YOu are more than welcome to take my mod and add yours, right now mine only affects caps in adding the extra strikecraft and in having each cap ship now carry a anti-strikecraft gun. The other changes are planets and the research adding more caps and supply points and the increase on the Pirates.
If you copy mine, add your cap ships and your new abilities/changed abilities, your research (the ones you changed, if you add your maxcapships, or maxshipslots it will change the count i have in there) but everything else should be fine.
You can call it whatever you like, just credit my changes from yours and its all cool. Although to be honest my little mod isn't half as complex as yours sounds like it has been, you could duplicate what i have done and not mention me at all. Haha, but whatever you feel comfortable with.
As for my adding your changes to FireFall? I dont mean to sound bad, but im getting ready to merge my StarFall and FireFall mods for 1.02 that add all the ships and the 3 new races i made to 1.02. Its been a plan of mine, but hard to implement as im really comfortable with vanilla, and the new manifest in Entrenchment was throwing me for a loop. It will take me longer to get it merged than if i did it all in vanilla, but its where we can all get the best surge of ships and planets and everything that Entrenchment adds to make one heck of a game. So that is what i have planned. My tweaks for the caps will probably be different than yours, not to say yours aren't good, because they sound very fantastic! But instead of making the caps stronger, my plan is to make them "weaker". I should explain a bit.
Not "weaker" just to make them weaker, but rather to give them "specific" purposes, like the colonyship will actually colonize and capture resource asteroids, but little else, to strip away the other abilities that dont support that and to add abilities that do for those total slots. What this means is that some caps will be relatively weak and will need to be guarded. The carriers will carry almost exclusively strikecraft, but the power and lifespan will be severly limited on those, but they will carry a heck of a lot of them. But strong anti-aircraft fire should be able to handle them as a balance.
In other words im going to make some strong and some weak, and they will have to have escorts that caps usually dont have now, becuase they can usually handle the burden in heavy combat.
The reason im doing this, or planning on doing it, is to make the combat last longer, be more varied and see if some interesting things happen. In some games in vanilla, the cap ships are quite capable, and battles in early game are short and not very much more than simply having more fire power on your side than the other guy has. But what i want, is something where the fire power is not as big a deal. If abilities, or out-flanking the other armada means keeping two thirds of my fleet intact in a dead gravity well on the way to one that has resources. That means fighting them back instead of fighting to the death on every planet.
Its all meant to make things more fun, and to shake things up a bit, Haha, just for the fun of it. IronClad has a neat game, but if i take out a lot of resources and raise prices on research and make ships weak intentionally then things take a lot more "watching and microing" on my part, and i think that makes it interesting.
Of course just because i think its cool, doesn't mean everyone else will too. But anyway, that is where im headed. As i said you are more than welcome to add merge my mod with yours and put your name on it. But im not entirely sure i can add yours to mine, when im getting ready to shake up my caps in the opposite direction yours are. Anyway, sounds like an interesting mod, im gonna have to download it and give it a play, sounds like fun!! Let me know how it goes and if you need help with something. I'll help if i have the time and can, take care,
Keep Modding and Have Fun!!!