[MOD] Guilds - BETA v0.82 - 2025/07/05
Moderators: Moderators for English X Forum, Scripting / Modding Moderators, Moderators for the X3:FL Forums
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Cycrow
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
Yeah, its normal, after you finish the AP plots, the game reverts to FL notoriety, which has Terrans as enemies, although the war has ended
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Hwitvlf
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
Thank you for this info. I've never dug into the X3 files but was a simple fix with your info. Now I don't have to start a new game to get the HQ!
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Hwitvlf
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
I have a large complex mostly producing Meatsteak. It suddenly became starved for Argnu. As far as I can tell, the production cycle time on Argnu factories became 2 minutes whereas it's still 1 for Meatsteak.
The only change from 'stock' which I've made is to fix the typo in "3.02 Plot Missions" so the HQ plot would start. Could that file affect factory cycle time or is this a bug from somewhere else?
The only change from 'stock' which I've made is to fix the typo in "3.02 Plot Missions" so the HQ plot would start. Could that file affect factory cycle time or is this a bug from somewhere else?
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Hwitvlf
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rudi_pioneer
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
What is a good way to keep up to date with guilds on Linux? (Windows was easier with plugin manager). I was thinking of using latest GitHub files and putting them in right folder (source files, not .cat) - would that work? This approach was great for few scripts, so maybe it works with larger mods too
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Scoob
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
Hi,
I'm using Guilds as well as a mod that allows for NPC on NPC bailing. So, I encounter the odd bailed ship in my travels. Nice.
It's very rare, but I've also had larger ships (M6, M7, TL, M2 and M1) bail occasionally. However, I just found a derelict Orbital Weapons Platform! I've claimed it, so it's mine now, but I don't think I can move it. I also don't know if it's possible to collect it with the TL, I've tried, but the OWP isn't listed as a collectable... not entirely surprising.
Many (many) years ago, with X3 Reunion IIRC, I had similar mods installed. I found bailed OWPs and could give them a jump drive and order them to jump places. They'd leave the gate, but with no thrust, they'd never slow from their initial "boost" when leaving the gate. Quite funny. I think they were eventually (mods) given some thrust, so they'd slow. So long ago now, I don't recall clearly.
Anyway, is there any use I can make of a captured OWP? Any special commands to interact with them? I recall that Cycrow created a deployable OWP mod some time ago, however, that mod did not allow for subsequent collection.
I'm using Guilds as well as a mod that allows for NPC on NPC bailing. So, I encounter the odd bailed ship in my travels. Nice.
It's very rare, but I've also had larger ships (M6, M7, TL, M2 and M1) bail occasionally. However, I just found a derelict Orbital Weapons Platform! I've claimed it, so it's mine now, but I don't think I can move it. I also don't know if it's possible to collect it with the TL, I've tried, but the OWP isn't listed as a collectable... not entirely surprising.
Many (many) years ago, with X3 Reunion IIRC, I had similar mods installed. I found bailed OWPs and could give them a jump drive and order them to jump places. They'd leave the gate, but with no thrust, they'd never slow from their initial "boost" when leaving the gate. Quite funny. I think they were eventually (mods) given some thrust, so they'd slow. So long ago now, I don't recall clearly.
Anyway, is there any use I can make of a captured OWP? Any special commands to interact with them? I recall that Cycrow created a deployable OWP mod some time ago, however, that mod did not allow for subsequent collection.
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rudi_pioneer
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
I got shot in terran sectors with guilds sandbox start, and ATF access zero (my guess why this happened). i'm using guilds mod only and updated globals.txt values to disable dynamic rep.
I thought I should get ATF reputation to increase access, but i don't think ATF has any stations I can sent diplomats to. What's best thing to do here?
I thought I should get ATF reputation to increase access, but i don't think ATF has any stations I can sent diplomats to. What's best thing to do here?
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Cycrow
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
This wont work fully as some files need to be packed so they can overright existing ones. Also some of the files, especially the missions are wip, so they might effect some of the missions, it wioo also not include any of the new voices as thw voice file needs to be built seperatly.rudi_pioneer wrote: ↑Sun, 2. Nov 25, 04:09 What is a good way to keep up to date with guilds on Linux? (Windows was easier with plugin manager). I was thinking of using latest GitHub files and putting them in right folder (source files, not .cat) - would that work? This approach was great for few scripts, so maybe it works with larger mods too
Its probably best to just periodically check the forum page
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Cycrow
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
Deployable OWP is already part of Guilds but there is currently no way to pack up a deployed OWP yet, this will be added eventuallyScoob wrote: ↑Thu, 13. Nov 25, 01:13 Hi,
I'm using Guilds as well as a mod that allows for NPC on NPC bailing. So, I encounter the odd bailed ship in my travels. Nice.
It's very rare, but I've also had larger ships (M6, M7, TL, M2 and M1) bail occasionally. However, I just found a derelict Orbital Weapons Platform! I've claimed it, so it's mine now, but I don't think I can move it. I also don't know if it's possible to collect it with the TL, I've tried, but the OWP isn't listed as a collectable... not entirely surprising.
Many (many) years ago, with X3 Reunion IIRC, I had similar mods installed. I found bailed OWPs and could give them a jump drive and order them to jump places. They'd leave the gate, but with no thrust, they'd never slow from their initial "boost" when leaving the gate. Quite funny. I think they were eventually (mods) given some thrust, so they'd slow. So long ago now, I don't recall clearly.
Anyway, is there any use I can make of a captured OWP? Any special commands to interact with them? I recall that Cycrow created a deployable OWP mod some time ago, however, that mod did not allow for subsequent collection.
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rudi_pioneer
- XWiki Moderator

- Posts: 583
- Joined: Fri, 2. Apr 21, 21:06

Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
Update and not an issue actually: first time player gets terran rep, ATF automatically syncs to Terran rep and from there they are same. Only time discrepancy is there is when game startsrudi_pioneer wrote: ↑Thu, 13. Nov 25, 08:42 I got shot in terran sectors with guilds sandbox start, and ATF access zero (my guess why this happened). i'm using guilds mod only and updated globals.txt values to disable dynamic rep.
I thought I should get ATF reputation to increase access, but i don't think ATF has any stations I can sent diplomats to. What's best thing to do here?
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Scoob
- Posts: 11442
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
Thanks, that's what I thought. I was (mostly) trying to go in to Guilds blind, so I could discover stuff myself. Great to know redeploying OWPs will be a possibility in the future, good for when front-lines move as the game matures.
I have hit a minor snag to my current in-game plans, perhaps you can provide some guidance? Basically, I deployed my first Trading Station (Teladi) to Claim the sector East of Legend's Home. I next placed an Equipment Dock (also Teladi) for the Large ship docking - a decent home base for such ships, so they can refuel etc. However, I lack understanding on what functionality such docks can provide. Can I have my Trading Station and Equipment Dock provide software upgrades (Fight Command, Navigation Command etc.) or is it just "ware" type equipment like Shields and Lasers? They're a useful place for the latter of course, but have storage restrictions. Currently, all my stuff - salvaged Shields, Lasers and Missiles - are stored on a captured Mobile Pirate Base. I use a custom version of Marine Repairs (tweaked it myself, many years ago) so Marines will very slowly fix they ship they're on, and any ships docked to that ship. Slow, but immersive. I'm aware that the HQ - which I don't have - offers extended functionality and even ship construction. However, I'm not actively pursuing that plot line currently (I can't even remember how to trigger it, hoping I'd "discover" things naturally through exploring), so did wonder what additional functionality is available at Trading Stations and Equipment Docks. Many years ago - earlier X3 title - I had mods that allowed for the installing of software-type upgrades on player Trading Stations and Wharfs. Worked fine and was more a convenience than anything as they player still had to pay for them. However, it did allow for a central ship equipping station.
One of the bug draws of X3 for me is the full end-to-end economy. From mining raw resources through to ship construction. I feel they skimped a bit on the software side of things - they're all resource-free - while having also reduced the options massively. However, outside of that I do like the "full" economy in that regard. I think the HQ will certainly allow for that, as it can build ships. Prior to gaining the HQ though, it'd be great to have software upgrades (under licence, not free) at player docks.
Anyway, great mod. It's genuinely nice to see that X3 - albeit the "new" X3FL game - is still getting mod support. I do like going back to the earlier games from time to time - I even have an X2 The Threat game from 2022 going, using mods I made myself way back when.
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Cycrow
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
You can get software updates, but it requires diplomacy. Which requires the HQ.
You use diplomacy to send agents tilo acquire blueprunts to any available upgrade, once obtained those upgrades are available to apply to your ships at your jq or any other dock you own.
Al9t of features are connected to the HQ whivh is why you get it much quicker than in TC/AP, how you get it depends on the game start.
The HQ also allows the construction of stations aswell as ships, so it allows you to be pretty self suffient
You use diplomacy to send agents tilo acquire blueprunts to any available upgrade, once obtained those upgrades are available to apply to your ships at your jq or any other dock you own.
Al9t of features are connected to the HQ whivh is why you get it much quicker than in TC/AP, how you get it depends on the game start.
The HQ also allows the construction of stations aswell as ships, so it allows you to be pretty self suffient
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Scoob
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
Thanks. Perhaps I'll look at pursuing the HQ plot line sooner than planned. I did play with another game start where you already have the HQ, but it seemed a bit much, I wanted to "discover" it naturally if possible. I don't actually know how to start the HQ plot, I've not triggered anything yet, but I might have missed the little book icon next to a station or something.Cycrow wrote: ↑Fri, 14. Nov 25, 17:07 You can get software updates, but it requires diplomacy. Which requires the HQ.
You use diplomacy to send agents tilo acquire blueprunts to any available upgrade, once obtained those upgrades are available to apply to your ships at your jq or any other dock you own.
Al9t of features are connected to the HQ whivh is why you get it much quicker than in TC/AP, how you get it depends on the game start.
The HQ also allows the construction of stations aswell as ships, so it allows you to be pretty self suffient
Btw: can the HQ be relocated once obtained? I'd ideally like it me "my" little corner of the Universe, rather than in someone else's space... I mean, can I package it up like I can with other stations?
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Cycrow
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
The plot for the HQ can vary. In TC starts it os connected to the hub plot which you have to start first, in AP start you get it after doing the AP plot or during the Terran AP plot if you start on the Terran side.
For other starts, the HQ is just findable, its randomly placed in a sector, once you find it, you dock and claim it
Yes you can pacakage and move the HQ
For other starts, the HQ is just findable, its randomly placed in a sector, once you find it, you dock and claim it
Yes you can pacakage and move the HQ
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X3extremer
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
Hello Cycrow,
I only came here to say thank you for putting this all together!
I spend about 400 h in X4 but keep coming back to X3.
With your mod, there will be more reason to play X3 again!
Thank you for all the time you put into this project.
Also this site (your site?) is quite impressive and helpful.
https://guilds.xpluginmanager.co.uk/
I only came here to say thank you for putting this all together!
I spend about 400 h in X4 but keep coming back to X3.
With your mod, there will be more reason to play X3 again!
Thank you for all the time you put into this project.
Also this site (your site?) is quite impressive and helpful.
https://guilds.xpluginmanager.co.uk/
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X3extremer
- Posts: 36
- Joined: Mon, 11. Sep 06, 14:17

Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
Can anybody tell me if the MARS turret script is working with the guilds mod?
I searched the threat but found no clear answer.
My guess is (from reading about other mods, like XRM, XTC) that MARS needs a special data file tailored for the mod to be able to work for a specific mod.
If MARS is not working, are there any other turret scripts that might work with the guilds mod?
THX!
I searched the threat but found no clear answer.
My guess is (from reading about other mods, like XRM, XTC) that MARS needs a special data file tailored for the mod to be able to work for a specific mod.
If MARS is not working, are there any other turret scripts that might work with the guilds mod?
THX!
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alexalsp
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
If I remember correctly, there is no MARC adaptation for FL.
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Hwitvlf
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
Being vague to limit spoilers; in the current Guilds version, there is equipment which can be found that will allow an OWP to move where you want it.
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Scoob
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
Cool. I've explored a lot but am yet to find it. I have found the Xenon Hub though. I picked the OTAS start, where you have a Solano, so I assume the HQ will just be somewhere random... will keep exploring.Cycrow wrote: ↑Sat, 15. Nov 25, 01:44 The plot for the HQ can vary. In TC starts it os connected to the hub plot which you have to start first, in AP start you get it after doing the AP plot or during the Terran AP plot if you start on the Terran side.
For other starts, the HQ is just findable, its randomly placed in a sector, once you find it, you dock and claim it
Yes you can pacakage and move the HQ
So it is possible? Nice. I did try installing a Jump Drive to the OWP however, even with the appropriate Navigation Software it wouldn't jump - I didn't try manually piloting it though...

