@Jeelen: Thats all you have to do. I was a bit surprised when it worked. It was just a shot in the dark.
@Tholish:
>Currently I have no dll or python mods giving as FF relies heavy on python, and that I know nothing of python (I can sort of muddle my way through it) I didnt include any. Also, there werent any that seemed pressing.
>Acutaly, I am keeping my backups on my extra drive. As to the pedias though, I do a few to show what they will be like, or if I happen to get a good idea for one. However since most of the pedias wont change much, I don't see any danger in obsolescense.
>As for fleets, I planning on having them be smaller than the 'Star Wars' esque battles, becasue in the whole Farscape universe, there was only one huge battle shown, and that was the end finale between Peacekeepers and Scarrans. It will be more based on capital ships with lighter craft protecting them. The capitals will have the function on 'fleet breakers' where since they have blitz and collateral damage, they will try and weaken the fleet to allow the rest through. They will have stats so as not to overly risk them.
>With the tech tree, I'm adding it by 'eras', but keeping the original so I don't mess up buildinginfos. Also, I'm building the tech tree first (I used to do the units first) which is making it alot easier as I don't have to make it 'fit'. I want to make it a more leasurly game (which sounds odd when talking about a war mod) but the pace of FF felt to fast. The techs just whipped by and you didn't have enough time to enjoy your new battleship before all your enemies got the next level PDS and made any assault costly. (30p unit that can be built anywhere will likely win in a city if attacked by a 225p unit that can't be built anywhere.)