I've been trying to export excess wares from Maelstrom to Omicron Lyrae using 2 warehouses but I can't get it to work. The tradestation network doesn't seem to be doing any trading beyond the system it's in and when using MitchTech Station Logistics the stocklevel changes that were introduced with the inclusion of tradestation network interferes (seems like it doesn't want to fill up the warehouse beyond the 20%-ish stocklevel).
Also a few things I've noticed during my current playthrough (getting close to 8 in-game days):
- (OOZ) Patrols in systems where Xenon are fairly active are useless. I've killed every single Xenon ship and station in Maelstrom and setup 2 patrols (both containing 1 Simakron, 1 Fulmekron Mk2 and 1 Minekron all of them equipped with drones and DO set to attack) in Blast Quarry guarding the jump gate. When I'm OOZ my ships will get taken out fast and when I'm IZ whatever Xenon ship comes through the gate gets destroyed within a minute with minimal damage to my ships. I guess it's similar to what vadiolive reported.
- Because the small trade ships no longer do system trading with the tradestation network inclusion most of the (AI) economies seem to be grinding to a halt on even the most basic wares (e.g. BoFu, refined materials, etc) while they are pretty much fully stocked in the producing sector(s).
- Changing the range on a trade ship and then setting it back to default doesn't reset the ship name (the small 'r' behind the name stays).
- Ordered a Taranis to board a (Xenon) station while being OOZ and the capsules were all flying in a straight line to no man's space. When I got back IZ the Taranis seemed to bail out of the boarding, the capsules despawned and the marines returned to the Taranis. Only tried this once though, so it might be a fluke.
- There's a lot of ramming going on during IZ combat between capitals (sometimes making the other ship uncontrollably float away at high speed for a couple of zones).
- It would be really nice if the CV contractor option would show what the final delivery would cost in a tooltip on the menu option.
- This is probably vanilla behavior but it really annoys me that when transferring wares between 2 ships both of them undock/fly away after the trade is done. ^^
Other than that, great mod! I'm a new player and after the campaign I went with NF as soon as I figured out there wasn't much happening in the galaxy. My apologies if I'm reporting stuff that are actually vanilla issues.