1.6
Ok, I'm really happy with what I've just done here. I've finally got the range to work the way I want to.
Removed the -3 for logistics from 1.4 version of mod. It is now the standard starting value.
Set initial range to -100 instead of -250
Reset the increased ranges in the tech tree to better suit this purpose (took most them out). It's not a pain to research range now. The difference is instantly noticeable for scouts (see later).
Increased the size and cost of all life support modules 5x.
Stripped all ship designs of life support. This is to stop them from having more than basic range. Also the new sizes wouldn't fit the current designs in any case - this has been done deliberately. If you want to add extra range to a ship, you need to manually design it, probably with a bigger hull.
OK, this is the sneaky bit - gave an inbuilt range increases to tiny hulls of +1 (equivalent to basic life support). This is so that tiny ships like the Scout can go a little further. I also had to change to a tiny hull for the scout in DA because it was using a small hull, but without life support, it won't need it. The point was to make scouts more important to build and to actually be the explorer ships, not the bigger hulled ships whose range has now been nobbled.
Increased the size of some ship modules +5 - they are, colony, constructor, mining, troop, and advanced troop. This is partly to fill the gap created by removal of life support, and also to help prevent smaller hulls being used for the modules. ie: You could actually fit a colony module into a small hull in DA but not now!
Decreased the maximum number of colonists that a colony or troop module can carry from 500 to 100! The advanced troop module has been reduced from 1000 to 250.
That's it! I think you'll like the changes. Let me know.
Also, be free to post suggestions here or let us know of anything you don't feel works right.