kmunoz wrote: ↑Mon, 6. Dec 21, 23:38
I would love to see an Extensions Option for the mod trader that prevents him from giving you credits in exchange for items - i.e., any credit remainder after the trade gets discarded. The reason I suggest this is that you can easily make millions upon millions of credits just flying around battlefields, *very* quickly, just by grabbing the mod materials and then trading them for credits.
I don't think the base mod should NOT have this as an option (people should be able to play how they want), but I would like to see an option to turn it off. Or possibly change the credit values of those items so that they're not so ludicrously valuable in sales.
yup, was the original intent. i added the selling feature in an update from a suggestion.
i've now added Extension Options to re-enable the selling of mod parts, by default false, and a multiplier on how much the barter value converts to cash, by default 10%).
And the barter menu will now show a new line: Money Value which reflects how much the player will get as credits.
i'll upload it before the weekend.
i actually have a few mods to update and a new mod to upload: Citizenships and Social Standings.
Citizenships and Social Standings is a companion mod to my Reputations and Professions mod.
It adds 3 immigration status: resident, citizen, militia.
And several social standings: traitor, outlaw, criminal, scoundrel, explorer, entrepreneur, bounty hunter.
Immigration stauts restricts the friendship (10+ points) and alliance (20+ points) relationships by requiring stations built in the faction's territory.
By default, the friendship relationship requires 1 station with 1M transactions (sale and purchases) with the faction - along with the base game's requirement of 10+ points, of course. This is the "resident" immigration status.
The alliance relations requires 2 additional stations with 2M transactions with the faction - along with the base game's requirement of 20+ points, of course. This is the "citizen" immigration status.
The capital ship licence will require a defense station in one of the faction's frontiers (i.e. contested sector). This is the "militia" immigration status. If Reputations and Professions is also installed, it will require the Defender Reputation as well.
Traitors are residents or higher that become pirates.
Outlaws are players with the base game's Pirate relationship.
Criminals are players with a criminal fine. This requires my other mod, Crime has Consequences (CHC).
Traitors, outlaws and criminals are stripped of their immigration status.
The rest of the Social Standings are simply "tags" and have no impact in the game - except for Bounty Hunter.
Scoundrels are players who are not traitors, outlaws, criminals but have Social Standing Pirate points. E.g. if you have a high relationship with a faction, but your relationship points dropped for a reason (e.g. commit a crime but paid off the fine), and you're not a Pirate in regards to the base game's Relationship Points, then you are a Scoundrel.
Explorer: the player has not made an impact with the faction - i.e you're activities with the faction are too few.
Entrepreneur: the player performs more economic-type activities with the faction.
Bounty hunter: the player performs more combat-type activities with the faction. Also, only Bounty Hunter activities can remove the Traitor, Outlaw and Scoundrel tags. I.e. if you have any of those tags, you'll need to do Bounty hunter activities to get your immigration status back (if Traitor or Outlaw, that is). The Scoundrel tag is simply removed - i.e. you become a Bounty Hunter. But the Criminal tag is only removed when you pay the CHC fine.
Social Standing activities are better tracked when my other mod, Reputations and Professions mod, is installed.
Otherwise, only player trading add to the Entrepreneur Social Standing.
And only kills in the faction's space add to the Bounty Hunter Social Standing.
Reputations and Professions mod add tracking to missions for those activities.
Basically, it's a harder game with this mod installed.
But it forces the player to actually form true alliances with the faction.
Also, it forces the player to play the empire building portion of the game.
And ... when the faction awards you with the friendship or alliance relationship, they actually mean it.