Nice to see some activity while I've been away
On to the Q&A - hope I cover them all!
Pathfinder:
As Phoenix-D said, it's more to limit a human player than AI, and it is more a limit of overall 'thrust' rather than actual engine components. Though I did encounter a few AI errors early on before I set limits, so it has some effect somewhere ?!? Glad you're enjoying the Shadows, my ultimate goal is to include 6 ancient races so people could play an ancient campaign if they wanted - or just mix the ancients with the younger races for a challenge.
Lighthorse:
yeah, I still have to make that pic, actually I still need to make about a dozen pics for various things. I will sit down one night and actually concentrate on the component pics rather than the text!
IF:
I'm going to post the new infantry/troop stuff all together with everything else, though the troops could still use some individualized weapons.
Krsqk:
As I think IF or Pathfinder already said, the mod is still in Beta 1.49 and has been converted to an 'Alpha' Gold by PDF as well. AI is close to done for the generic races, then it is on to the racial specific AIs, which at first will be just replacing the generic weapons with the racial specific ones, then each race will be tweaked to act as they should in the show.
AeoN2:
I wish there were area of effect weapons, but as of yet that isn't an option. The Narn Energy Mines are in the game and are one of the best ballistic/torp weapons. I gave it a better fire rate than I originally had to make up for the lack of area of effect.
Everyone:
Ok, I have added new racial traits (and adjusted all the general racial AI files to work with it) for B5 Standard Race and B5 Nomadic Race. Also adjusted the VehicleSize file and component files so nomads/raiders no longer have colony ships. Also added a special technomage ship for the start of the technomage "wanderer" race. I'll also include some of the new Vree ships I've started to put together.
The unfortunate side effect of this latest update is that it will invalidate all existing empires (this is why I try not to mess with the racial traits often) and of course any saved games (ships will look funny do to the shift in components).
I'm also looking for a volunteer (or volunteers) to come up with racial stats for 2000/3000/5000 point games for each of the races - you could use the empire creator in the game to make sure the points balance, then use Geo's wonderful GenAiFileCreator program to make the General Race_Ai file for each level. These will be used as the foundation for the racial AIs. We have someone who has been sending in some great descriptions/history for the general files (Simon), and I'm not sure if he is interested in this as well, but I would like to see who is
Vorlon (and all ElectroMag) Weapons are almost done - they've been a bit buggy in my tests. Gravitic weapons (mostly Brakiri) are also close to done.
Hope y'all had a great holiday!!!!!