trickfred wrote:If you choose not to release it all publicly and stuff, I'd love to try it out 'behind closed doors' so to speak.

No prob! You and xander and TGF are on teh short list if I ever completely decide I won't finish anything I can release.
But 'cause I know you're the curious type, I'll tell you the engine is very tolerant of out of bounds values just about everywhere. Like if you want to take *complete* control of Research, just set all the current research counts in the game.txt to a very large negative number! Like minus a billion or more (it's a 32bit signed value). The player can't live long enough to get out of that hole, so you can grant what you want when you want. Period. EDIT: and if you're nasty, you can "grant" higher levels to disable most weapons, except AirStrike. Give and Take! Unfortunately there is no "wrap-around" way to get the Research item back
Also, if you run the linux version from within a console window, the linux port will display a running log of Darwinia server messages which can help explain engine behavior and crash probs. Very useful. Plus the linux environment handles darwinia crashes much quicker than WinXP, so you can afford to tinker more without loosing your mind (or maybe I just don't know my neglected WinXP partition well enough...?)
Other things I've learned: tripods are *not* broken -- they head for global concentrations of enemies then do some local tracking, but they wander off only when there are no enemies on the board, *and* when too many tripods are headed for a given enemy location -- the engine tracks how many of which types of units are headed for a given goal -- this includes DGs heading for building ports -- after 30-40 have commited to run for a given port, no more can select *that port* as a goal -- same for tripods chasing distant enemies. EDIT: So #tripods >> #enemies causes the wandering behavior most of the time.
And bridge buildings can be very very useful! -- they are the only building that can grab an engineer indefinitely -- also, there is a flag at the end of the Bridge bldg line which selects whether the bldg will be an end node or a middle node, and there are two corresponding shape files which can be different if you want... EDIT: like if one version prevents engineers from getting to the hookup location... it becomes an eng trap!
If you are looking for a certain kind of functionality, email me or post and I'll see if I haven't found something that fits the bill. But a lot of my mods involve shape files, esp. buildings, and many of them are kind of complex to setup -- I've written perl scripts to place things for many of the test mods. But I'm happy to share what I've learned when I should have been doing other stuff

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Bending the engine has been an on-off hobby for two or more years now -- It's amazing!, but I *still* keep finding new things the engine can do... if gently coerced
EW4 would be awesome!
-brice