[MOD] Guilds - BETA v0.41 - 2024/04/02

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Cycrow
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[MOD] Guilds - BETA v0.41 - 2024/04/02

Post by Cycrow » Wed, 27. Dec 23, 20:51

A new Expansion Mod for X3FL.

http://guilds.xpluginmanager.co.uk
:!: the website is still work in progress

:arrow: Download
SPK: Image
Linux (Zip): Image
  • BETA v0.41
:arrow: Installing
:!: To installing, make sure you have the latest version of the Plugin Manager (At least 1.87)
:!: Requires: Unofficial Patch (At least 1.3.13)
:!: 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

:!: The Linux package contains both the Guilds mod and the Unofficial patch, with the voice file in ogg format.

:arrow: Save Game Compatibility
The current Beta versions may not maintain save game compatibility. The first few versions may requiring restarting after updating each version.
Future versions after the initial Betas should maintain save game compatibility

:arrow: Missing Features
While most of the features listed on the Guilds Site are in the mod, there are several that are either not yet in, or not complete.

:!: Guilds: Currently only 3 guilds are playable, Bounty Hunters Guild, Assassins Guild, Celestial Navigators Guild (Others will be added in future versions)
:!: Plots: Currently only the first Bounty Hunters Guild plot, and Stage 1 of Beryll Incursion are available. Other guild plots, Terran Lost Colonies and Industritech Expansion will be added later.
:!: Xenon Migration/Xenon Wars: Not currently available
:!: Sector Takeover: Not currently available
:!: Kha'ak Invasions: Not currently available
:!: Sectors: All sectors are in, but some are connected to the plots, so are currently inaccessible

rudi_pioneer
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Re: [MOD] Guilds - Coming Soon

Post by rudi_pioneer » Wed, 27. Dec 23, 23:27

Oh heck yea!

Plea for sandbox start that has all quests finished (primarily for sectors access) please!

Wing2137
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Re: [MOD] Guilds - Coming Soon

Post by Wing2137 » Thu, 28. Dec 23, 08:24

I gotta say, when I initially read that old save files are gonna be a bust, I was bit disappointed. After reading all of the updates you're releasing however, Holy COW man!

What an incredible update, Cycrow! I'll be watching this one with great interest! I've done so much with my game... And now coming up on nearly 70 in game days, maybe it's time to start a new adventure? 8) A cabin viewport that I can use SETA in, planetary economies... It's really quite a downplay in all honesty to just call it "Guilds", :lol: This is truly something much bigger, and I'm so thrilled to give this a shot later! I think I speak for a lot of us here, when I say how thankful we all truly are for the constant stream of updates you give to us for X3. X3 is my favourite of all of the X games, and will likely be the game I play all the way to my grave. Thank you, Cycrow! :D

dragonblue14
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Re: [MOD] Guilds - Coming Soon

Post by dragonblue14 » Sat, 30. Dec 23, 17:59

This is amazing.

Your the collection of individual mods were already fantastic and then you create this behemoth. It has everything I've dreamed about and more. Looking forward to this!

olsch
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Re: [MOD] Guilds - Coming Soon

Post by olsch » Mon, 1. Jan 24, 01:47

This sounds very promising. Wanted to start a new playthrough anyway.

GoatBuster94
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Re: [MOD] Guilds - Coming Soon

Post by GoatBuster94 » Mon, 1. Jan 24, 08:36

Still Waiting ^_^

olsch
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Re: [MOD] Guilds - Coming Soon

Post by olsch » Mon, 1. Jan 24, 13:21

So, just for clarification: This mod will include the unofficial patch, Old Plots and many of your smaller mods? So I will only have to install this one? At least that is how I understand the website.

Cycrow
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Re: [MOD] Guilds - Coming Soon

Post by Cycrow » Mon, 1. Jan 24, 15:25

It wont include the Unofficial Patch, but it does need to be installed.

All the other mods are built in. So you will just have to install the Unofficial patch and the Guilds Mod.
some of the small mods have been adjusted to better integrate with each other

GoatBuster94
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Re: [MOD] Guilds - Coming Soon

Post by GoatBuster94 » Mon, 1. Jan 24, 15:33

You say... we only need UP and Guilds installed and we get Old Plots, SCS, adv. jumpdrive and all others scripts you make?
Wonderful... ^_^

Cycrow
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Re: [MOD] Guilds - BETA v0.1 - 2024/01/06

Post by Cycrow » Sat, 6. Jan 24, 18:39

First Beta version is now available.

Please read the first post for information on installing and what's currently available

Kondor91
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Re: [MOD] Guilds - BETA v0.1 - 2024/01/06

Post by Kondor91 » Sat, 6. Jan 24, 19:14

Great job! Reinstalling FL right now!

rudi_pioneer
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Re: [MOD] Guilds - BETA v0.1 - 2024/01/06

Post by rudi_pioneer » Sat, 6. Jan 24, 23:10

0.10 notes:

Questions:
- is there a way to get a start with most sectors (especially post TC and AP plots, like aldrin and so on)? i can't imagine dealing with old plots again :/ especially war sectors

Not that important:
- two most south-west unknown terran sectors will cycle only between those two if you use left or right arrow keys instead of moving to other sectors
- 'unknown terran sector' name is long enough that it cuts into neighbour names
- no name ID localization string for guild starts (used latest plugin manager, fresh X3FL with no steam exe, and latest unofficial patch)

Yay for new sectors! Will make playing some races much more viable now!

Cycrow
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Re: [MOD] Guilds - BETA v0.1 - 2024/01/06

Post by Cycrow » Sat, 6. Jan 24, 23:39

There will be a pure sandbox start eventually. But it'll be after the universe and plots have been finalised.

the cycling between the unknown Terran sectors is an unfortunate side effect of their placement. They are not actually close together on the galaxy map, as they had to be squeezed in where there was space. Usually that works as it used the gate direction, but because those dont have a left/right connection, it cant follow the gates.
- no name ID localization string for guild starts (used latest plugin manager, fresh X3FL with no steam exe, and latest unofficial patch)
Not sure what you mean by this?

rudi_pioneer
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Re: [MOD] Guilds - BETA v0.1 - 2024/01/06

Post by rudi_pioneer » Sun, 7. Jan 24, 02:01

Cycrow wrote:
Sat, 6. Jan 24, 23:39
- no name ID localization string for guild starts (used latest plugin manager, fresh X3FL with no steam exe, and latest unofficial patch)
Not sure what you mean by this?
Screenshots: https://imgur.com/a/aI08BuC

Cycrow
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Re: [MOD] Guilds - BETA v0.1 - 2024/01/06

Post by Cycrow » Sun, 7. Jan 24, 02:19

Looks like its missing a text file. I've re-uploaded it.

try downloading and installing again

rudi_pioneer
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Re: [MOD] Guilds - BETA v0.1 - 2024/01/06

Post by rudi_pioneer » Sun, 7. Jan 24, 03:00

Cycrow wrote:
Sun, 7. Jan 24, 02:19
Looks like its missing a text file. I've re-uploaded it.

try downloading and installing again
Tested, works great now!

eldarmark
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Re: [MOD] Guilds - BETA v0.1 - 2024/01/06

Post by eldarmark » Sun, 7. Jan 24, 05:22

Typo in the Bounty Hunters' Guild start description: No overly difficult -> Not overly difficult

Guild starts don't mention the state of the HQ a-la Expanded/Challenging sandbox (Start With / Must Find / HQ Plot) -- It also doesn't quite mention the world state at the start. Is it the same as X3FL post X3FL's intro plot (like the ES/CS starts) or something else? There's no FL -> Guilds link plot to change the universe state, is there?

Cycrow
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Re: [MOD] Guilds - BETA v0.1 - 2024/01/06

Post by Cycrow » Sun, 7. Jan 24, 11:53

Most of the starts now start in TC. This includes the guild starts and the Sandbox starts.
The Guild starts are basically the same as the Expanded Sandbox, except that you start as a higher level member of one of the guilds.

The only different one is the Argon Cadet, that is connected to the main plot.

Only the FL plot starts require the link plot now.

Kondor91
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Re: [MOD] Guilds - BETA v0.1 - 2024/01/06

Post by Kondor91 » Mon, 8. Jan 24, 18:24

Are bounties targets supposed to be hard to find? I mean, it makes sense given how much money those give, but grinding the guild rank is kinda annoying

olsch
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Re: [MOD] Guilds - BETA v0.1 - 2024/01/06

Post by olsch » Mon, 8. Jan 24, 22:28

Running the mod on the german version of the game results in a lot of readTExt errors. Also part of the texts in the diplomacy menu are in russian.

I like the new color of the main menu. Looks great.

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