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

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Cycrow
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Re: [MOD] Guilds - BETA v0.86 - 2026/03/07

Post by Cycrow »

If you dont jabe a previous save you could do that, or wait, i will release another version that should be able to clean the sector
Cycrow
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Re: [MOD] Guilds - BETA v0.86 - 2026/03/07

Post by Cycrow »

New Update: 0.87
  • Cleanup of Elena's Fortune from WareTemplate bug
  • Fixed Military Radiant Missions
Ektufall
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Re: [MOD] Guilds - BETA v0.87 - 2026/03/09

Post by Ektufall »

Wanted to share that deleting everything on Elenas Fortune alpha does not change anything on 0.0861.
Same ware template stations are respawning.
https://imgur.com/a/3H0umrf

Will try how that changes on new 0.87.

Here is a save anyway with this on 0.0861
https://www.dropbox.com/scl/fi/jnc92vxv ... jf506&dl=0

In regard of Assassin guild radiant missions , do they don't work at the moment in overall or is it something in playthrough?
You can jump to Shadow end and check for yourself.
Phantom shows just these options via coms :
https://imgur.com/a/XSPBTan

Does Photonic cannon is fully implemented?
I get that it does not show on turret level in laser compability screen because of limitations.
But I saw that it has 0 on both hull and shield damage.
https://imgur.com/a/SDm1nJK
Ektufall
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Re: [MOD] Guilds - BETA v0.87 - 2026/03/09

Post by Ektufall »

0.87 did not change a thing for save I posted. Argon Supply Mammoths still supply Elenas fortune alpha with shipyards , stocexchanges and so on.
Hopefuly that will stop at some point.
Cycrow
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Re: [MOD] Guilds - BETA v0.87 - 2026/03/09

Post by Cycrow »

i've updated a fix to remove the proposed stations as well (to prevent them from being rebuilt)
You can get it from GitHub if you want it before the next release

For the Assassins Guild, it looks like the icon is not displaying for some reason, but the mission is available. You need to talk to Lo t'Ng

The Photonic cannon should be fully function.
The weapons browser (and encycolpedia) are showing the correct damage for me

Photonic Cannon
Ektufall
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Re: [MOD] Guilds - BETA v0.87 - 2026/03/09

Post by Ektufall »

Cycrow wrote: Tue, 10. Mar 26, 00:47 i've updated a fix to remove the proposed stations as well (to prevent them from being rebuilt)
You can get it from GitHub if you want it before the next release

For the Assassins Guild, it looks like the icon is not displaying for some reason, but the mission is available. You need to talk to Lo t'Ng

The Photonic cannon should be fully function.
The weapons browser (and encycolpedia) are showing the correct damage for me

Photonic Cannon
Thanks , updated scripts fixed situation with station in Elenas Fortune alphas , atleast as I loaded save stations were reset to usual type and amount.
I used these :
scripts/plugin.guilds.patch.xml
scripts/setup.cycrow.guilds.xml

Yet there still was few lasertowers at +100km x axis range, that previously came together with stations.
But maybe supply mamoths was unloading their task and with next load those will stop too.

Appreciate on looking at Assasins guilds radiant missions. Never thought actualy go through comms, as icon was absent.

In regard of photonic cannon and any other new weapon, that showed 0 in hull/shield damage un 0 range.
I am feeling stupid - cause was : Repair_Laser_10x-V1-19.1.2012.spk from xdownloads.co.uk
Everything is fine when this mod/script is removed.
Ektufall
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Re: [MOD] Guilds - BETA v0.87 - 2026/03/09

Post by Ektufall »

Are keris drones broken just for me? Or do we all have unsuable drones at the momment?

Was wondering why keris was just idling instead of attacking target.
Checked the info window and there it is cargo hold holds 2x EMPC, but in Guilds they can only use EMR (electro magnetic repeater) by info on compatible lasers.

Hopefully it is not just me and it can be fixed in next release.


Update:

Here it can be seen in printscreen : https://imgur.com/a/9hAcAgm

P.S. Mobile Repair Ship (common brother of Aran) , has the same turrets enabled thing. Although this time it could be missile launch turrets as Mobile Repair Ship has compatible missiles.
https://imgur.com/a/BecXZ4x
Cycrow
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Cycrow »

New Update: 0.88
  • Added Heavy Tern and Heavy Shrike to Teladi Super Shipyard
  • Added new mission type (Attack ships at waypoints)
  • Added Attack ships at waypoint mission to Race Military
  • Added Guild Tasks to Guild Board
  • Added Mercenaries Guild Tasks (Attack ships at waypoints)
  • Adjusted Race Military missions, now upto 3 missions available at a time
Kondor91
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Kondor91 »

Great work as always Cycrow! My Military missions aren't working unfortunately. Playing as Terran Sergeant in the Guilds starts because i wanted to try the Lost Colonies plot. I don't need to complete more military missions, but they're bugged. Some of the missions have no information at all (just a black screen with no details), in others the briefing works, but accepting them does nothing. I've also noted that there are A LOT of them, I got 40 mission givers in the Orbital Defence Base in Saturn :mrgreen:
Cycrow
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Cycrow »

There should be a maximum of 3 at any time. If you send me your save game i will take a look
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Kondor91 »

Sure thing, thanks a lot!

https://www.dropbox.com/scl/fi/75agnve6 ... zhh6n&dl=0

The only extra mod I have is Operating Costs, but it shouldn't have an impact on missions..
Cycrow
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Cycrow »

I have updated the download to fix the issue. (will prevent more from being created)

however, i havn't quite figured out how to remove the broken ones yet
Kondor91
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Kondor91 »

Tried the fix on a fresh game, Nostalgic Argon, joining the Argon military regularly. Everything works, as far as I can see! Thanks again :wink:
Bandenere
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Bandenere »

Cycrow wrote: Wed, 27. Dec 23, 20:51 :!: Requires: Unofficial Patch (At least 1.3.19)
Apparently 0.88 need at least UnofficialPatch-V1.3.20 to be installed (not 1.3.19).
Kondor91
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Kondor91 »

Ok, I'm afraid I'm stuck. I finished Stage 3 of the Lost Colonies plot (I think: the mission in which I have to persuade the three scientists) and now nothing happens. I thought that the problem was that my rank was too low at sergeant, so I increased to lieutenant and then to captain, no dice. My terran rep is Warrior of Io. Are there other requirements to continue?
Cycrow
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Cycrow »

have you picked up the 3 scientists? If so, you probably just need to wait, the next part will start after about 1 hour.

you also need to have visited the sector Segaris before the next part will trigger
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Kondor91 »

I was missing Segaris :D It's working as intendend now, thanks!
armchair_economist
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by armchair_economist »

I'm confused about how the planetary economy feature works.

In an earlier save (Guilds 0.82) the planetary economy had been inaccessible. The menu didn't even show up and the Trading Stations weren't producing any resources, let alone luxury goods. I assume it is not reliant on any plot progression or game starts?
Considering that I didn't interact with the feature for the first ingame days, is there a chance the planetary economy breaks down if all planets lose their prosperity levels?

After upgrading to Guilds 0.87 and starting over in another save, the planetary economy seems to work fine.
Yet since the Trading Stations always buy and sell at average value, I don't see a way to make a profit as almost all involved goods are produced by and traded between Trading Stations.

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

Post by Cycrow »

Not sure why it wasnt working in your previous save, it shpuld work in any. Theplanets should always produce dtuff evennif the prosperity level drops, they just produce slower.

I assume you jave the latest unofficial patch installed ?

The prices in the trading stations should vary rather than being the average price always. Will have to check that is working correctly (the variable pricing was added in the unofficial patch)
armchair_economist
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by armchair_economist »

Cycrow wrote: Tue, 7. Apr 26, 14:15 Not sure why it wasnt working in your previous save, it shpuld work in any. Theplanets should always produce dtuff evennif the prosperity level drops, they just produce slower.

I assume you jave the latest unofficial patch installed ?

The prices in the trading stations should vary rather than being the average price always. Will have to check that is working correctly (the variable pricing was added in the unofficial patch)
Thanks for your fast response!

I started the old save with Guilds 0.82 & Unofficial Patch 1.3.19, but updated to 0.87 & 1.3.20 halfway through.
Something must have been broken because the Trading Stations had the planetary economy goods listed with 0 stockpiles, no production and the menu option for the Planetary Economy window didn*t show up which had me confused in the first place.

In every new game I launched today while testing Guilds 0.88 & 1.3.20 Unofficial Patch, the menu, items, and so on were all there. The pricing however is always at average value irrespective of stockpile.
Does variable pricing apply only to the wares of the planetary economy or every (vanilla) item tradeable at Trading Stations? In any case, I've never seen it in action.
Is there an option for variable pricing that I forgot to enable?

Edit: ambiguous wording

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