Is it possible to change the legality of things in invaded markets?
For example, change Recreational Drugs to legal/illegal?
Also wondering about changing player faction alignment.
If the market is yours, you have the free port setting. Other than that, there's no way to determine which goods are legal.
Markets taken by an NPC faction will use that faction's illegal goods settings.
Alignment: You can change it in the player.json config file in faction config folder. There's no ingame setting for this, though (nor any particular reason for it, since the player faction isn't checked for alignments when forming an alliance).
Congrats on being the first Starsector mod to get over 1Million views!
Actually four other mods have already exceeded that:
Still feels good though!
can i have a small question or more like a suggestion about the respawning factions ? From what i noticed its all nice and dandy but i never actualy saw them take the base back..... would it be posible to make it so they dont actualy suicide into heavily protected star system, and instead go for some empty planet ? and start a new ? also when they fail and trust me they do a lot do they ever try it again or thats it for the whole faction ? the only way for me to actually bring somebody back is to go find decent planet build it up and then give it to the dead faction, at least that's what i saw in my playthrough. If im wrong and simply had back luck with the system in place tell me.
Yeah, faction respawn may not work very reliably at present. Although founding a new colony may not work any better, with such a weak planet they'd probably just get re-stomped.
I'll probably review this in the future (could tie it to the rebellion mechanic when that comes back).
Thanks for the feedback!
next are the aliances i have curently a decent empire with 7 members but some random events keep damaging the reputation between them is there anything i can do to prevent that ? or is it just random ? Thank you
It's largely random, but you can make positive events more likely by doing some things to improve relations between the factions involved.
(see the diplomacy profiles in intel tab for details)
Although an alliance that big will likely have a huge dominance score, which leads to increased likelihood of negative events between them and promoting shedding of alliance members. This is by design.
There's an option in exerelin_config.json to disable the random diplomacy events between player and other factions, but this won't help with interactions between two NPC factions.