Just hit a major stumbling block - I'd forgotten about the old 'high ID aux dudes don't work' problem. It appears that it's still in there and means I'll have to create a bunch of new invisible missions to recreate their functionality. By the time I'm finished, there's only going to be room for about 20 new missions, which realisticly means one short strong given that any decent mission set will probably require a few of those to be used instead of aux dudes. So much for a decent set of crossover missions, unless you wan't to replace existing ones. If the developers would fix this, I'd be very, very grateful.
Sometime tomorrow I'll hopefully get those sorted out and release a new version of the plug, along with all the changes I made today, which include more ship variants, outfit descriptions, adjusting map colours, finally getting my missions to work right (I think) and a lot of other smaller tweaks and changes. Might get round to adding reinforcement fleets to systems while I'm at it. The range of changes and addition of a few more graphics means that I'll just re-release the plug rather than issing a patch. I'll even submit this one to Ambrosia as well.
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Classic4Nova (url="http://"http://homepage.mac.com/jonathanboyd/Classic4Nova.sit.hqx")latest version(/url).
(url="http://"http://homepage.mac.com/jonathanboyd/C4NPatch.sit.hqx")Latest patch(/url).