OK, lessee ...
(1) I screwed up the OP pack. I don't know if there are going to be any observable effects or not, but I was screwing around with the API last week and only realized this morning that I'd recompiled the last OP pack with the modded API. No clue what impact it might have, no real memory of what it was I was mucking around with
So, for OP, here's the pack recompiled with the correct API. My apologies for this!
http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip(2) Given a lot of feedback from SG3, I've made some modifications to the EAW pack. (Eventually I'll apply these to OP as well, but after recompiling already to correct the mess above I just didn't have the motivation to do it again.)
The new EAW pack is intended to be more amenable to PvP and to the survival of small ships.
- many of the open-space missions (patrols, fleet actions, etc) now have a substantial bonus for either killing, capturing, or running a human enemy off the map. The bonus goes up to a maximum of about 450pp per human opponent, beyond the regular mission payout.
- some of those missions will now produce substantially fewer AI ships when in a PvP situation. If you're not flying coop you *might* still get one AI wingman, but not the big crowd previously produced.
- some of the tougher open-space missions have had their difficulty tweaked, and will sometimes give the player a break with an easier draw, usually by dropping the enemy ship count.
- a couple of the nastier missions (e.g. sector assault) won't get offered to ships under 100BPV or before 2268, when most races are fielding more capable ships. This actually depends partly on server settings, but hopefully will work out.
- players spawning close to the sun in the planet survey mission should (hopefullly) no longer occur. The frequency of the sun version of the mission should be way down - say about one survey mission in twenty.
The link to the pack is (as always)
http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissions.zipdave