EDIT: Oops. saw 7:52, thought you meant today. Oh well. :\<ul><li>Will modded code work in multiplayer?</li><li>Will we be able, via modded code, to add AI ships in multiplayer? You say forts can exist as AI, so there must be some AI multiplayer support...</li><li>How much of an SDK, if any, will you provide? (You said "probably" last time; any updates?)</li><li>Will we be able to write to properties, and not just read them? (Examples: ship impulse attributes--for heeling--, worldmap encounter positions; both can currently only be read). I assume all this needs a `one-line` fix to the code (to add the new value to the old, rather than overwrite) and a recompile of the DLLs...</li><li>Will more AI be done via scripts--and thus editable? You answered "not sure" last time--any update?</li><li>In loc mode, will you allow model loading at various _coordinates_, rather than locators? </li><li>And will you be able to add and animate geometry in sea mode, not just locations? </li><li>Will boarding take place while still in sea mode (like in the early dev shots for SD2) or will time stop while we reload and fight in a location (or series of locs)? </li><li>Will AI be able to board AI? </li><li>Can groups and ships be added in realtime without reloading sea mode? Example, sending a captive away in a lifeboat.</li><li>How moddable is the land combat system? Is it all handled by the engine, or can we add moves?</li><li>How are fleets tracked? Once you load to sea, are they destroyed (as in POTC & SD), or do they persist--if you don't sink all ships, the surviving ones are placed back in the fleet on unload sea?</li><li>Will you allow loading and saving of files via script? Not just loadsegment calls, but direct file reading and writing</li><li>How will you handle saves? Will the data prep and output for saves be done by script, or the engine? Will you allow saving enginestate when at sea as well as on land or map?</li></ul>