Well, the short answer is that I've got a two-mission pack that should be able to replace one of my normal 15-20 mission packs, but it needs lots of testing.
The much longer answer is given below.
I've taken this opportunity to do a major clean-up/rewrite while adding the warp code, and the result seems to be a mission-pack-in-a-script (ok, 2 scripts - one for friendly space one for hostile space).
The nutshell description:
- it does the usual 3v3 drafting with AI stripping for PvP,
- it has a custom-built routines to identify the current server year and a custom fleet-selection routine to come up with better AI matchups without the out-of-era issues,
- it can generate up to 36 ships per side (not that we'll want many 72-ship battles, but the ability is now built in should we decide we want it),
- if offered in a planet or base hex it creates the appropriate sized planet/base on the appropriate side, so no more drawing "easy" patrols in a homeworld or starbase hex,
- it has the ability to generate pirates, monsters, and/or convoys once in awhile (in non-PvP situations), though IIRC that was turned off in the version currently posted,
- terrain generation and ship placement are (partially) randomized, which (with the new AI generation routines) should lead to pretty decent mission variety, even when hitting the same hex over and over.
Anyway, this pair of missions should replace about fifteen or twenty of my standard patrols and assault/defense missions, cutting the download size by about 80%.
It should also make code changes and maintenance
much easier, as well as guaranteeing better standards and consistency between missions.
The downside is that it has involved renovating a helluva lot of code over the past few weeks and (of course) really needs a buttload of testing with a variety of shiplists, eras, and races, solo battles, wings vs the AI, and PvP.
Preliminary versions of the pair of scripts are available in my current warp pack (along with a sample .mct) but I only got the last of the BIG bugs worked out yesterday, so I'm assuming there are still a lot of little ones and tweaks to be dealt with.
The missions are Met_EDDisengagePlayer.scr and Met_EDDisengageEnemy.scr, although the download also includes a pair of Combat versions (in which you can drop in and out of warp, as opposed to using it for disengage only).
http://www3.telus.net/NuclearWessels/sfc/downloads/EDWarpPatrols.exeThis doesn't address standardization between EEK/TG/ED missions, but I figure we need folks to actually play the warp versions of those at some length, find the holes and impact on gameplay, and come to some conclusions based on their experiences before we can settle on what the practical standards need to be anyway.
dave