The Ironshell tax code have a tax that triggers if player trades at black market (the code checks if market is blackmarket), this however also triggers when player trade at their own colony's open market if they are hostile to indepedent.
Ah - ok, yes, it will return true when hostile to independents.
Also further question from TL'ers, does Aptitude of a skill still do anything in current version of the game?
I'm not sure what you mean. They exist, are implemented in the AptitudeDesc class, and print the description of how how aptitudes work.
Why are fadeOutIfAny and fadeIn args of playCustomMusic ints? What's the accepted values of them? Just 1/0 AKA truthy/falsey?
The number of seconds; int for historical reasons.
Im having some strange behavior with my raid fleets. They organize at the source, but not all leave for the bombardment. I suspect this has something to do with the power difference, as the target is unguarded save for some really bad fleets. Any way to force them all to respond?
I'm sorry, this is not enough information and this sort of question is difficult enough to answer at the best of times. It's probably some kind of issue with the raid setup; it's not going to be the power difference, iirc it's not going to care about that.
On that note, I'm also noticing that the sheer quantity of fleets this event is spawning (27 - not final but just in case I want high numbers I want to fix this) is causing their AI to really freak out when it comes time to return to the base. They never actually return to the base, rather, they keep trying to adjust for eachother so they don't collide. Is there a flag to stop them from doing this?
Hmm, I kind of doubt this is the problem? I'd really have to see it, though, but again I suspect some kind of issue with the raid setup. Does it work normally with a low number of fleets? (If it does, then, uh, I'd suggest just using a lower number of fleets; I don't honestly think this is something I'll have time to dig into on my end).