I have a very busy period at work coming up over the next month or so. I certainly intend to help with the mega-mod and will be around the forums, but any serious modding will have to wait until that busy period is finished. In any case it looks like you and lurchi still have plenty of work to do for your 1.0 releases, when I really need is your Mods integrated to really get into the AI.
That said applying the design templates and policy files changes in the AI Improvement Mod should generally be in place as you've already applied them well to Beyond. It's the Research Build Orders that will need some thought with lurchi's new tech tree as they will need to be reworked entirely. This phase should wait until lurchi's new tech tree has been Beta tested (and I also wouldn't recommended integrating with Beyond until that is done either). We should maintain the same weapon type (e.g. phasers) and energy research themes for each race but focus on using the specific branches lurchi is introducing in the Research Build Orders. lurchi's mod may lead to some better builds/strategies and it will also be important to do balance testing. I'd also like to play a few game with lurchi's tech tree before designing the Research Build Orders i.e. keep them blank initially.
A few additional volunteers with interests in particular balancing areas would be very useful for the team.
I agree with you, but simply saying the problem not with Beyond integration, as you said the most complex thing is AI mod research queues with research mod tech tree. Implanting the queues and building few more techs for additional races uniques is all is needed in order to fit it into Beyond, and thus Beyond could be the last stop, but with preparation. Like when you build something you need just to leave some sockets to insert last pieces. This will be easiest and shortest way to combine all, for everyone. This is specially actual because Beyond is completely integrated with AI mod, and wont be compatible with research mod without queues build for at least default races. I propose to build something that serve all of us in single puprose at rapid integration. It may be more some work at start but will allow easy modifying and integration in case one of mods have changes (and they will happen because devs of DW keep updating the game)
If we will continue to mod all the changes manually, the final project (Beyond receiving your mods and your names as devs mod-team as it seems to be) will need constant manual tiresome updates. I propose to workout some excel automation so it will allow very simple integration between research mod and ai mod, and will benefit ease of implementation and updates within megamod project. This could also benefit updates on separate mods (AI mod and research) - simply the way you made your bias table can solve and make implementation of policies, research queues and many other things much easier. I see you are good in excel, and i know it well too. It might be good thing to invest some though into automation (for example building sub-queues for different design focus races, so in race's tab the queue will update itself and will be ready for copying into race.txt)
Obcourse RL time is above all, but as far it is possible even at low pace - we could do it to prepare the ground and make it very modular.
< Message edited by Blackstork -- 9/7/2014 3:36:00 PM >