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I don't understand some of these design decisions made in Vanilla
That is to say, I should be able to sell an Osaka to the terran protectorate, or to segaris, but not to the paranid for example.
Was this adjusted in the mod so it makes SENSE to sell ships?
The fact that the AI Doesn't really use them just makes me question this decision more.
Why remove an opportunity to make some quick cash when its really needed if it has no real impact? Follow up question - Is this mod safe to remove from a save game?
Player-built ships can't be directly sold to shipyards (since AI doesn't really use them - set a good price so NPC will order from your shipyard instead)
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Umm, so then, what do I do with the ships that I no longer want? Just blow them up? I really don't care if the NPC shipyards/warfs never actually use the ships I sell them. I do though care about the credits I would otherwise get from them if I decide I need to sell them a ship. (Not talking about selling them ships from my own shipyards/warfs, just already existing ships.)
Otherwise, thanks for the mod. Great job. Thanks for your time and hard work.
I just sold a ship for less than the value it´s materials, i know you have already tweaked that modifier but i´d say it´s not enough. I could download a mod that changed this again and potentially run into some mod conflict problems. It would be greatly appreciated if you could add a way for people to just set the modifier on their own.
good for me that i know basic modding^^
Ideally, sold ships could be assigned to NPC tasks and then the same job quotas the AI uses could be used to limit direct sell capacity. Unfortunately, that's not available for scripts to manipulate.
I can see being able to sell a few (size depending) before the credits run out. Maybe a timer based on size to model that. Or some other payment option if that's available for modding.
AAAA this is an overkill with stations, make them a little smaller :)