Any chance of an early beta, even if buggy? There is a new CPP/CBP beta today..... so its time to start a new game!
I made a build of the current version of the mod, and uploaded it to dropbox
here! The compressed version of the mod now exceeds 20mb, so I may not be able to upload it to the civfanatics site anymore...
Also, the current version of the mod is now v4, as I've added a couple of additional buildings and wonders, as well as revising the tech tree slightly. The "hyperstructure" wonders have also been revised, so hopefully they're more impressive now. I've also hopefully fixed most of the bugs in how several buildings worked, and I've modified the Node and Core so they function somewhat differently -- the Node now has a base range of 3, which Skynet doubles to 6. The Core no longer gives a combat bonus, however, but instead heals adjacent units for 10 HP each turn. It's also been moved to the Artificial Intelligence tech.
Still haven't finished the Orbital Elevator, though... u__u
I also haven't been able to fully test the mod yet, but preliminary tests show the tech tree is working normally, and there's no errors showing up in the Lua code, so it -should- be working properly for the most part. Although I may still have missed things like before... XD
May do a little more tweaking with this update, and then once it goes live I'm going to start looking towards v5, which will involve re-examining the unit trees. I've also got ideas for at least 3 more units that'll hopefully be interesting~