You can modd TONNES of 'new' stuff for ship hulls. Here are some examples from an old modd of mine.
Name := Ares Class Light Cruiser
Short Name := Ares
Description := Highly experimental ship that combines Neural Combat devices and Combat Computers.
Code := ALC
Bitmap Name := LightCruiser
Vehicle Type := Ship
Tonnage := 450
Cost Minerals := 800
Cost Organics := 50
Cost Radioactives := 300
Engines Per Move := 1
Number of Tech Req := 2
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 4
Tech Area Req 2 := Prototype Ship Construction
Tech Level Req 2 := 4
Number of Abilities := 3
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Fluid design and combat computers makes ship 25% harder to hit in combat.
Ability 1 Val 1 := 25
Ability 1 Val 2 := 0
Ability 2 Type := Combat Best Experience
Ability 2 Descr := This ship gets an experience level as high as any of your other ships in combat.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Multiplex Tracking
Ability 3 Descr := Allows tracking of 3 targets in combat.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 1
Requirement Min Crew Quarters := 1
Requirement Uses Engines := True
Requirement Max Engines := 5
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
Name := Atlas Class Cruiser
Short Name := Atlas
Description := Specialized military warship made of experimental materials that absorb and redirect energy.
Code := ACR
Bitmap Name := Cruiser
Vehicle Type := Ship
Tonnage := 550
Cost Minerals := 1500
Cost Organics := 0
Cost Radioactives := 500
Engines Per Move := 1
Number of Tech Req := 2
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 5
Tech Area Req 2 := Prototype Ship Construction
Tech Level Req 2 := 5
Number of Abilities := 3
Ability 1 Type := Phased Shield Generation
Ability 1 Descr := Generates 200 Phased Shield points.
Ability 1 Val 1 := 200
Ability 1 Val 2 := 0
Ability 2 Type := Emissive Armor
Ability 2 Descr := Negates any damage of 40 or less.
Ability 2 Val 1 := 40
Ability 2 Val 2 := 0
Ability 3 Type := Shield Generation From Damage
Ability 3 Descr := 10 points of damage per hit will be channeled into the shields.
Ability 3 Val 1 := 10
Ability 3 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 3
Requirement Min Crew Quarters := 3
Requirement Uses Engines := True
Requirement Max Engines := 4
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
I've never tried inherent hit points (Armor) so I don't know if it can be done but everything else you see above does work. (at least in non-gold it did, don't have gold quite yet.) You can also add engines ability (combat movement only) and combat movement engines can also be added to bases so they get movement during combat. The funny thing is the engines that work for bases during combat don't work for sat's, very strange
[ 12 April 2002: Message edited by: Deathstalker ]