[MOD] Guilds - BETA v0.81 - 2025/06/14

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Hwitvlf
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Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Hwitvlf »

Hwitvlf wrote: Tue, 10. Dec 24, 01:53 I built a large complex in Harmony of Perpetuity and now I can't enter the sector. The game slows to about 1 FPS and the menus and maps will not appear. I don't think it's from usual poly-count as I turned draw distance to minimum and jumped in far away from the complex and the issue still occurs. I can't land to detach the complex and dismantle it OOS, so this sector is dead for me.
Sometimes it crashes to desktop when entering this sector with the message:
"Out of memory. Further information can be found in the manual! (objects\environments/other/dust".
I wonder if that gives a clue as to the cause. I moved half of the factories in the complex to a different sector hoping it might help, but still does the same.
Cycrow
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Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Cycrow »

Hwitvlf wrote: Tue, 10. Dec 24, 01:53 Seem to have run into a game breaking bug in the 'New Home' plot. The puzzle solving windows don't appear for #cafe (only a text ID) which traps you in Freedoms Reach. I've tried with several reloads and different ships and this plot wont progress past this point.
For the Hacking, you have to start it manually via the context menu of the ship
Cycrow
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Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Cycrow »

Hwitvlf wrote: Sun, 15. Dec 24, 05:16
Hwitvlf wrote: Tue, 10. Dec 24, 01:53 I built a large complex in Harmony of Perpetuity and now I can't enter the sector. The game slows to about 1 FPS and the menus and maps will not appear. I don't think it's from usual poly-count as I turned draw distance to minimum and jumped in far away from the complex and the issue still occurs. I can't land to detach the complex and dismantle it OOS, so this sector is dead for me.
Sometimes it crashes to desktop when entering this sector with the message:
"Out of memory. Further information can be found in the manual! (objects\environments/other/dust".
I wonder if that gives a clue as to the cause. I moved half of the factories in the complex to a different sector hoping it might help, but still does the same.
If you send me a save game, i will take a look
Cycrow
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Cycrow »

New Update: 0.74
  • Fixed readtext error in New Home Plot.
  • Fixed double stations when transitioning to AP
  • Fixed weapons for gifted Rapiers (Terran Conflict Plot)
  • Fixed Jumpdrive Energy Generator
  • Fixed Solar Energy Generator
  • Fixed Assassins Guild mission complete popup
  • Fixed Station defence missions (spawning race ships)
  • Fixed communicating with Phantom Shadowblade after moving to Shadows End
  • Fixed Stranded Pilot mission
  • Removed Selling/Reverse Engineering of Deployed Orbital Platforms
  • Added Orbital Weapon Platforms blueprints to Headquarters (Obtained via Diplomacy)
Hwitvlf
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Joined: Tue, 13. Apr 21, 21:36

Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Hwitvlf »

Cycrow wrote: Sun, 15. Dec 24, 11:10 If you send me a save game, i will take a look
Here is a save by the gate to Harmony of Perpetuity. It crashes to desktop when I enter HoP. Thanks :)
Cycrow
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Cycrow »

Its saying the file has been deleted?
Hwitvlf
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Hwitvlf »

Sorry, it was supposed to stay up for 2 weeks. I've never used that site before so I don't know what happened. Uploaded again and sent the link in a private message in case they only allow one download before deleting.
Hwitvlf
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Hwitvlf »

During Mercenary Guild escort missions, if an enemy ship bails, the escorts stay near the bailed ship and no further waves of enemies spawn.

The Dodgy Mechanic quest doesn't seem to work properly for Goners. You select the quest and it closes, same as some Goner combat missions.
snarfies
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by snarfies »

I cannot find military missions anywhere.

I joined the Argon Military, did the initial patrol mission. Couldn't find another followup mission at any Argon bases. TONS of opportunities to resign, though. I eventually took the hint and did so.

I figured maybe it was bad luck and I'd have an easier time finding Terran military missions, as their sectors are more compacted into one area and there's a base in most sectors. Nope. Once I did the initial military patrol mission I have found no further opportunities.
Hwitvlf
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Hwitvlf »

snarfies wrote: Wed, 25. Dec 24, 23:14 I joined the Argon Military, did the initial patrol mission. Couldn't find another followup mission at any Argon bases.
I have done several military missions and passed up many more in v0.73. They appear with the regular target icon for combat missions at military bases. I remember seeing them in Elena's Fortune Alpha, Black Hole Sun, and Sector M148 for sure. For some reason the 0.74 zip version will not launch for me ("Error opening SystemBase") so maybe somethings different with it, if that's the version you are using.

EDIT: Got v0.74 working and can confirm that a military patrol mission spawned for me in Black Hole Sun.
Last edited by Hwitvlf on Thu, 26. Dec 24, 22:04, edited 1 time in total.
snarfies
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by snarfies »

Hwitvlf wrote: Thu, 26. Dec 24, 19:03
snarfies wrote: Wed, 25. Dec 24, 23:14 I joined the Argon Military, did the initial patrol mission. Couldn't find another followup mission at any Argon bases.
I have done several military missions and passed up many more in v0.73. They appear with the regular target icon for combat missions at military bases. I remember seeing them in Elena's Fortune Alpha, Black Hole Sun, and Sector M148 for sure. For some reason the 0.74 zip version will not launch for me ("Error opening SystemBase") so maybe somethings different with it, if that's the version you are using.

EDIT: Got v0.74 working and can confirm that a military patrol mission spawned for me in Black Hole Sun.
Huh. I haven't seen a single one at any military bases. Seriously. I've seen lightbulbs, money symbols... no fight missions. .74, yes.

Also, I have built FOUR space Jewelry Ms for the Industritech contact in Spring of Belief... now he wants a fifth? Seriously? Is that normal?
snarfies
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by snarfies »

snarfies wrote: Fri, 27. Dec 24, 02:26
Hwitvlf wrote: Thu, 26. Dec 24, 19:03
snarfies wrote: Wed, 25. Dec 24, 23:14 I joined the Argon Military, did the initial patrol mission. Couldn't find another followup mission at any Argon bases.
I have done several military missions and passed up many more in v0.73. They appear with the regular target icon for combat missions at military bases. I remember seeing them in Elena's Fortune Alpha, Black Hole Sun, and Sector M148 for sure. For some reason the 0.74 zip version will not launch for me ("Error opening SystemBase") so maybe somethings different with it, if that's the version you are using.

EDIT: Got v0.74 working and can confirm that a military patrol mission spawned for me in Black Hole Sun.
Huh. I haven't seen a single one at any military bases. Seriously. I've seen lightbulbs, money symbols... no fight missions. .74, yes.

Also, I have built FOUR space Jewelry Ms for the Industritech contact in Spring of Belief... now he wants a fifth? Seriously? Is that normal?
Ah, interesting update to this: I entered Asteroid Belt in an Argon Mamoth, and there was a Terran military mission available.

On further testing, it appears that military missions will not show up if I am piloting an M6 - I was using the Paranid Nemesis from the FL main plot, then the Kogarasu Maru. But when I started the Aldrin plot I had reason to use non M6 ships for the mining portion, and boom, missions started popping up.

Also, I build a sixth Space Jewelry M for Industritech in Spring of Belief, and they want a seventh. This is silly.
Hwitvlf
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Hwitvlf »

Same thing happens with Industritech for me. At least it's a place to dump extra Maja Snails! :wink:

Just now saw this Military Patrol mission in Elena's Fortune while flying the Maru M6. Pretty sure I've seen them while in the Hyperion Vanguard too. Maybe it's just matter of bad luck with random number generator?
Image

One other possible bug in Guilds: after using the 'Claim Salvage' command, sometimes sound notifications stop working. If you com a station/ship, things go back to normal.
Hwitvlf
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Joined: Tue, 13. Apr 21, 21:36

Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Hwitvlf »

I think there might be a bug in the pathfinding, perhaps related to HSAP sectors. I told a TM in Menelaus' Paradise Beta to 'move to position' in the same sector and it jumped to Family Njy Alpha and is manually flying through gates to get back to MPB. It's command still shows 'move to position: MPB'.

The same thing appears to be happening in Nathan's Voyage Beta where I told a TL to build a complex. It's manually flying through gates from NVB to Omicron Lyrae Alpha to buy stations instead of jumping. Once it buys stations, it jumps back to the jump beacon I've placed in NVB, but then it flies through gates back to the shipyard for more factories.
snarfies
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by snarfies »

Tried the first Assassin Guild mission. Blew up the Yaki, easy peasey. However, it seems the Kogarasu Maru cannot dock at the Shadowblade (Is that a BSG Basestar, lol). It tries, but eventually just comes to a stop. The Shadowblade is listed as being able to dock M6 craft, but I guess not actually?

So I just grabbed a M5 Lancelot from Farpoint Omega, no problem, right? I was able to dock with the Shadowblade in that, but the quest did not continue.
Cycrow
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Cycrow »

Which mission is it? The recruitment mission, one of the radiant missions or the story mission ?

The shadowblade does have M6 docking, but it doesn't work correctly for player ships, so they ships permanatly docked there.
The M6 docking does work if its your own ship.
snarfies
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by snarfies »

Cycrow wrote: Mon, 30. Dec 24, 01:10 Which mission is it? The recruitment mission, one of the radiant missions or the story mission ?

The shadowblade does have M6 docking, but it doesn't work correctly for player ships, so they ships permanatly docked there.
The M6 docking does work if its your own ship.
Its the recruitment mission - can't seem to complete it.

Also just discovered that while you can dock an Argon Singularity at the Xenon Hub, undocking is instantly fatal.
Hwitvlf
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Re: [MOD] Guilds - BETA v0.73 - 2024/09/22

Post by Hwitvlf »

Hwitvlf wrote: Tue, 10. Dec 24, 01:53 I built a large complex in Harmony of Perpetuity and now I can't enter the sector. The game slows to about 1 FPS and the menus and maps will not appear. I don't think it's from usual poly-count as I turned draw distance to minimum and jumped in far away from the complex and the issue still occurs. I can't land to detach the complex and dismantle it OOS, so this sector is dead for me.
This same problem is starting to happen in the new sector where I moved my HQ (Blue Horizon). There's no complex in Blue Horizon so the only commonality I know is that the HQ was in both sectors. Does anyone know a decent site for transfer-uploading save games which doesn't require a membership?

Other notes:
During 'Operation Final Fury: Fighter Escort Needed' the Khaak Corvettes seem to spawn with no weapons.
The Hector shows up as a docking option for fighters but can only dock an M6.
Laser towers don't do any damage during OOS combat.
'A New Home' plot completed perfectly after changes in last update.
Hwitvlf
Posts: 514
Joined: Tue, 13. Apr 21, 21:36

Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Hwitvlf »

snarfies wrote: Mon, 30. Dec 24, 22:08
Cycrow wrote: Mon, 30. Dec 24, 01:10 The shadowblade does have M6 docking, but it doesn't work correctly for player ships, so they ships permanatly docked there.
Its the recruitment mission - can't seem to complete it.
For me, the Docking Computer doesn't work with the Shadowblade, but Ctrl+D will make the autopilot fly into dock. When I undock though, the Maru is invisible until I go to a new sector. Regardless, the recruitment quest won't seem to progress, same as snarfies.
Hwitvlf
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Joined: Tue, 13. Apr 21, 21:36

Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by Hwitvlf »

Which equipment extensions can Universal Traders make use of in Guilds? Specifically, I'm wondering if they can use the FTL Extension, Ejector Seat, or Docking Extension or if Trading Extension MK2/3 have any benefit.

Also, how do you use the Upgrade Factories command? My TL says it's 'moving to shipyard' but flew to a Military Base and just sits there. Do I need funds in the complex to pay for the upgrades or E-cells for jumps etc?

This is a good mod!

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