[MOD] Guilds - BETA v0.80 - 2025/05/10

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Cycrow
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by Cycrow »

The minimum storage is only set if its a product, as its used when selling. This is to prevent ships selling all of the wares.

In Guilds you can also use the Dock Tender
Scoob
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by Scoob »

Cycrow wrote: Tue, 20. May 25, 11:24 The minimum storage is only set if its a product, as its used when selling. This is to prevent ships selling all of the wares.

In Guilds you can also use the Dock Tender
That makes sense. However, is there a way to configure things so I can hoard say 50 HEPTs? Basically, now I'm wealthier and have a Trading Station, I don't want to hunt for equipment myself any more. I'm not able to manufacture my own stuff just yet, but that's the ultimate goal of course. So, before that point, I just automate buying in various stuff do build a bit of a stock-pile. So, I can buy basic ships (no equipment) and upgrade them myself in batches. Or re-equip the various bails I get.

I'll have a bit more of a play when I get some time, and have a read of the documentation - I had avoided that to try to discover stuff as I play, but some thing it'd be good to understand beforehand.
Cycrow
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by Cycrow »

To do that either set the wares to tradable and set the minimum storage 50. Then run the station manager.
When buying, the station manager will prioritise the wares below the minimum storage

Or use the dock tender and the weapons you want to buy and set thier maximum value to 50.

The dock tender has more control over which wares it gets whereas the station manager will try to get anything
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by Scoob »

Cycrow wrote: Tue, 20. May 25, 13:45 To do that either set the wares to tradable and set the minimum storage 50. Then run the station manager.
When buying, the station manager will prioritise the wares below the minimum storage

Or use the dock tender and the weapons you want to buy and set thier maximum value to 50.

The dock tender has more control over which wares it gets whereas the station manager will try to get anything
Ok, I'll have a tinker... very low on credits now after a station building spree lol.

Another question if I may... I cannot recall whether X3 trading between player stations uses credits or not, or if there's a setting somewhere. I think it does need credits (unlike X4) and credits WILL change hands, but the net effect is zero, except a station that does nothing BUT purchase stuff - not selling, stocking up (for now) - will ultimately stall upon running out of cash.

Edit: I have a weird issue... Can't figure out what I'm doing wrong. I have a Silicon Mine Buying EC's for 12 Credits in the current sector (0 range). It has 500k credits. I have a SPP in that sector, selling EC's (it has loads) for 12cr. However, the assigned Trader (just regular "BUY (EC) for best price" assignment) simply won't buy any ECs. Sector is owned by me (Sector east of Legend's Home). Station has been stalled for a while, with the assigned trader showing "Buy ware for best price..." followed by "Energy Cells", followed by "Searching for Trade Route". The "route" is obvious, the SPP of mine in the same sector... Two stations - the Silicon Mine and a Crystal Fab - seem unable to buy EC's (all set to 12, zero sector range) but my 2x Ore Mine L complex, is buying EC's just fine. Very weird!

Edit 2: Well, after a long time not working, those assigned traders suddenly woke up. Dunno what did it, last thing I did was to go in and set the BUY price for EC's to 20, then back to 12, then to 13, then back to 12.

Edit 3: Sorry to be a pain but, once again, station-assigned ships aren't buying stuff. I set up a small complex - Cattle Ranch, Wheat Farm and Cahoona Bakery (yeah, didn't need the Wheat farm) - and assigned ships in the "Buy for best price" role. Station offering 12cr for ECs, local sector, SPP selling ECs for 12cr. Station assigned ships just sit there, "Searching for Trade Route..." I've SETA'd for a while and they're still just sat there. I've reset prices, I've unassigned and reassigned the ship, but they don't move. What might cause this?
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by Scoob »

Apologies, not my intent to spam this thread however, I have another query...

The "Missile Defence System" Extension. I have it installed, along with a load of Mosquito Missiles which are equipped and Missile Fire chance set to 100% However, it's not once fired one. I'm currently Pirating a Galleon, and missiles are a problem.

I have prior experience with the "Missile Defence Mosquito" extension, where I needed to run an "Additional Ship Command" to actually enable it. I don't have any such option. I don't know if this is an FL Extension or something added by Guilds, however, I cannot find a mention of it in the Guilds doc, so perhaps it is vanilla?

Edit: To add, I've found a key mapping for "launch Counter Missile "(Shift + R) for when I'm flying a ship (not tested it, no incoming missile at the moment). However, my main concern is that my AI-controlled ships have a valid counter.
Cycrow
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by Cycrow »

For your ships buying/selling from your own stations depends on the command that's used, but most wont transfer money between the stations. You can make use of the Trade distribution run to move goods as well. The station manager wont use money at your own stations.

If you need to keep money in the station, though, there is an automatic transfer where you can set the min and max amounts and transfer automatically from your main account.

For you ships not buying or selling, it's possible the station has been locked, all your ships try to coordinate, so when they are heading to a station they lock that station so no other of your ships will try to go there until they jabe completed. If you send me a save game I can take a look to see whats going on.

For the Missle Defense systems, for the ship you are piloting it's best to use the hotkeys. For the automatic system it depends how much damage the missiles do. It doesn't fire missiles as everything, only if thry could damage ship, this is to reduce wasting missiles. If you have plenty of shields this is probably why
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by Scoob »

Thanks for the reply.

From what I've observed, when using the regular "Buy for best price..." command, my own stations ARE exchanging credits. However, I set it so every station will make a slight "profit" so balances remain ample. I also exclusively use a PULL model for any resources. So, each station has assigned Traders that BUY what it needs. Only stations that sell outside of my economy (currently just a Complex consisting of two Ore Mines) have assigned "Sell for best price" traders.

I have stations that seemed to not be bringing in ECs fast enough, so I added a second Buyer. However, most of the time, at least one is just sat there "searching for trade route". The EC's that are on their way / one trader is heading out to buy some, are only a fraction of what the station needs. I.e. I'll have a station/complex that can hold 50k ECs, and each Trader can carry a little over 6000. A trader with 6000 is on its way back, but the other trader won't move. It's all very strange and I don't ever recall seeing such lazy station-assigned traders before. This is just the default command after all.

The issue with this is that my stations will regularly stall, halting production and causing back-logs for other wares, leading to legitimate shortages. I may try some of the other Trade commands, but the regular ones are all I really need at the moment... they just stop working regularly.

Re: Missiles. Doing it manually when directly flying a ship works pretty well. No issues there. However, with the same ship (Galleon) under AI control, I've seen it hit by some HEAVY missiles it didn't react to at all. Mosquitos were the current equipped missile type and there's 5000 of them!
Scoob
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by Scoob »

I switched to using the "Fetch" command last night, and it works perfectly. No more starving stations. It will also wait for a full load if the station does get drained - which it did after multiple ships, from multiple stations all actually went to get ECs at once - so, my internal logistics are functional again.

Note: Regular station-assigned "buy for best price..." traders can be influence by cash reserves, unless what I saw was pure coincidence. Example: Station needed EC's. The assigned ship can buy about 80k cr worth in one run. Station has 180k cr in its account. Ship not launching, station starving. Pop the station account up to 500k, moments later ship launches to buy 80k cr worth of ECs. There's evidently some logic here I'm not aware of.

Missile Defence: It's still a bit hit or miss. Countering manually will always at least launch a missile and try to take out incoming missiles. However, it cannot be relied on to trigger automatically. One time, when I was flying the ship myself, missiles were heading my way. I could see them, still some distance away, so planned to wait before manually countering. However, the ship fired off multiple missiles its self, which didn't make it to the target missiles (over 14km away - the range of a mosquito). I think this missile defence option is a bit less reliable / predictable that the old Missile Defence Mosquito system I used prior. The current system will often totally ignore VERY destructive missiles, yet shoot at those that are barely a threat. I wonder if it's seeing an incoming missile for what it is at times.
LetMeIn11
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by LetMeIn11 »

Hey, just joined Celestial Navigators! The guide tells that I should be able to purchase cabins which are available at headquarters but there are no cabins at Celestial Guilds HQ or at Astral Shipworks shipyard. Will there be available at my headquarters? I only finished main TC plot and Goners plot, I haven't discovered PHQ yet.
Cycrow
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Re: [MOD] Guilds - BETA v0.80 - 2025/05/10

Post by Cycrow »

The basic cabin should be available once you join the guild, but there was a bug preventing the HQ getting updated. This was fixed in 0.80, but only if you joined after updating.

The cabins will be added once you level up, so if they are not available you can do the missions from the HQ until you rank up.

Only the basic cabin gets unlocked initially the rest will become available as you rank up

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