gnasirator wrote:alright, then I'll see what I can do about the vanilla bug
Yes, that bug fix is moderately important. It would give every player with UT's a good reason to use your mod.
(Oh, BTW, you might point out that Mk3 Optimization is a mod rather than a standalone script. Some authors forget to do that even though their mods can cause seemingly unrelated conflicts.)
I COULD extract that one and put it into a separate addon
Creative idea! However, I am not sure that installation options are any simpler and easier than configuration options.
Also, you should consider the "maintenance cost". Where will you be in six months? Two years? Will you be like most of the well-known authors here, who do not even reply to threads that they started a year or two ago?
Bugs are inevitable. Some feature requests and compatibility issues are impossible to foresee. It is better to build simple but rugged code than it is to add new features. (Shrug)... that's just my philosophy, anyway.
If you are asking my opinion, then: "Less is more".
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If we change the conversation to "
Galaxy Traders by gnasirator", then the criteria change dramatically. THEN you could add as many creative features as you like, and it would make sense. I have the "gut feeling" that it is possible to write something that is MUCH better than CAG, CLS, and EST. The key would be a fresh approach to the user interface.
While CAG, CLS, and EST are powerful, they are really painful for a newbie to absorb. As in weeks of gameplay at an hour or two a day. Even the names are cryptic.
You could, I think, do much better. (You could even auto-eject the pilots into space, which is a feature that I would endorse. Or retrain them into something useful, like Marines.)
