I'm sure I sent you the TGA file with the Jumpgate Icons I made. If you're missing them, just sent me a PM and I will resend them to you. I finished all the stats for Minbari as well, so I will put the things I've done for now up somewhere this week for you all to download and playtest if there is any interest. I welcome any suggestions for balancing, but I would mostly keep the stats fixed an rather adjust the price / slotcount for balancing.
Earthforce have many ships - from cheap and weak to strong and expensive. The idea (no rsearch implemented yet - therefore it's only an idea) is to have EA progress from weak to stronger ships with advanced tech while Minbari start with impressive ships, but have no cheap counterparts that build fast though they get them at the end of their techtree. So Minbari have the advantage of stronger ships in the beginning while EA can build much more ships in the same timeframe for cheap (well, at least in comparison to the Minbari)
For now, I haven't converted any modules (except the EA Hangar structure - need to do the minbari one as well) or the starbases. I would like to have different starbases for different purposes - one Military outpost, one diplomatic station, one trade hub, one space colony as well as the jumpgate (yes, its available as starbase as well as a module)
For now there no abilities except the jumppoint ability and I kept the carrier specific abilities (need to enable them for the minbari morshin carrier as well). If someone wants to experiment - we need the beam from Crusade (Excalibur - Victory class destroyer) which should render the Destroyer immovable and highly vulnerable (No movement, no hyperspacejump, no abilities, no weapons firing, no shield ( = intercepting technology) ) for a few ?minutes? after firing.
Well, thats it for now.