Alright, false alarm. I didn't realize there were some patches for the base game.
Thank you for letting me know
I can relax a little until the next one ...
Weapon Slot 3 and 9 cause a crash due to those slots not existing in -> syndicate_asp_gigantophis_Support.variant
Yeah; I 'deprecated' the variant but didn't remove it from the folder - so you can still select it as an option. The easy fix is either not to do this in variant selector (great solution, huh?) or to delete the .variant file from the mod folder.
And essentially, the file won't be there, next time round.
Not sure if intended but a bit of feedback ~
The various stations not having starports in every market seems to make them default to the goods being sold there at immense value compared to other stations, making it easy to rack up vast millions rapidly by selling even just supplies there for 4-6x their stock price.
Heh; not *quite* working as intended. They were supposed to be backwater places; but the current economy is obviously giving them fairly significant demands (where perhaps I thought they wouldn't). Should have fixed that up in my version just by giving them a starport. It seems to sit them in a fairly reasonable place - perhaps they are a little more prosperous than I would hope but the alternative just doesn't work - without looking at custom industries or conditions - which I'm not sure how much I want to do without a great deal of thought or at least waiting to see how 0.9.1 pans out.
Also; having a bit more time to reflect on what is actually going on; I went through the whole JP / vanilla / modded faction baseline relationships last night.
Removing refining from Paddington (the ASP main base) and making them hostile with the Persean League moves them from being basically the dominant economic force in the sector (at January 206); to a little less significant. Their overall standing (and pristine nanoforge ... HANDS OFF) allows them to push to the top of the Ship Hulls market; and quite handily they also sit near the top of the Drugs and Organs market - without needing any custom industries to nudge it that way.
Also giving more favourable relations between the Junk Pirates and the Independents just frees up that side; gives them access to organics and some other key parts of the economy they were missing. That and the starports eases issues throughout Breh'inni.
Hopefully they should be more interesting linked in with the wider modiverse; a few more hostilities and alliances to mix about the economy as well as all the rest.
Got some more housekeeping type stuff to do and should get the next version out in the next few days.
Not much else to say on that side of things, besides that crash and the market concerns
Fun addition to my game, lots of variety and a good feeling of history to the factions.
I was a bit surprised at first that the 'pirates' weren't hostile to me xD
Thank you for the feedback
(And yeah; they kinda ARE pirates, if you are a Hegemony sympathiser at least. I think it's good to have that neutral starting point with the player - and then it's up to you - you can treat them as actual pirates; like any ordinary Hegemony Scum - or see the light and try and make friends.)