Thanks a lot for the response, Celestis! I am glad I could help.
As for some things like the rear missile turret, I agree that I just needed a little more time with the mod to get a grasp of it.
However, with the commodities, I am not so sure it has to do with vanilla bugs. Not knockin' on your skills of course; but I feel like it is not really the prices that are the problem, but the amount of the commodity. Some core worlds have 25,000+ units of food, and I notice that for example Pator III has the Organics Mining Complex trait, which in vanilla would simply mark this market as creating this resource. But for some reason Pator III has a stock pile of 2595 Organics. It's still a lot less than the 24,999 food it carries, but still a lot more than vanilla.
I am not a coder, so excuse my silliness, but I have read about people getting helped with market issues in other threads- If you haven't already, try asking in one of the child forums to have someone check it out. 'Yer mod is the only that I've seen to have this issue!
I will continue my play through of your mod and continue to give you feed back! Thanks for giving it to me to play with!
EDIT: Is anyone else having this issue with the market? I am wondering if it was actually induced by my use of Lazy's console mod. I had only given myself money, but I wonder if something had happened. Please us know.
Feed back for this version: ( Some are relevant even for the last version ;p ) (Also making sure to note that I am starting a new game after this update.)
You may want to try adding some of the music from EVE into the game. I don't know how to do that, but Kazi of the Mayorate should.
The trader starts with a Sigil indy ship, the bounty hunter a Slasher frigate, but the smuggler starts with a reaper rookie ship? XP
I still cannot figure out how to access anomalies. : Okay, I finally found a ship with the recon hull mod. The anoms look cool so far, and I am enjoying exploring them. I know this is rather specific, but as far as I can tell, I think it'd be great to be limited in your profession by cost, rather than by the availability of ships. But that's you know... market-issues allowing..
Choosing to take high tech weaponry as a bounty hunter gives you a heavy pulse laser, but unlike the equivalent in vanilla, no ship you start with can fit it.
Personally I feel that it's strange that there is not many people to fight (for bounties). I can prey on independent fleets just fine, but it seems almost cheap to do so because they don't really own many stations to care about. I know it does not make sense for EVE's lore, but I'd love for you to consider making systems where Factional Warfare would take place.
I feel like the range of some weapons like ballistics are very short, even if their poor accuracy is justified. I'm still playing around with it though to see what I think. I just wonder if it'd feel better to have weapons like auto cannons fire off tight bursts of shots like they would in EVE, relying on target leading to properly hit, rather than a spray of bullets. But again, not so sure yet. I DO like missiles though.
Also, about the missiles' flux usage I was actually implying that they should use more than zero flux. For example you have made a hull mod for the cap power relay, which increases the vent rate at the expense of shield size. But when do you ever have to vent? Not many weapons generate an appreciable amount of flux so far that I have seen. Also, again I don't know how, but it is possible to make hull abilities (like the webifier) cost flux to use, such as the vanilla phase skimmer ability. If you already use that, I apologize for not noticing! Also it seems like, taking the Slasher as an example, its 3 150mm auto cannons each generate 10 flux per second, but its base dissipation rate is a whopping 300.
I am thinking this is not a vanilla issue: your fringe gates and core gates are swapped in their size. In this mod, the fringe gates are larger in size than the core ones.
It is hard to tell when you can use a Stasis Web and what its target will be. If you use it not in the range of a target, it becomes used and goes on cool down regardless.
I like that the jammer on EWAR frigates can disable all of the weapons on an enemy ship (with similar targeting issues as the webifier), but I don't like that it lasts for a very small time and has a long cool down. I just don't find it to be so useful.
I may have found the root of your eco problem. In vanilla, most planets and stations are one in the same. If you go to a planet, you will access the same market as the station that orbits it, and vice versa. I notice that this is not the case in your mod, and I wonder if having two markets so close together is causing odd trade? And I notice some planets are actually not like this, such as Villore I and the Senate Bureau.
Similar to EVE in actuality, wielding destroyers feels awesome!