[MOD] Guilds - BETA v0.74 - 2024/12/15
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
They wont use the Ejector seat, but it should use the FTL and Docking Extension (all your ships should use them)
The Trading Extension mainly open up new commands, they dont do anything for the existing ones.
For the Upgrading factories, they do need to buy the upgrade kits, they should be able to use your own account. Its possible they are trying to refuel. I will have to test the command
The Trading Extension mainly open up new commands, they dont do anything for the existing ones.
For the Upgrading factories, they do need to buy the upgrade kits, they should be able to use your own account. Its possible they are trying to refuel. I will have to test the command
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
Thank you for the info:) The FTL and Docking Ex. should be very good for traders!
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
My X3AP plot appears to be stuck: I finished Highway Patrol, and then blew up some Terrans to aid the war effort. The next part is not triggering, however, and the I have no X3AP plot mission active anymore. Flying to Belt of Aguilar doesn't help, so it seems the "Aid the war effort" phase ended without triggering the message to defend the Jonferco HQ. I'm stuck with the war sectors being in war mode.
This seems to be a real problem for Guild's Terran Military plot, which I finally managed to find enough missions to trigger. Elysium of Light is heavily defended by Titans and Colossi, and the patrol engages them endlessly.I tried using the Cheat mod to destroy the heavier Argon ships - this causes the patrol leader to simply freeze in place when not being attacked.
This seems to be a real problem for Guild's Terran Military plot, which I finally managed to find enough missions to trigger. Elysium of Light is heavily defended by Titans and Colossi, and the patrol engages them endlessly.I tried using the Cheat mod to destroy the heavier Argon ships - this causes the patrol leader to simply freeze in place when not being attacked.
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
Hi, thanks for the continuous updates.Cycrow wrote: ↑Sun, 15. Dec 24, 14:37 New Update: 0.74
- Fixed readtext error in New Home Plot.
- Fixed double stations when transitioning to AP
- Fixed weapons for gifted Rapiers (Terran Conflict Plot)
- Fixed Jumpdrive Energy Generator
- Fixed Solar Energy Generator
- Fixed Assassins Guild mission complete popup
- Fixed Station defence missions (spawning race ships)
- Fixed communicating with Phantom Shadowblade after moving to Shadows End
- Fixed Stranded Pilot mission
- Removed Selling/Reverse Engineering of Deployed Orbital Platforms
- Added Orbital Weapon Platforms blueprints to Headquarters (Obtained via Diplomacy)
Some things regarding this one:
- The double stations (even triple sometimes) still persist for existing games where the transition has already been done, no matter if I destroy the entire sector. Maybe running some of the scripts may fix it?
- The shadowblade is still without contacts for existing games where the sector plot has already been done. The workaround is to manually run that `plugin.guilds.mission` script witht he arguments from the fixed cue, then reset the radiant.
- The OWP is now available to acquire thru diplomacy, but unlike regular stations, you cannot STEAL it.
Thank you again!
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
The same with me on Argon Peacekeeper start, the next mission (defend jonferco hq) doesn't triggersnarfies wrote: ↑Sat, 11. Jan 25, 22:34 My X3AP plot appears to be stuck: I finished Highway Patrol, and then blew up some Terrans to aid the war effort. The next part is not triggering, however, and the I have no X3AP plot mission active anymore. Flying to Belt of Aguilar doesn't help, so it seems the "Aid the war effort" phase ended without triggering the message to defend the Jonferco HQ. I'm stuck with the war sectors being in war mode.
This seems to be a real problem for Guild's Terran Military plot, which I finally managed to find enough missions to trigger. Elysium of Light is heavily defended by Titans and Colossi, and the patrol engages them endlessly.I tried using the Cheat mod to destroy the heavier Argon ships - this causes the patrol leader to simply freeze in place when not being attacked.
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
hello everyone im just returning to the X3 franchise after a very long time away, i found this awesome mod that adds tonnes of cool stuff plus my old favs from the old and much loved cadius shippack,
however if ran into a slight oddity many of the pioneer faction ships weapons display differs from the encyclopedia article and the ships themselves in game, an example of this the Oort TP+ all weapons are missiles in game while flying, yet i go and check the encyclopaedia entry and it displays the compatible lasers ect, im currenty re installing the game as i think it was possible i borked something while installing the mod, on my old install
however if ran into a slight oddity many of the pioneer faction ships weapons display differs from the encyclopedia article and the ships themselves in game, an example of this the Oort TP+ all weapons are missiles in game while flying, yet i go and check the encyclopaedia entry and it displays the compatible lasers ect, im currenty re installing the game as i think it was possible i borked something while installing the mod, on my old install
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
i think i might of hit the character limit on the last post so i couldn't add all, the only mods i had running was of course the un official patch and a Spacelab HQ mod that makes it look terranVarcona wrote: ↑Tue, 14. Jan 25, 15:52 hello everyone im just returning to the X3 franchise after a very long time away, i found this awesome mod that adds tonnes of cool stuff plus my old favs from the old and much loved cadius shippack,
however if ran into a slight oddity many of the pioneer faction ships weapons display differs from the encyclopedia article and the ships themselves in game, an example of this the Oort TP+ all weapons are missiles in game while flying, yet i go and check the encyclopaedia entry and it displays the compatible lasers ect, im currenty re installing the game as i think it was possible i borked something while installing the mod, on my old install
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
How does the 'diplomatic immunity' task work? I have an agent at an Argon station with 'diplomatic immunity = gained' but I still lost recognition when boarding an Argon ship.
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
So I've been reading the threads as a way to get myself to fall asleep.
The mod looks amazing.
I need to finish my vanilla FL playthrough and hop onto this.

I need to finish my vanilla FL playthrough and hop onto this.
I read the full mod feature page. Apparently immunity is not you can do whatever and suffer no loss of rep (James Bond and his license to kill?), but just making you immune to the aftershock from dynamic rep system. So ubering people for the terran would not reduce your argon rep now.
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
Hi Cycrow, I wanna ask if there's any plan regarding carrier management for Guilds.
I figured with loadout manager, equipment packs and automatic naming, the foundation of the logistics side of carrier gameplay is already laid.
I'm asking because I just tried vanilla FL carrier management.
The combat side of things works decently well but the logistics still requires heavy player involvement. Naming applying a "loadout" in carrier management tab doesn't actually send the fighter to HQ to properly equip itself, nor can the carrier grab relevant weapons, missiles or equipment from HQ for the fighter. Now I think it's more like a resupply missile/E-cells.
Moreoever, say if I have a loadout with 100 mosquitoes on each fighter, and 20 fighters, the supplier would just keep dumping missiles onto the carrier without the carrier transferring them to each individual fighters, until the supplier and the carrier both have no cargo space left, and so everything grinds to a halt. I haven't tested "repair/replace at HQ" yet.
I figured with loadout manager, equipment packs and automatic naming, the foundation of the logistics side of carrier gameplay is already laid.
I'm asking because I just tried vanilla FL carrier management.
The combat side of things works decently well but the logistics still requires heavy player involvement. Naming applying a "loadout" in carrier management tab doesn't actually send the fighter to HQ to properly equip itself, nor can the carrier grab relevant weapons, missiles or equipment from HQ for the fighter. Now I think it's more like a resupply missile/E-cells.
Moreoever, say if I have a loadout with 100 mosquitoes on each fighter, and 20 fighters, the supplier would just keep dumping missiles onto the carrier without the carrier transferring them to each individual fighters, until the supplier and the carrier both have no cargo space left, and so everything grinds to a halt. I haven't tested "repair/replace at HQ" yet.
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
Yes i have plans for improving the resupply of ships, as well as a whole fleet control in general.
The main carrier management in FL is for replacing of ships, so the loadout will be used when your ships are destroyed, they will be replaced with the same loadout.
For resupply each ship, have you setup the resupply options on the ships themselves?
Generally they will resupply once they dock again, and in some cases, should also resupply before they launch. The amount of wares the supplier gets should be based on the combined total of the resupply values set for all ships (including the carrier)
This will include repair and production modules you can install on your carrier to repair ships and building new drones, etc
The main carrier management in FL is for replacing of ships, so the loadout will be used when your ships are destroyed, they will be replaced with the same loadout.
For resupply each ship, have you setup the resupply options on the ships themselves?
Generally they will resupply once they dock again, and in some cases, should also resupply before they launch. The amount of wares the supplier gets should be based on the combined total of the resupply values set for all ships (including the carrier)
This will include repair and production modules you can install on your carrier to repair ships and building new drones, etc
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
Thanks for the reply! So excited.Cycrow wrote: ↑Sat, 1. Feb 25, 11:42 Yes i have plans for improving the resupply of ships, as well as a whole fleet control in general.
The main carrier management in FL is for replacing of ships, so the loadout will be used when your ships are destroyed, they will be replaced with the same loadout.
For resupply each ship, have you setup the resupply options on the ships themselves?
Generally they will resupply once they dock again, and in some cases, should also resupply before they launch. The amount of wares the supplier gets should be based on the combined total of the resupply values set for all ships (including the carrier)
This will include repair and production modules you can install on your carrier to repair ships and building new drones, etc
Ok so that's how resupply works. So vanilla carrier management expects a fully knitted-out ship when they are first assigned a role for the carrier. I was putting a bunch of blank ships on the carrier, and expected the carrier to outfit the ships for me.
Built-in repair module will be sweet. I have a drone repair ship but sadly they don't interact at all.
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
for the Repair Drones, you need a Drone carrier, the Drone carrier can then be used to repair your ships with their drones.
The drones dont work on their own, or with other carriers
The drones dont work on their own, or with other carriers
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
What I meant was I have an M7D with drones ready for repair, but there was no way to tell my carrier to repair the fighters using the M7D. In fact, I would have to put both in an empty sector, tell the carrier to launch fighters, and the M7D to drone repair.

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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
Cycrow, I've had another head scratching experience with carrier.
Telling the carrier to "attack fighters", facing a single Xenon K + 20ish L, the fighters go out in groups but all of them are tasked with killing the Xenon K. I checked every fighter, even the carrier ship itself (Panther Raider), everyone is trying the kill the Xenon K. Is this intended behavior?
A few days ago I tried to isolate a Q for boarding, so I jumped in my Agamemnon and told it to "attack fighters" and yes it went straight to the Q. I had to jump it out before it dealing too much damage to the Q.
Telling the carrier to "attack fighters", facing a single Xenon K + 20ish L, the fighters go out in groups but all of them are tasked with killing the Xenon K. I checked every fighter, even the carrier ship itself (Panther Raider), everyone is trying the kill the Xenon K. Is this intended behavior?


A few days ago I tried to isolate a Q for boarding, so I jumped in my Agamemnon and told it to "attack fighters" and yes it went straight to the Q. I had to jump it out before it dealing too much damage to the Q.
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
Bro, this lets call it a "Modpack" actually is awesome, adds so much cool stuff to the Vanilla feeling, and expands on features i enjoy like trading and Empire building, one thing tho.. using SETA as someone already mentionied in 2021 (lol) 10x drops my FPS also to roughly 10 or smth.. i did remove the Engine Trails with the Python Script you can find here for TC/AP (worked fine) but i guess some background calculations bonk the FPS down (in vanilly x10 SETA works fine) guess i will play in 5 or 6x SETA if using SETA which i dont really mind heh. Tho, maybe we can find a solution together who knows.. for now heres my DxDiag: https://pastebin.com/sCQTfL9s