I have a Starfire Mod in the works.. its currently at Version 0.10 and in the testing phase. So far, the changes are pretty simple. Here is the short list.
1. Slightly modified vehicle sizes to match Starfire (10kt = 1 hull space)
2. Using a modified Version of Quasi-Newtonian movement. Big ships need more engines to move 1 space. Ships still have a built in Speed Limit but its dependent on hull type. IE: Escorts can move 8 spaces... Super Dreadnoughts (Base Ship) moves 4
3. Renamed a lot of the weapons to starfire equivalents. Example: Anti-proton beams became Force beams, etc. The basic properties of the weapons remain unchanged though. This is to preserve balance and not mess up the AI too much.
4. Changed the emphasis on ship building from ground based facilites to space based facilites. This MIGHT mess up the AI.. I will know after testing it.
5. Modified a FEW of the components.. mainly to give the Laser Cannon (meson bLaster) shield skipping ability. The Energy Beam (phased poleron beam) now skips armor instead of shields. To compensate for lasers, players now get Armor at the start of the game. Players should have shields by the time they they research Energy beams. All the weapon Groups remain the same though so the AI should just pick up the new weapons without modification. Research AI might need a tweak to emphasize armor a bit more since lasers are a common weapon.
I havent actualy REMOVED any of the SEIV technologies yet but I suggest playing with the Stellar Manipulation and Stellar Harnessing techs turned off in the game setup. Those two techs are Starfire busters. The Quantum Reactor has been disabled as well.. Actualy did that by reducing the maximum tech level of Resuply tech to 4.. quantum reactor is 5. The AI should handle that just fine. Master Computers are now a racial specific tech limited to the Cybernetic Race trait. All normal races will need to have REAL crews
Eventualy Im going to add Starfire Races.. and along with that I will be adding some new racial traits.. Cybernetic Race (for J'Rill) Fighter experts, etc... Havent delved into that yet though. Then I might play around with changing all the tech areas and components to better reflect the Starfire Technology tree. (as seen in Starfire 4th ed.) That will definitely require a complete overhaul of ALL the AI files... not a small undertaking Im afraid
Im going to see how "Stafire Like" I can get the game without modding the AI's... or with VERY MINIMAL AI mods..
Currently, my Starfire Mod is based on the TDM Modpack v3.10 I used TDM as a starting point with the idea that the better AI's in that modpack would handle the changes better than the standard AI's. We will see. I also like the additional shipsets
(Klingons are my favorite)
So far, all my mods are to files in the "Data" directory. TDM does not mod those files so there should be no conflict. I should be able to release an Alpha Version very soon.. this weekend I think. I will NOT be including the TDM modpack in my release though.. I will just be releasing the "Data" subdirectory...
Rob