Q:what will happen when you end up in hostile system with no friendly stations & your have no Fuel ?
& aren't you go little carried away with the spawning fleets ? i mean it's not HARD or anything but since previous update i saw 3 or more big (not the biggest) hegemony fleets defending corvus jump point
& can we/I have "Officers" back ?
1. Getting stuck is something one should be aware of, but, I will add a little of fuel drop back to the game. (patch 1)
2. The spawn didn't change much, Corvus is just an hegemony fortress

3. Will happen, just need to test the performance weight of the feature. (patch 1)
How do you increase relations with other factions? It sucks being restricted to the neutral trade stations.
It's not possible, try crafting enemy ships!
Thanks again for a wonderful mod. I would just like to clarify one issue. Will be added another faction of the already issued, such as the Neutrino Corp (they are very necessary), the Hiigaran Descendants Bushi or Project Valkyrie?
And if not then why?
Perhaps in the future will be a separate more extended edition or an opportunity for the authors of the mods to include compatibility in their mods?
1. One of them maybe, the others, not.
2. I don't really like some of the features\lore\balance in those mods.
3. Not happening, as it requires a lot of manual editing to my lists to add a single new faction (to have neat features like tech trees).
Do you know which file I'd need to edit instead, in order to be able to load saves?
As stated by Okim, "In your case this vmparams file is called info.plist and is located in /contents folder."
Will add this to the OP.
If it is possible I think you might need to make the notification that a blueprint has been aquired a bit more noticeable. I've been destroying large fleets left and right trying to acquire my first blueprint and when I finally gained one and went to the local trade station to buy the permit to use it, I discovered that it was not in fact my first blueprint, nor my second nor even my third blueprint, but my 8th blueprint.
I think the third hound blueprint counted as hegemony while the other two were pirate...
1. Will do something about that. (patch 1)
1. That is true and is working as intended (different factions use mixes of the same tech).
Wondering if theirs any way of disabling stations to not be faction specific
Like the challenge it adds, just not the fact that I can only use one factions ships.
That's the whole point of crafting

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Everyone, thanks for the very good feedback! I hope you're having some good fun

EDIT:
DEV Changes (18/11):
- Fixed Kadur initial standings;
- Fixed vanilla disengaging speed bug;
- Raised Blueprints find chance;
- Added back some fuel to the loot;
- You can trade or sell Blueprints to your faction (not your faction's though);
- Stations now sell some resources relative to the faction they belong to;
- Lowered rarity of special faction resources;
- Better "New Blueprint" notification;
- Randomized initial ships and weapons for all stations;