I've just played version 0.4, and I have to say that it is very enjoyable. This "scenario" (it's more than just a mod) has great potential. Unit strength is balanced pretty well. One thing I would change is the cost of the Rebels unit. If playing as the GDI, why would I want to build a Rifleman for 50 shields, when Rebels only cost 10 shields? The defensive strength of these two units are essentially the same; there's no reason to waste an additional 40 shields for a slightly stronger unit. As for offensive capability, I might as well build GDI Hummves for 60 shields instead of the weaker, slow-moving Rifleman.
Another problem is the technology advances. When playing the first few turns, I noticed that the GDI can research NOD advances, and vice versa! This is an understandable error, considering that it's only version 0.4. The problem is that you didn't establish the proper prerequisites for the advances. The prerequisite for Advanced GDI should be GDI Weapons. Likewise, the prerequisite for Advanced NOD should be NOD Weapons. You accidentally set the prereqs to "nil", which means that any faction can research it. Furthermore, the prereqs for NOD and GDI Weapons should be "no" instead of "nil". Here is how it should appear in Rules:
GDI Weapons, 3, 0, FP, no, 0, 0 ; U1
NOD Weapons, 3, 0, FP, no, 0, 0 ; U2
Civilan Tech, 3, 0, no, no, 0, 0 ; U3
Advanced NOD, 3, 0, nil, U2, 0, 0 ; X1
Advanced GDI, 3, 0, nil, U1, 0, 0 ; X2
Extra Advance 3, 3, 0, no, no, 0, 0 ; X3
Extra Advance 4, 3, 0, no, no, 0, 0 ; X4
Extra Advance 5, 3, 0, no, no, 0, 0 ; X5
Civilian Tech, 3, 0, nil, no, 0, 0 ; X6
Advanced Civilian Tech,3, 0, nil, U3, 0, 0 ; X7
With a few changes, this could be an excellent scenario, and a great starting point for future C&C scenarios. Keep it up
