Yeah a lot of balancing has been going on.
1. I was considering reducing the fighter launching capabilities of the Unit Launchers further, but I decided to remove that function from them completely. This solves the problem clean and simple. Should have been this way for the start anyway.
2. I forgot to mention that the other ship\station resource components would be recieving a significant price increase but otherwise maintain their current effectiveness. They are supposed to be really nice, but you would not be able to build a lot of them until later. This also helps races that decide to completely ignore colonization. I tested it, and although difficult, it is possible to survive without any colonies. Perhaps even without your homeworld but I havent tested that just yet.
3. Please elaborate on this vehicle type list override. So far there is only one warhead components of each type that can be used on all designs. Perhaps making it 100kt but adding warhead mounts for various vehicles would make it easy to exclude the troops. Before I d any major changes I will test out the warheads as they are on troops. If they dont blow, I'll make some changes.
4. Basic Warp Point generation\closing is available from the start ona medium tech start. On low tech you need the Stellar Observation technology from the Astrophysics science.
5. Engineering components have the ability to repair one component per game turn an have a small regeneration capability during combat. All "primary" systems have a regenration rate of 1 damage point per turn which is nothing by itslef but when engineering is present it has a more noticable effect. All major damages to "secondary" systems like weapons, shields, armor, etc. cannot be repaired by the crew during combat but can be repaired 1 component per turn by engineering. This simulates the crew's ability to repair their own ship. Organic components ALL have a 1 point regeneration. They also have components called Regeneration Cores which do nothing but provide a large amount of damage regeneration. This greatly makes up for thier rather unreliable bioelectric field generators which are meant to protect mostly from weapons inneffective against shields like mass and laser based weaponry.
6. When it comes to those insane starting settings with 10 planets, High Tech and such, I never did that kind of thing so Im not sure what kind of glitches are going to result. I wil try those settings and look for problems. However, I have had some very large empires with no problems. We will just have to see what happens.
7. I will filter out all of the shipsets for a smaller download option soon. I have been too lazy to do so earlier.
Keep the responses coming! My feedback rate has been rather low up until now so any suggestions are greatly appreciated.