I am moving all development to the Spring engine (See comment below).
The current status is:
* Framework: I've rewritten the mod to break it into sub-mods. The idea
is that other mods can use parts of the mod without requiring all of
its features. For example the threat system could be used by another
mod without the gameplay tweaks. The system uses the mod managers
before/after/requires fields to automatically select dependencies. (80%
done)
* Gameplay changes: Most of the gameplay tweaks listed on the forum page are done. (90% done)
* Energy system: A working energy system was written by Scarmouth to
allow 'strategic energy' where defenses and factories require a nearby
reactor to function. Not tested at current patch level (50% done)
* Support AI: Human players can turn on a 'support ai' that makes idle
tanks build and fight. This is working but needs a few tweaks. (80%
done)
* Behaviour system: The basic framework is in place and working to
allow sliders that control unit priorities when idle. The hardest part
was actually the UI elements which can be tricky to place. (40%
complete).
* Threat system: Improvements to the AI 'threat map' that determines
threat levels based on unit type. In other words the danger and defense
of an area or unit is measured seperately for layers air/land/sea and
weapon type missile/nuke etc. (40% done)
* Utilities: A large collection of global functions for Sim, User and Setup that make mod writing easier. (50% done)
It would be nice to have people working on models while I prepare the
framework and AI components but other features really need to wait
until I'm ready. Volunteers always welcome. My time will free up in
January so expect to see something early next year. As you can see from
the feature list this will be an extraordinary mod, practically a whole
new game with features not available in the latest commercial games. So
hang tight and rest assured this is not vaporware or a minor mod.