Broadly, fleets have three different relationship-based responses possible in rules.csv's OpenCommLink:
- Friendly response (when faction is friendly)
- Neutral response (when faction is neutral)
- Hostile response (when
fleet is hostile)
There is no case for when faction is hostile but fleet is neutral. I think if this happens normally, the fleet just refuses to answer the comm link. But when it's in response to player turning transponder on when requested, the dialog fails to advance:
Could be solved just by handling the case when no response is forthcoming after transponder is activated, I suppose. Certainly easier than redoing the OpenCommLink logic for all factions...