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

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

Post by Cycrow » Mon, 8. Jan 24, 23:05

Kondor91 wrote:
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
They are supposed to be different from normal missions where you have to find them without guidance. They are usually flying around close to the target sector. You can comm other ships to ask them (this is currently not working correctly, will be fixed in the next version)
You can also do the missions from the HQ, these are more like standard missions and give a bigger boost to XP.

The amount of XPnprobsbly still needs to be balanced

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

Post by Cycrow » Mon, 8. Jan 24, 23:06

olsch wrote:
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.
There's currently no Translations, so only English for now, this also includes the new voices which are currently English only

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

Post by Kondor91 » Tue, 9. Jan 24, 16:01

Got it! These bounties are interesting, if I can add a suggestion it would be cool to get the targets to be either very well armed (drones, missiles, mines) and/or jumping away when you shoot at them.
For now, my targets were M4 or TS barely armed, trivial targets for a player with an M4. The rewards for these killings are from 400k to one million and more, so right now it's a matter of luck and patience but not skill.

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

Post by Cycrow » Tue, 9. Jan 24, 17:00

The TS ones are the lower level bounties, the board only show the bounties up to your level but there are higher level ones available once you start ranking up.

But additional harder ones could be added as well for higher ranks

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by Cycrow » Tue, 9. Jan 24, 20:33

New Update: 0.11
  • Fixed Mission Conversations
  • Fixed Courier Mission (infinate loop spam)
  • Fixed SETA resuming
  • Fixed Bounty Comms (have you seen this bounty?)

olsch
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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by olsch » Tue, 9. Jan 24, 22:25

When I scan an asteroid, it yields Metal Alloys instead of ore. I thought I have to process ore in a plant to make alloys?

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by Cycrow » Tue, 9. Jan 24, 22:43

Yeah, it should be ore and silicon ore you get from asteroids. Will have to check that

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by Kondor91 » Wed, 10. Jan 24, 17:54

About that, the HQ still uses ore as a resource, don't know if it's working as intended.

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by Cycrow » Wed, 10. Jan 24, 20:01

those should be fixed in the next version

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by STALKERik33 » Sun, 14. Jan 24, 17:30

When starting the game in challenge sandbox mode, the game crashes. Perhaps the built-in mod Old Plots has not been updated to the latest version with a bug fix (Old plots v1.03).

Sorry for bad English, i use google translate.

Update

After several checks I was unable to get any non-terran start to work and farnham's legacy starts same dont work. Doesn't crash on startup - all TC starts,all AP starts, ATF (sandbox).
Most likely there is some kind of error with the generation of the map from Old Plots.

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by FriendlyFirePhoenix » Mon, 15. Jan 24, 03:51

Just been reading through the website for Guilds and the whole package looks amazing.

I'm particularly interested in "Kha'ak Invasions" as I have a great fondness for the old Improved Kha'ak 2 : The Revenge which introduced a ton of dynamism to the universe.

Unfortunately there's nothing yet written about that - any chance of a sneak peek into the intended scope of this feature?
I made a couple of X3 mods | Colour By Race | True Relations

lLongshanks
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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by lLongshanks » Mon, 15. Jan 24, 11:55

The path finding seems a bit strange.
Everything wants to go the long way to places. Nothing is blocked or avoid in black list all sectors are explored Only Xenon and Yaki is hostile. I told a ship in Elenas fortune Alpha to travel to Farnhams legend Beta and it tried to go there via Presidents End. Another time I told a ship in Cloudbase South East to travel to Ministry of Finance and I found it flying through Seizewell.
Scripts I use.

Cycrow
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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by Cycrow » Mon, 15. Jan 24, 13:00

STALKERik33 wrote:
Sun, 14. Jan 24, 17:30
When starting the game in challenge sandbox mode, the game crashes. Perhaps the built-in mod Old Plots has not been updated to the latest version with a bug fix (Old plots v1.03).

Sorry for bad English, i use google translate.

Update

After several checks I was unable to get any non-terran start to work and farnham's legacy starts same dont work. Doesn't crash on startup - all TC starts,all AP starts, ATF (sandbox).
Most likely there is some kind of error with the generation of the map from Old Plots.
make sure you dont have the previous old plots mod installed, and that you dont have another map file that might overwrite the guilds one.
the map in general shouldn't be an issue as the Guilds mod uses a single base map, rather than patching in the new sectors in.

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by Cycrow » Mon, 15. Jan 24, 13:03

FriendlyFirePhoenix wrote:
Mon, 15. Jan 24, 03:51
Just been reading through the website for Guilds and the whole package looks amazing.

I'm particularly interested in "Kha'ak Invasions" as I have a great fondness for the old Improved Kha'ak 2 : The Revenge which introduced a ton of dynamism to the universe.

Unfortunately there's nothing yet written about that - any chance of a sneak peek into the intended scope of this feature?
The kha'ak invasions are primarily going to be similar to the current Xenon ones, where ships will jump into other sectors and start to attack. They also will have some additional sectors of their own.
They likely wont take over sectors, as that could interfere with Xenon Wars

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by Cycrow » Mon, 15. Jan 24, 13:04

lLongshanks wrote:
Mon, 15. Jan 24, 11:55
The path finding seems a bit strange.
Everything wants to go the long way to places. Nothing is blocked or avoid in black list all sectors are explored Only Xenon and Yaki is hostile. I told a ship in Elenas fortune Alpha to travel to Farnhams legend Beta and it tried to go there via Presidents End. Another time I told a ship in Cloudbase South East to travel to Ministry of Finance and I found it flying through Seizewell.
The path finding shouldn't have changed so it should work the same as normal FL.
if you have a save game, i can take a look

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by lLongshanks » Mon, 15. Jan 24, 17:36

Cycrow wrote:
Mon, 15. Jan 24, 13:04
lLongshanks wrote:
Mon, 15. Jan 24, 11:55
The path finding seems a bit strange.
Everything wants to go the long way to places. Nothing is blocked or avoid in black list all sectors are explored Only Xenon and Yaki is hostile. I told a ship in Elenas fortune Alpha to travel to Farnhams legend Beta and it tried to go there via Presidents End. Another time I told a ship in Cloudbase South East to travel to Ministry of Finance and I found it flying through Seizewell.
The path finding shouldn't have changed so it should work the same as normal FL.
if you have a save game, i can take a look
I never had this in my previous non guilds playthrough but it looks like ships do not want to go through more than 1 pirate sector at a time.

Hope this upload works https://drive.google.com/file/d/1icDbb- ... sp=sharing
Scripts I use.

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by Tharrg » Mon, 15. Jan 24, 20:56

I visit the mercenaries' guild headquarters and talk to the guild representative. The representative then informs me that all the guild ranks are 'ReadText-9620-0'.

Also, some Teladi stations do not seem to have any reputation restriction for goods and equipment.
Last edited by Tharrg on Tue, 16. Jan 24, 10:28, edited 2 times in total.

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by FriendlyFirePhoenix » Tue, 16. Jan 24, 05:20

Cycrow wrote:
Mon, 15. Jan 24, 13:03
The kha'ak invasions are primarily going to be similar to the current Xenon ones, where ships will jump into other sectors and start to attack. They also will have some additional sectors of their own.
They likely wont take over sectors, as that could interfere with Xenon Wars
Sounds good. It suits the lore for Kha'ak to not be taking over sectors. More fitting for them to destroy and leave nothing in their wake like a plague of locusts than to take and occupy territory.

Will the Kha'ak invasions require the completion of a plot like with Xenon Wars? Personally I'd prefer if the universe was on fire right from day dot, but I imagine the majority of the playerbase would disagree with that.
I made a couple of X3 mods | Colour By Race | True Relations

lLongshanks
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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by lLongshanks » Tue, 16. Jan 24, 11:41

A couple more things I am seeing. The complex planner is trying to use the ore processors instead of ore mines. Also I just built a small complex consisting of1 ore mine 1 ore processor and it is listing nividium as a resource.
Scripts I use.

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Re: [MOD] Guilds - BETA v0.11 - 2024/01/09

Post by Cycrow » Tue, 16. Jan 24, 12:55

Tharrg wrote:
Mon, 15. Jan 24, 20:56
I visit the mercenaries' guild headquarters and talk to the guild representative. The representative then informs me that all the guild ranks are 'ReadText-9620-0'.

Also, some Teladi stations do not seem to have any reputation restriction for goods and equipment.
Yeah the rankings for the Merc guild havn't been added yet, that will be fixed in 0.2

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