Okay guys, I have been working on getting all the kinks out of the mod, and have located all errors that developer can find. There are also some additional changes that I will note below. If there are any questions or concerns, then please let me know.
Five Strike Craft Per Race:
Intercepter: When it comes to the dog fight there is no equal. With unmatched speed and manuverability, Intercepters are by far the best strike craft to clear the way of fighters and provide valuable escort for bomber squadrons. (Real World Representation: Mig series Fighter)
Fighter: While the Intercepter is its greatest threat, the fighter is the greatest threat to bombers. With the ability to severly disrupt any bomber offensive, they provide valuable protection for structures and ships. (Real World Representation: F-series Fighter)
Light Bomber: Because it is classified as a light bomber, do not think that this craft is a pushover. It is in fact the toughest and most heavily armored strike craft available, and it has to be, as its job is to take on anti-strike craft frigates and carriers. (Real World Representation: A-10 Warthog)
Medium Bomber: A heavy cruiser's nemisis. The medium bomber can deliver ordinace that can turn even the heaviest vessels to clouds of debris. Only moderately armored and relitively slow moving, these bombers can fall prey to enemy fighter formations if proper precautions are not taken. (Real World Representation: B-52 Superfortress)
Heavy Bomber: Go big or go home some might say, and these ships definately represent that very idea. While only somewhat effective against most vessels, these strike craft shine when brought up against massive targets like capital ships and structures. (Real World Representaion: B2 Bomber)
Error Free: In making the mod error free, I was forced to make Gas Giants uncolonizable, as the research to make them colonizable was causing issues with the game engine and giving me the an error. While many people did not have a problem with, it was causing crashes on some systems, and therefore was decided to remove it.
Planet Abilities now require Starbases: Planet abilities now require starbases in order to access them. Some might think this as restrictive, however, I feel it adds to the depth of the whole entrenchment experience. Also, I felt that many planet abilities needed an extra step in order to obtain due to their strength, such as the one dubbling the production of all ships around industral planets.