Ooooppss... after yet another 'testing process' out of a mood swing frustration yesterday evening, i think i may have figured out a few things -- and, it seems like most is working as it should. If someone (like me and my silly perfection trips!) can identify some mistakes and missteps, that is. Read on.
Two symptoms were that the three initial ships kept being invisible and that the list of available templates to create the ship style(s) was incomplete as the X-Com Flagship or even a Fighter plus a few more didn't register into it somehow.
I soon realized i was going at it the wrong way even if i had re_re_re_read the entire forum thread(s) about making a race style;
-- Nowhere is it mentioned that the resulting xml files (of templates) MUST remain in the Templates folder along with their corresponding shpcfg. I had actually moved those into the shfdefs folder since it IS the instinctive choice - silly me.
-- UD_ does or doesn't have to be there(-?-); once the style prefix is added to the necessary places, UD sits in between ship names and that brand new ID tag. Editing those out might screw up this mess a bit further -- yet, something to look into if i want optimal file settings.
-- RC *must* be edited afterwards to activate the style along with our new names for any.
-- Any further manual edits of the style file could allow me to add the missing templates anyway; that's how i got the game to detect the XC-Flagship instead of the default SurveyShip.
-- The three invisibles were caused by a "typo" (but, that was followed from clear instructions too); the UD must be stripped off while the style tag adheres to the actual naming convention and the ship names kept (or changed from what they were!) as default ColonyShip, SurveyShip & SpaceMiner while my true templates are in fact named Colony, XC-Flagship & Miner only.
A few small details about the current state of style implementation though;
-- The starting ColonyShip (default and without the added components since i guess it's built from a pre-defined template, too) stays into the design list which isn't my intention at all. That one uses the proper hull configuration but it isn't a named H-Colony with its two IonDrives aboard. Something to look into, If you can give a hint, pleaaaaase?
-- Shouldn't it be possible to have ship templates that keep their components as pre-defined and be present as such in the eventual styles. Cuz, it looks like the _t suffixes is the trigger that rips them apart for AI use. Again, to maintain gameplay conditions as intended, my AI should or MUST have access to a entire set of pre-configured ships as templates but buildable starting with the already designed elements.
Finally, i'm quite happy that the transfer of all these files to a MOD folder worked. The pre-defined ships DO show up when techs are obtained by the Human player (i hope all AIs get to have theirs the same way!).
I'm also willing to bet that manual and a simple but looooong round of Style file edits (36 of 'hem!) with timely transfers of their shpcfg, xml, templates should be easier knowing the test style for X-Com is validated and recognized as such with just a few glitches here & there. I will have to insert a few 'Tech_Preqs' for some but that's the icing on the cake, since the Avenger XCU & gang must be done when & then!
Oh, can a AIFighter4 be added in? And even a single slot for, say, Frigate? Heck, i could certainly use an extra class for SpyShips1,2 & 3? And, if so, couldn't we simply use some designs *without* the _t trailers?

So far, so good.
Lotsa work yet to do... and thanks for any reply if you should have anything to add.
