My understanding is that OP is only Orion cartels versus other Orion cartels. I prefer the more traditional SFB races.
This is incorrect.. Orion Pirates is Empires at War with addirional races.. the difference is that Orion Pirates has more ships, 8 selectable orion Cartels to play in addition to all the races in Empires at war... in other words, 16 playable races..
Orion Pirates also has an Advanced Era where Empires does not... Orion Pirates has more weapons then Empires..
the only difference in game play between Empires at War and Orion Pirates, concerning Single Player game mode, is Orion Pirates by default does not have a storyline for the Empire races.. IE no Federation Storyline.. however they Empire races does have conquest campaigns...
Firesoul did make converted Storyline and Bonus scripts from EAW to work in Orion Pirates.. installing these scripts into Orion Pirates, along with the MCT files for the scripts, will make Orion Pirates into Exactly like EAW with the exception of Orion Pirates having more features and more fixes than Empires has recieved...
Basically Orion Pirates is Empires at War on Steroids..
also if you check the OP Enhancement Package v3.0 postings, you will see the majority of the major items that has been made for Orion Pirates from the fan community.. over half of which will not work with Empires... Look in the second post of the OP Enhancement Package posting and you will see what is available.. there is much more for Orion Pirates plus each module is available on this forum in various places to download individually.. but Orion Pirates Enhancement Package is basically a 1 stop shop to get your game up to speed in a hurry to play against others online, It is not a complete compallation of what is available, but basically a good start to get up to speed with everyone here..... for the Dynaverse Multiplayer, several servers have their own installers which is designed to work for the specific server and may require multiple DL's go get your game set up.. I did my best with the Enhancement Package to be compatable with almost any server thus only needint the Enhancement Package and the Server Installer...
but in Orion Pirates, if you want to play Klink.. it has it, Fed, it has it.. it has all the races of Empires plus 8 orion cartels..
Anyhow.. hope that this helps..
As for your question on what has changed with the patches in EAW from the CD install...
the latest patch for EAW is 2036 and here is the readme listing of the changes...
Star Trek Starfleet Command(R) Volume II: Empires at War(TM)
Patch 2.0.3.6 Readme File
28 October 2002
WARNING: *If you have a modded ship list, this patch will replace it*
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02 Patch features and fixes in 2.0.3.6 by the KhoroMag patching team
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1 General instability in 2.0.3.3 - fixed.
1 Dyna SQL Compatibility with MySQL 3.23.52 and MyODBC 3.51.03 - fixed.
2 SQL political tensions bug - fixed.
3 Disappearing fighter/shuttle icons bug - fixed.
4 Launching shuttles or fighters now voids any WW.
5 AMD damage being multiplied by number of players in a multi game - fixed.
6 Point defense phasers firing at objects out of arc - fixed.
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02 Patch features and fixes in 2.0.3.3 by the KhoroMag patching team
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New Features
1)Erratic maneuvers now fires instantly, requires 1 turn to recharge (like OP).
2)Hitting Shift-ScrollLock during red alert will save many of your ship's settings which are applied on any future red alert. (Data stored in Assets/WeaponGroups/WQSB.ini)
3)Code recompiled with optimization for speed instead of size.
4)Fighter repair, rearm, and regeneration changed:
**Maximum fighters regenerated is equal to 1/2 of the ship's deck crew.
**Rearming and repair/regeneration occurs at the same time.
**Rearming costs 1/2 turn per fighter in the squad at the time it docks.
**Repair costs up to a full turn to repair any damage to the damaged fighter.
**Regeneration costs 1 turn per fighter.
**Repair and Regeneration cost is combined.
**The maximum time is therefore the maximum of repair/regen or rearming.
**The user interface shows two progress bars however they are identical and this unfortunately cannot be changed without artwork changes. Therefore you will not be able to see the individual repair/regen and rearming progress.
Patch Fixes
0)Client game film recording is working again.
1)Fast Repair Bug fixed; all repairable hardpoint slots must be at 50% health to operate.
2)Fixed repair time of multiple slot hardpoints to match the number of weapons in them.
3)Fighter control icons will no longer disappear unexpectedly.
4)Direct-fire fighter weapons are now ready to fire first shot after 8 impulses, and can fire one shot per turn after that (except disruptors which are 2 shots per turn).
5)Heavy PF weapons are now ready to fire after 8 impulses, and follow regular charging rules after that.
6)Fighter minimum speed set to 20.
7)Shield reinforcement is no longer applied to downed shields when taking damage.
8)Dynaverse 2 patrol missions no longer award a win to players who disengage.
9)Spare parts standard and maximum values in Dynaverse 2 space dock fixed.
10)Starbases destroyed during a battle are now removed from the Dynaverse 2 map.
11)Saved game difficulty is now enforced when reading in a single-player campaign.
12)Unfinished repairs are now completed automatically at the end of a mission.
13)Unused shuttles are now converted back to admin shuttles at the end of a mission, including recovery of resources used to create them.
14)Damage to the damage control system no longer affects repair times, since damage control itself is an unrepairable system.
15)Multiplayer (GameSpy/Dyna) networking tuned; effects of lag may be reduced.
16)Hellbore charging cost reduced to 2.5/turn, holding cost is also 2.5.
17)Volley cycle (mizia) interval changed from 1/20 turn to 1/32 turn [true impulse].
18)Overlapping PPD shots no longer cause too many volley cycles (mizia).
19)Plasma I defensive firing made smarter (like Plasma D in last patch).
20)Proximity photon to-hit table change: 83%/67%/33%.
21)Phaser-G hardpoint charging status indicator fixed.
22)Phaser-G multiple-slot hardpoints can now fire all shots.
23)Phaser-G point defense fixed to count shots correctly.
24)Phaser-G now honors shift-Z "fire all" command.
25)Phaser-G can now be fired if there is just 0.25 energy in the capacitor (previously 1.00 was required but it only used 0.25).
26)Phaser capacitor no longer loses charge when a phaser slot is destroyed.
27)Phaser slots that are destroyed now recycle their ready state.
28)Phaser point defense no longer shoots as Plasma D.
29)Plasma D, Plasma I, phaser point defense, and ADD systems will no longer waste shots on dead things that just haven't disappeared yet.
30)Plasma D and Plasma I will no longer waste multiple shots at the same target.
31)Plasma D reload time increased from 1 turn to 1.33 turns.
32)User-made plasma race ships with ADD hardpoints now fire ADD rounds instead of Plasma D shots from the ADD hardpoint.
33)Plasma D and ADD hardpoints now correctly show offline state in display.
34)Shotgun plasma capacity now based on current setting of weapon, not the hardpoint type.
35)Shotgun plasma no longer wastes unnecessary shots on fighter groups.
36)Shotgun plasma no longer fires more than one plasma at a regular ship.
37)If ADD shot at a shuttle, it would only shoot once then completely disable itself vs. the shuttle.
38)ADD damage versus shuttles and fighters was incorrect; [0..5] fixed to [1..6]
39)ADD12 reload time is now 2 turns instead of 1.
40)HET attempt during EM lowers success rate by 16%.
41)EM and WW launch now void any active ESG field.
42)ESG now delivers correct damage to kill fighters (previously some ESG energy was wasted).
43)Single fighter group no longer drops multiple ESG rings unless energy expenditure warrants it.
44)Mine detonation on ESG ring when user changed radius UI control fixed.
45)Hydran UI for ESG panel (multiplayer only) fixed (buttons were messed up).
46)ESG radius indicator is no longer drawn if the ESG cannot fire (destroyed hardpoint).
47)ESG capacitor and hardpoint now lose charge/ready state when destroyed.
48)ESG field that is 'warming up' will no longer cause drones to miss a Lyran target.
49)Cloak can no longer be engaged while being tractored.
50)Tractor lock on a cloaked ship negates the range doubling effect.
51)Switching from hold to repel now drops tractor hold.
52)Switching from hold to repel, or repel to hold now resets tractor capacitor.
53)When the tractor system is destroyed it will no longer charge holding cost because the capacitor is emptied automatically..
54)Speed 11 changed from 5 seconds/turn to 10 seconds/turn.
55)Assault shuttles now require 4 marines to create, and subtract none on impact.
56)Removed debug code that wrote to "EWdump.txt" on every single phaser fire.
57)Plasma I restricted to one shot per firing ship per turn, when firing at starship sized targets (non fighter, PF).
58)Plasma holding costs reduced as follows (first number is normal, second is eneveloping) R(4/5), S(2/4), G (1/2.5).
59)Shield regeneration due to labs, lowered slightly.
60)BPV adjusted upward for Missile G ships.
61)Escort ships received a BPV increase.
62)BPV increase for Plasma I torps removed.
63)Docking "weak" fighters will no longer transform them into stronger variety (i.e. Hornet.I magically becoming Wasp.III)
64)Launching fighters now voids WW.
65)Disengaging in Dynaverse assault missions (Planety, starbase, etc.) gives leaving player a defeat.
66)ESG vs Hellbore interaction re-added.
67)Cannot complete mission "Dropping the Hammer" - fixed.
--------------
02 Patch fixes in 2.0.1.3 by the KhoroMag patching team
--------------
1) Damage allocation fixed.
2) Added option to allow game host to specify hidden race and/or BPV in multiplayer ship select screen.
3) Weapon hardpoint user interface enhanced to show individual slot status.
4) Destroyed hardpoint slots now lose their charge and cannot hold a charge.
5) Mines now detonate if your actual speed is fast enough to trigger them.
6) Mines now arm instantly if the ship that dropped them is destroyed.
7) ADD effectiveness was too high and has been corrected (die roll was off by 1).
8) ADD effectiveness is now reduced when EM is used (add 1 to die roll).
9) ADD now correctly does 1d6 damage against weapon-type shuttles (SS, SP, WW, GAS).
10) ADD12 repair cost lowered to 4 (SFB value).
11) EM in a multiplayer game now properly updates attack shift on all computers.
12) EM voice no longer plays if user cancels EM countdown.
13) ECM now affects seeking weapons properly.
14) Fighters can no longer dock with their mothership if they are being held in a tractor lock.
15) Fighters no longer receive disruptor feedback at Range 0.
16) Fighter fusion corrected - can no longer fire at Range 3 (2.99 max).
17) Fighter photon corrected - can no longer fire at Range 5 (4.99 max).
18) Fighters now carry the correct number of missiles based on the ftrlist.txt file.
19) All weapon shuttles now require 6 internals to kill (previously only 1 internal).
20) Suicide shuttle launch now properly voids a wild weasel.
21) Double-clicking to make multiple shuttles of the same type simultaneously is prohibited.
22) Shuttle conversions no longer remain on-screen when the 'd' key is used to slide panel away.
23) WW launch now properly updates the attack shift on all computers.
24) WW corrected to generate 6 ECM (was 12).
25) WW speed has been reduced to 6 (was 12).
26) Defensive shift now shows proper value when a WW is valid.
27) Defensive tractor hotkey now works properly when tractor system is damaged.
28) Ship explosions corrected: Damage < 10 is Range 0, otherwise explosion is Range 1.
29) Film filename longer than 70 characters no longer causes a crash in the film room.
30) Ships with 32 or 64 marines no longer mysteriously lose a marine 7 seconds into the simulation.
31) Each PPD pulse is now a separate volley.
32) PPD stops firing if target moves out of firing range.
33) Damage for each PPD pulse is now calculated when the pulse hits, not when the user fired it.
34) PPD damage versus fighter groups has been fixed.
35) Missile racks no longer lose a missile at startup.
36) Space dock now works correctly with missile racks having more than one standard reload (like DroG-2).
37) missiles cannot slip past an active Radius 0 ESG at high speeds any more.
38) ESG now triggers active mines to explode. ESG absorbs what it can, remainder hits ship.
39) ESG no longer does more damage than its maximum when firing up and targets are in the radius.
40) ESG no longer hits ships on your team that were captured from other teams.
41) ESG power request corrected for multiple ESG hardpoints.
42) ESG ring radius corrected to be consistent with other direct-fire weapons.
43) ESG ring is now drawn at the exact outer edge of the damage radius.
44) ESG ring is now drawn at the correct size on all computers in multiplayer and film playbacks.
45) ESG field now drops if the hardpoint is destroyed.
46) ESG now hits enemy Wild Weasels and Probes in the ring.
47) Shield reinforcement effect on enveloping plasma and hellbore feedback corrected.
48) Phaser damage against incoming plasma has been corrected.
49) Plasma D auto-firing mechanism will no longer fire more than one Plasma D at a time at an incoming target.
50) Plasma D launcher firing rate increased.
51) Normal photon feedback damage has been reduced to 2 (was 4, same as overload).
52) Normal hellbores no longer do any feedback damage (no myopic zone in SFB).
53) Overloaded hellbore feedback damage now only occurs if the weapon hits its target.
54) Ph3 repair cost lowered from 3 to 2 (SFB value).
55) PhG repair cost lowered from 10 to 6 (SFB value).
56) Ph2 range table corrections: 16-29 -> 16-30; 30-51.5 -> 31-50
57) Disruptor feedback Range 0 - Normal changed from 0 to 1, overloaded from 4 to 2.
58) Films from previous versions cannot be played with 2.0.0.8.
59) Various HET Breakdown fixes:
-Probes can no longer fire during a breakdown.
-T-bombs can no longer be placed during a breakdown.
-Hit and runs no longer function during a breakdown.
-Defensive tractors no longer function during a breakdown.
-Point defense is now disabled during a breakdown.
-ADD and Plasma D are now disabled during a breakdown.
-Shuttles and fighters cannot be launched during breakdown.
-Fighters cannot be retrieved during breakdown.
-ESG field drops when a breakdown occurs.
-Erratic Maneuvers cannot be used during a breakdown.
-Emergency stop cannot be used during a breakdown.
-Maximum speed restored properly if ship does not completely stop.
60) Phaser damage to Plasma is now 4 points of damage reduces plasma strength by one.
61) Fast missile speed reduce to 32.
62) Pseudo plasma recharge time has been reduced.
63) Plasma holding costs reduced slightly R(4), S(2.33), G(1.5).
--------------
02 Patch fixes in 2.0.0.7g
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1) Bug when fleeing on mission, decreases hex defense value -fixed
2) Ghosting of characters ("you are already logged on") should be fixed.
3) Killing of AI characters wasn't removing ships - fixed
4) Fixed mission not completing.
5) Fixed Singleplayer campaign crash after viewing map
6) Disabled the ESC during Dynaverse tactical, now only available if you fly off the map.
7) Converted chat and directory listing system from Won.net to Gamespy. Chat is VASTLY improved.
8) Single campaign crashes when exiting - fixed.
9) Player now cannot move while being drafted in dynaverse.
10) Multiplayer timing improved.
11) Metaverse game speed not always set (if they go into skirmish, then meta) - fixed.
12) We now handle directplay error DPERR_INVALIDPLAYER properly which had led to crashes in some scripts.
13) We now handle DPERR_CONNECTIONLOST properly, that had kept humans from matching up.
14) Mission AI ships are now deleted after mission (slowdown bug)
15) Changes to the ISC and Pirate political matrix.
16) Security cheat where players could log on to a dynaverse server without checks and then log on to a secure server - fixed.
17) Human to human matches under dynaverse were not always reporting the battles properly - fixed.
18) Germans can now connect and play on dynaverse servers.
19) 0 Battery causing crash when opening fleet control panel - fixed.
20) Plasma D able to fire at cloaked ships - fixed.
21) Scatterpacks now void Wild Weasels.
22) Maximum range disruptors range was incorrect. Reduced damage from 2 to 1 - fixed.
23) Scripts not able to set store items correctly on startup - fixed.
24) Batteries not recharging correctly - fixed.
25) Battery meter now reads in units of energy (use to read in fraction of total).
26) Erratic Manuevers generating excessive ECM - fixed.
27) Implemented Defensive Shift indicator.
28) Defensive Plama not firing at all targets if chosen target is fighter group - fixed.
29) User name field for logging onto Dynaverse larger for email addresses.
30) A single admin shuttle can drop 6 ESGs - fixed.
31) Bug fixed where program would crash if you looked at the vessel library before joining a Dynaverse server, after creating a fresh character.
32) Map not centered on player at start of play - fixed.
33) Phaser 3 and G firing Point Defense at range 3 (too far) - fixed.
34) Range 0 ESG missing missiles - fixed.
35) ESG cycle time has been reduce by 1/2 turn after field drops.
36) Plasma S hold cost reduced from 3.0 to 2.66.