This is an extremely simple mod.
There are no doubt some horrible unintended effects of such a quick mod, I know, please feel free to exercise your insatiable appetite for pedantry and self aggrandising cockitude pointing out what is completely obvious to all. No, really. Everyone would be so much the wiser if you would just make that post pointing out that mysterious 'other' things depend on this stuff. Go on.
This mod doubles things.
Range of weapons - x2
Rate of fire - x2
Rotational / acceleration / decceleration speeds of all units - x2
Damage done by weapons - x2
Shield regen - 0 if previously 0, 2 if previously 1, 3 if previously 2... etc.
Hull regen - 1 if previously 0, 2 if previously 1, 3 if previously 2... etc.
Top speeds for scout craft - +50%, shields +1/200 (increasing the range kills them stone dead after 3-4 systems, otherwise. Sorry).
Static defenses HP now 2500 (was 3000), range doubled, damage doubled.
No other changes for now. No buff/cripple effects have been adjusted, no XP changes, no cost or supply, no bombardment damage/delay, anything else you could possibly think to ask - no, I don't think I changed it. All special abilities are, for the moment, only a small nudge rather than a game changing TILT. Antimatter recharge probably less important, phase disabling, shield disabling, repair yards, minus/plus to armor all probably much more important. Anti-strikecraft much more important and much more effective. Structures are now comparatively WEAK! Weak. Weak. You better not let someone get into your homeworld and start messing in there. Obviously all weapon/shield/armor techs take on a greater importance.
My problem with SSE was that form-up code for fleets is abysmal, terrible, horrible, the most ungracious "select-all-in-a-dress" sort of behaviour imaginable. This mod stops ships from getting in each others way quite so badly, makes group-jump complete sometime in the same afternoon as it is started, makes annoyances to do with dancing units in and out of firing range less likely, makes 'fleets' - as spread out as they can get when set to 'gravity well' engagement - still able to actually shoot at the bulk of each other, etc. As far as I can tell, all of that stuff was really to do with just making things take longer than anyone should have to wait for something to happen and make it 'easy' to manage Huge 8p FFA games or some thing or other. In this mod, ships respond in something like a Homeworld-ish fasion to commands, battles can HURT even if you 'win', running away is more likely to result in crippled/dead ships, etc. I was initially going to upload without the changed re-gen, but, it really lacks something mid to late game unless the regen rates are boosted as well. From what I have played against the AI, the AI is already mostly braindead and does not seem to do much better or worse with the sped-up game rate - it is still a horrible AI that does not understand the economic part of the game AT ALL as well as being a terrible coward. The game plays a lot 'better' on small maps and takes away some of that feeling of just biding time until you can built a really big fleet and actually do something that matters. Being gang-banged by an AI now hurts rather a lot more, though, and they seem somewhat less inclined to run away, but that might just have been in the few games I played.
http://www.megaupload.com/?d=JEYAEOEZ^ megaupload host
http://rapidshare.com/files/93956448/FAST_mod.zip.html^ rapidshare host
Anyhow, if you ever get tired of waiting 30 seconds for that battleship to make a simple 90 degree turn that has magically changed into a 60 second, 170 degree turn by the time it has bothered to turn the first 10 degrees, or you are for whatever reason NOT a fan of those fleets that lose one ship after being hit by broadsides from a BB, CV and a bunch of destroyers while they spent 10 seconds suspended in space, this might be for you.