For the Norlami's colony capital ship, putting points into amplify energy doesn't give the ability, but does use up the points. You can waste multiple points this way. This mod is very interesting, and so far the two factions I've played as have some pretty big differences in how they play.
Meklor
If we have any bug reports, should we just post them here? Or Is there a preferred method?
I think Rebel's spawned by the Insurgency techs either need some new classification so that Truce Among Rogues doesn't work on them or for Truce Among Rogues to stop their spawning/eventually despawn them in wells controlled by someone with the tech researched.
Playing around with the game a bit, I've noticed a couple annoying things about the Rebel TEC diplomacy tech tree. First off, the technology that gives you pirate mercenaries, and to a lesser extent the one that causes the rebels instigated by the insurgency technology to relocate to your capital, don't have a turn off button. If something's going to cost your limited resources, it needs some way to turn it off, but so far I haven't seen an option for either one of those. 
Is it just the Honorverse that the publishers are touchy about? Or is it any of their IP's? If they seem less touchy about other ones then the universe of [I]Crusade/Insurrection/In Dead Ground/The Shiva option[/I] might be better. Travel between stars is limited to what could be translated into phase lanes, and ships lack the impenetrable walls of the impeller wedge(which likely would have been difficult to add to the game engine as damage from certain areas does nothing). Plus, the different r
I'm wondering this too. If it helps, I'm trying to add the Sins_Enhancement_Mod_v1.25 to my game, but once I added a mod folder and added the file, it didn't show up.
I have a couple things that I'm unsure of how to do with this game. How does one add most mods onto one's game? And how does one then activate the mod? Thank you to whoever figures this out.