Well, I'm almost done ... I'm just finishing up the VehicleSizes.txt file now.
I got a touch ambitious,and tweaked a few other ocmponents -- more range for torpedoes, gave the GHB armor-skipping, cut the range of the PPB by one, upped MB range by one ... the general sort of things being discussed in the Stock Balance mod. Tweaked the unit-launch components to have their launch rate be porportionate to their tech level (1/2, 2/4, 3/6 respectively). Lowered PDC range. Improved the Shard Cannon slightly. A few things like that.
Also a couple minor stylistic/concept things (TK Projectors now skip all shields ... their cost may need to be tweaked later).
OH, yes: upped armor hp/kt significantly for normal armor, and slightly for most others.
Added a couple neat toys:
MultiColony
Twice as big and costly as any one module, but, can do the work of all three. Need to have all three colonisation techs to build it.
Advanced Bridge
10% sensor/ECM bonus and small antiboarding defense.
Advanced Crew Quarters
Does double-duty as CQ and LS.
Advanced Fighter Cockpit
As Advanced CQ, for fighters
Drone Fighter Control Computer
MC for fighters
Lastly, I co-opted Deathstalker's Mount Mod, adjusted a few to be useful for the smaller ships, trimmed out all miniaturising mounts (except those aimed at remote mining), and chopped off the bigger mounts.
As for changes to Technology, the only real changes (other than organising things a bit differently in the research screen) are these:
code:
Ship Construction
Old = 9; cost = 10,000
New = 6; cost = 20,000
SC Hull(s)
1 Scout, Light Transport
2 Probe
3 Frigate, Fast Courier
4 Destroyer
5 Fast Frigate
6 Heavy Destroyer, Bulk Transport
Base Construction
Old = 3; cost = 100,000
New = 3; cost = 100,000
BC Hull
1 Spacedock
2 Outpost
3 Starbase
Hull sizes, ECM, EpM, etc are all per my table below. I should probably be ready to upload a beta Version in a couple hours (gonna break for supper ... a man's gotta eat, after all!
).