While I really enjoy this mod at times, it does end up more of an eternal war simulator than a 4x game.
Maybe limiting the number of factions a single faction can be at war with at once could be an idea? Not only would it cut down on the massive invasions spam and market destabilization that happens when you have mods adding a number of other factions, but it would actually give a purpose to using agents to affect relations between factions other than your own. Like, getting them to go to war with someone else, so they cant go to war with you. It would certainly make the player feel like a more active agent in the psudo politics of the sector.
I'll probably increase the diplomacy interval in next version (so wars take longer to happen, and the ground doesn't shift under the player as quickly). Will mean there's less message spam as well.
Do you keep recieving notifications from your ex colonies, the ones you have made indipendent or you gave to others? You thinks it could cause some slowdowns in performance? ![Shocked :o](https://fractalsoftworks.com/forum/Smileys/default/shocked.gif)
Given-away markets are treated identically to markets that were never yours in all intel-related ways, as far as I know.
Suggestion:
When on the random star sector start (or default) and choosing your ships load option to add an option there to pull up the Codex so you can search for the ship types mentioned. I never know what I am getting by the names alone.
I am sure this is easy to do when compared to my other idea of showing the ships on offer for the load out you are looking at (maybe by mousing over them). (I was thinking of showing them on the top to the bottom right side of the screens UI and in the same way as the fleet loadout is in the fleet menu).
Not sure it's actually possible to bring up the codex from an arbitrary dialog.
Fleet info popup sounds cooler and I might actually know how to do that, if it's possible at all.
#BUG1
There is a typo in a pirate commission while playing as a pirate. It's basically "pirate Commission" not "Pirate Commision". Literally unplayable*.
Screenshot: https://i.imgur.com/zy5JOIi.png
----
*But seriously, how can I change this myself? It's frustrating.
Not readily fixable. Well, you can change
"personNamePrefix":"pirate", to uppercase in [starsector-core]/data/world/factions/pirates.faction, but this will have other effects.
I could ask Alex to uppercase it in the vanilla commission intel, I suppose.
/////////////////////////
#BUG2
The 4th option of Pirate starting fleet is missing
Screenshot: https://i.imgur.com/iBkAhtM.png
Not a bug, actually! The paginator
deliberately leaves a gap between the last option and the previous/next page options.
(I think it looks a bit weird myself, but it does prevent misclicks)
So, I think I've read somewhere that the factions try to expand and conquer new territories. I might be blind, because I can't find that information anymore to confirm it.
I just want to know if that's true or not. I started with very few systems (the default settings) if compared to vanilla. But so far, at October 207, I failed to notice new conquests from the factions. If it does happen, does it have some grace time?
They may not succeed in their task, but I'd expect at least one invasion fleet event to have spawned by Oct 207. Have you seen any in the intel menu and/or message field?
(If not, that's really strange and suggests something is broken somewhere)
Getting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!
But... is it possible to tweak the mod's files to accelerate the expansion? I looked into the config files but I couldn't pinpoint anything.
exerelin_config.json -> colonyExpeditionInterval
When are factions supposed to colonize?
Starting cycle 207 + see above
I dunno if this is intended behavior or not, but I'm seeing a fair amount of Luddic Path and now Pirate bases going into shambles and then collapsing circa early-middle 207 in my game. Random-genned sector. If that's okay and not unintended, I can cope with that. Just curious is all!
Not intended. If you ever dock at one of those bases, can you mouse over the stability bar and check what exactly is eating their stability? Thanks!
So the funky colony transfer error thing happened again except this time I wanted to talk to a pirate leader after I transferred and instead the game is giving me the option to be commissioned by my own faction (Common Guild cuz my character's last name is Common) or to revoke autonomy from the now pirate owned colony ![Huh ???](https://fractalsoftworks.com/forum/Smileys/default/huh.gif)
Okay, retaining the previous dialog options is extra screwy. I'll have to look into that when I have the time.
(and figure out why the text substitution bug is resisting my fix)
Help ! Its getting more and more, i get FPS drops if i move there... they start to stack after each invasion
![](https://www.bilder-upload.eu/thumb/9ca83f-1566214621.png)
Oh dear.
Well, here's one thing you can do for now: Type
kill in
console mod and click on the fleets to make them go away