.com/file/d/1tTWQ9S ... sp=sharing
KillroyS
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by KillroyS »

KillroyS wrote: Mon, 25. May 26, 16:46 In Farnhams Legend Alpha, there is a couple of Rapid Response Galleons that have 6000+ fighters docked. They crash my game once I try to leave the sector, and otherwise make it unbearably laggy. I noticed someone else mentioned this a few versions ago but it still seems to be an issue.

I also encountered a bug where I randomly scanned a Argon Starbust Recon ship and it turned the argon to enemies everywhere permanently.

:(

(v.088 with unofficial patch)
https://images2.imgbox.com/b3/d1/ULeZ3bGt_o.png

tried to learn some basic X scripting to try to fix the issue. I notice someone else in this thread had the same issue and that removing the scripts didn't work - they just came back. I made a script that removes all the excess ships, leaving the carriers with a normal limit of docked fighters. You need to run it in-game from the script editor.

https://www.mediafire.com/file/t8q5833p ... p.xml/file

It's available there. Put it in addons2/scripts/

Edit: You will have to run it every so often. The carriers just regenerate more random ships over time.
Last edited by Terre on Wed, 27. May 26, 06:32, edited 1 time in total.
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Tiedyeguy
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Tiedyeguy »

Sorry I didnt get a good amount of time to look into it; but I installed Guilds 0.88 and UnofficialPatch-V1.3.20-21.03.2026 after uninstalling the older versions of those, no other updates/changes to my mods list. Now my game is unplayably broken. Fresh Custom start game.

HSAPs no longer give any locations for relay beacons or 'quest guidance'; and there were no Explorers' Guild Representatives could be found across 15 different sectors that I jumped to, after using the Cheat Package to unlock the HSAP. I was receiving Discovery Points for scanning rocks, etc, but that was it for Explorers' Guild

Plugin Manager Mods log:

Community Plugin Configuration :: Cycrow :: 1.61 :: 27/08/2023 :: Library :: Yes :: No
Hotkey Manager :: Cycrow :: 1.21 :: 03/01/2012 :: Library :: Yes :: No
Plugin Manager Library Scripts FL :: PluginManager :: 1.11 :: 26/09/2023 :: Library :: Yes :: No
Ware Manager :: Cycrow :: 1.20 :: 10/04/2021 :: Library :: Yes :: No
Cycrow Libraries :: Cycrow :: 1.10 :: 20/06/2022 :: Library :: Yes :: No
Equipment Research and Development :: Cycrow :: 1.00 :: 03/06/2009 :: Station Command :: Yes :: No
Norm's Extended Spacelab HQ :: ZeNorm :: 1.0 :: 8/5/2021 :: General Mod :: Yes :: No
Cheat Collection Package :: Cycrow :: 1.70 :: 20/03/2021 :: Cheat :: Yes :: No
Abandoned Ship Spawner for AP (ASS-AP) :: Bullwinkle :: 88 :: 6/4/2011 :: AL Plugin :: Yes :: No
X3FL_1.3_nonsteam.zip :: :: :: :: - Archive - :: Yes :: No
Improved Boarding :: Cycrow :: 1.23 :: 30/06/2010 :: Ship Command :: Yes :: No
Deployable Weapons Platforms :: Cycrow :: 1.01 :: 02/04/2023 :: ReadText4--1 :: Yes :: No
Salvage Claim Software :: Cycrow :: 1.30 :: 03/04/2023 :: Ship Upgrade :: Yes :: No
Detector_v1.18_FullVersion_2013-06-15.zip :: :: :: :: - Archive - :: Yes :: No
tcm_tubeless_complex_mod.rar :: :: :: :: - Archive - :: Yes :: No
Complex_Cleaner_4.09_BullwinkleRepackForPluginManager_TC-and-AP3.x (2020_02_23 09_16_47 UTC).zip :: :: :: :: - Archive - :: Yes :: No
Unofficial Patch :: Cycrow :: 1.3.20 :: 21/03/2026 :: Game Patch :: Yes :: No
Guilds :: Cycrow :: 0.88 :: 3/4/2026 :: Expansion Mod :: Yes :: No
NUKLEAR-SLUG wrote:A wasp can sting you and that just hurts, a hundred stings can be fatal.. and that's before you consider most wasps don't come armed with flamethrowers.
Former Commanding Officer of "Hellbound Handbasket" M7 Panther light Carrier in the mighty fleet of Admiral Leo 'Steve' Kayean.
KillroyS
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by KillroyS »

Tiedyeguy wrote: Thu, 28. May 26, 18:35 Sorry I didnt get a good amount of time to look into it; but I installed Guilds 0.88 and UnofficialPatch-V1.3.20-21.03.2026 after uninstalling the older versions of those, no other updates/changes to my mods list. Now my game is unplayably broken. Fresh Custom start game.

HSAPs no longer give any locations for relay beacons or 'quest guidance'; and there were no Explorers' Guild Representatives could be found across 15 different sectors that I jumped to, after using the Cheat Package to unlock the HSAP. I was receiving Discovery Points for scanning rocks, etc, but that was it for Explorers' Guild

Plugin Manager Mods log:

Community Plugin Configuration :: Cycrow :: 1.61 :: 27/08/2023 :: Library :: Yes :: No
Hotkey Manager :: Cycrow :: 1.21 :: 03/01/2012 :: Library :: Yes :: No
Plugin Manager Library Scripts FL :: PluginManager :: 1.11 :: 26/09/2023 :: Library :: Yes :: No
Ware Manager :: Cycrow :: 1.20 :: 10/04/2021 :: Library :: Yes :: No
Cycrow Libraries :: Cycrow :: 1.10 :: 20/06/2022 :: Library :: Yes :: No
Equipment Research and Development :: Cycrow :: 1.00 :: 03/06/2009 :: Station Command :: Yes :: No
Norm's Extended Spacelab HQ :: ZeNorm :: 1.0 :: 8/5/2021 :: General Mod :: Yes :: No
Cheat Collection Package :: Cycrow :: 1.70 :: 20/03/2021 :: Cheat :: Yes :: No
Abandoned Ship Spawner for AP (ASS-AP) :: Bullwinkle :: 88 :: 6/4/2011 :: AL Plugin :: Yes :: No
X3FL_1.3_nonsteam.zip :: :: :: :: - Archive - :: Yes :: No
Improved Boarding :: Cycrow :: 1.23 :: 30/06/2010 :: Ship Command :: Yes :: No
Deployable Weapons Platforms :: Cycrow :: 1.01 :: 02/04/2023 :: ReadText4--1 :: Yes :: No
Salvage Claim Software :: Cycrow :: 1.30 :: 03/04/2023 :: Ship Upgrade :: Yes :: No
Detector_v1.18_FullVersion_2013-06-15.zip :: :: :: :: - Archive - :: Yes :: No
tcm_tubeless_complex_mod.rar :: :: :: :: - Archive - :: Yes :: No
Complex_Cleaner_4.09_BullwinkleRepackForPluginManager_TC-and-AP3.x (2020_02_23 09_16_47 UTC).zip :: :: :: :: - Archive - :: Yes :: No
Unofficial Patch :: Cycrow :: 1.3.20 :: 21/03/2026 :: Game Patch :: Yes :: No
Guilds :: Cycrow :: 0.88 :: 3/4/2026 :: Expansion Mod :: Yes :: No
A lot of Cycrow's stuff is already included in guilds and you don't need the mods.

viewtopic.php?t=459488

Check out the topic. It says to uninstall a lot of the things you have there.
Tiedyeguy
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Tiedyeguy »

I'll give it a try, thanks.
KillroyS wrote: Fri, 29. May 26, 15:30
Tiedyeguy wrote: Thu, 28. May 26, 18:35 Sorry I didnt get a good amount of time to look into it; but I installed Guilds 0.88 and UnofficialPatch-V1.3.20-21.03.2026 after uninstalling the older versions of those, no other updates/changes to my mods list. Now my game is unplayably broken. Fresh Custom start game.

HSAPs no longer give any locations for relay beacons or 'quest guidance'; and there were no Explorers' Guild Representatives could be found across 15 different sectors that I jumped to, after using the Cheat Package to unlock the HSAP. I was receiving Discovery Points for scanning rocks, etc, but that was it for Explorers' Guild

Plugin Manager Mods log: (STUFF)
A lot of Cycrow's stuff is already included in guilds and you don't need the mods.

viewtopic.php?t=459488

Check out the topic. It says to uninstall a lot of the things you have there.
NUKLEAR-SLUG wrote:A wasp can sting you and that just hurts, a hundred stings can be fatal.. and that's before you consider most wasps don't come armed with flamethrowers.
Former Commanding Officer of "Hellbound Handbasket" M7 Panther light Carrier in the mighty fleet of Admiral Leo 'Steve' Kayean.
Tharrg
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Tharrg »

Tiedyeguy wrote: Thu, 28. May 26, 18:35 Sorry I didnt get a good amount of time to look into it; but I installed Guilds 0.88 and UnofficialPatch-V1.3.20-21.03.2026 after uninstalling the older versions of those, no other updates/changes to my mods list. Now my game is unplayably broken. Fresh Custom start game.

HSAPs no longer give any locations for relay beacons or 'quest guidance'; and there were no Explorers' Guild Representatives could be found across 15 different sectors that I jumped to, after using the Cheat Package to unlock the HSAP. I was receiving Discovery Points for scanning rocks, etc, but that was it for Explorers' Guild

Plugin Manager Mods log:

Community Plugin Configuration :: Cycrow :: 1.61 :: 27/08/2023 :: Library :: Yes :: No
Hotkey Manager :: Cycrow :: 1.21 :: 03/01/2012 :: Library :: Yes :: No
Plugin Manager Library Scripts FL :: PluginManager :: 1.11 :: 26/09/2023 :: Library :: Yes :: No
Ware Manager :: Cycrow :: 1.20 :: 10/04/2021 :: Library :: Yes :: No
Cycrow Libraries :: Cycrow :: 1.10 :: 20/06/2022 :: Library :: Yes :: No
Equipment Research and Development :: Cycrow :: 1.00 :: 03/06/2009 :: Station Command :: Yes :: No
Norm's Extended Spacelab HQ :: ZeNorm :: 1.0 :: 8/5/2021 :: General Mod :: Yes :: No
Cheat Collection Package :: Cycrow :: 1.70 :: 20/03/2021 :: Cheat :: Yes :: No
Abandoned Ship Spawner for AP (ASS-AP) :: Bullwinkle :: 88 :: 6/4/2011 :: AL Plugin :: Yes :: No
X3FL_1.3_nonsteam.zip :: :: :: :: - Archive - :: Yes :: No
Improved Boarding :: Cycrow :: 1.23 :: 30/06/2010 :: Ship Command :: Yes :: No
Deployable Weapons Platforms :: Cycrow :: 1.01 :: 02/04/2023 :: ReadText4--1 :: Yes :: No
Salvage Claim Software :: Cycrow :: 1.30 :: 03/04/2023 :: Ship Upgrade :: Yes :: No
Detector_v1.18_FullVersion_2013-06-15.zip :: :: :: :: - Archive - :: Yes :: No
tcm_tubeless_complex_mod.rar :: :: :: :: - Archive - :: Yes :: No
Complex_Cleaner_4.09_BullwinkleRepackForPluginManager_TC-and-AP3.x (2020_02_23 09_16_47 UTC).zip :: :: :: :: - Archive - :: Yes :: No
Unofficial Patch :: Cycrow :: 1.3.20 :: 21/03/2026 :: Game Patch :: Yes :: No
Guilds :: Cycrow :: 0.88 :: 3/4/2026 :: Expansion Mod :: Yes :: No
A lot of mods are already installed; installing a mod twice might cause an issue. There is probably a list of mods included with guilds somewhere. I'm having trouble finding some of your mods using Google search. You could try removing mods one at a time to see which is incompatible.

Also, the custom start settings you use could be important, as you can turn stuff off from there.

Do you have the player HQ? The LFL and diplomacy get turned on when you get ownership of the HQ.
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alexalsp
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by alexalsp »

Install the game, the patch, and the Guilds mod. That's all you need to do. Later, once you've tested it, you can install mods that are guaranteed to work.

Otherwise, you'll run into problems.

Uninstall existing packages: Old Plots, Diplomacy Extension, Cargo Tractor Beam, Automatic Ship Renamer, Casino Games, Deployable Orbital Weapons Platforms, Improved Boarding X3FL, Loadout Manager, Resource Overview, Salvage Claim Software, Shopping List, Trading System Extension MK2
The mod contains updated versions of these, installing the individual versions could affect their functionality. There are other mods that are also included and not needed, but wont actually interfere
Tiedyeguy
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Tiedyeguy »

Fresh install of updated X3FL from Steam + No-Steam-Exe from Egosoft website; Only Unofficial Patch 1.3.20 and Guilds 0.88 mods installed through X-Universe Plugin Manager Advanced V1.92

Same problem again. No positions/mission guidance for Relay beacons at the HSAP (in Harmony Of Perpetuity, if that matters), no Explorers' Guild Reps anywhere. 'Pirates' player-race; Starting in Harmony Of Perpetuity; PHQ in same starting sector and owned by me; I have LFL and it is working for everything I have come across in the few sectors I flew through.

These were all working fine in my previous game/mod versions (Installed them all about 2 months ago, so April 2026, including the above listed mods.

Very frustrating
alexalsp wrote: Sat, 30. May 26, 23:39 Install the game, the patch, and the Guilds mod. That's all you need to do. Later, once you've tested it, you can install mods that are guaranteed to work.

Otherwise, you'll run into problems.

Uninstall existing packages: Old Plots, Diplomacy Extension, Cargo Tractor Beam, Automatic Ship Renamer, Casino Games, Deployable Orbital Weapons Platforms, Improved Boarding X3FL, Loadout Manager, Resource Overview, Salvage Claim Software, Shopping List, Trading System Extension MK2
The mod contains updated versions of these, installing the individual versions could affect their functionality. There are other mods that are also included and not needed, but wont actually interfere
NUKLEAR-SLUG wrote:A wasp can sting you and that just hurts, a hundred stings can be fatal.. and that's before you consider most wasps don't come armed with flamethrowers.
Former Commanding Officer of "Hellbound Handbasket" M7 Panther light Carrier in the mighty fleet of Admiral Leo 'Steve' Kayean.
Rodg88
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Joined: Thu, 21. Oct 10, 07:23
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Rodg88 »

Rodg88 wrote: Tue, 26. May 26, 17:53 Well apparently I need to rank up in the military to continue the beryll story so that makes sense, but in my save that seems impossible as I can't actually accept any of the patrol missions. I'd previously accepted a patrol against the xenon, while the pirate ones were not able to be accepted (presumably due to high relations with pirates, maybe a bug). But after gaining that first bit of argon military rep from the xenon patrol, none of the patrol missions even show mission info anymore, and the comms list on the military station has become very laggy and completely full of agents offering these blank un-acceptable missions.
Spoiler
Show
Image
A save with the blank missions:
https://drive.google.com/file/d/1tTWQ9S ... sp=sharing
BTW another issue with the military missions I've noticed since posting this save, is attempting to accept the patrol missions will still spawn zeta patrol leader and escort ships in the Mil Station. So after attempting to accept patrols a few times really starts to fill up the station with useless ships. I don't know if it'd be worth trying to make a script to clean them up when the missions themselves get fixed, but I'm also not sure how I could manually clean them up myself with just the cheat menu.

And since I can't continue the argon mil missions atm I've been doing others, and have come across some issues with the New Home line:
Spoiler
Show
In the Codebreaking mission, if the hacking window is closed, it's unable to be reopened. Even if I haven't moved position, still at about 24kms, and not moving, and select advanced>hack, the window just doesn't open again, causing the mission to be uncompletable.
I'd also come across something which may still be intentional, but when
Spoiler
Show
#cafe warps in fighters directly on your location, they come in very very close, and they instantly crash into my M6, doing huge damage. It happens in the first encounter with #cafe, and in the hacking mission when you get too close to #cafe too. a few waves of fighters warping in on my location and it takes out my dragon's shields with no chance of dodging.
I don't know if this is the same as base TC though, it could very well be the same behavior

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