Here's the new 6.2.2 version (use it like a MOD)
and the (complete) changelog:
"canon" respelled as "cannon" throughout.
Minor flavor change (model # updates) for Photonic Torps II,III.
Misspelled flavor text in the HD Spike Drivers.
Flavor: model numbers in Pulse Cannon and Neutron drivers.
Some actual descriptions for Chaffs, Pt Def, Combo, etc.
Righteous Might description.
All weapons do now have a specific frame-count added to prevent the animation being displayed twice for one shot.
Atlas-mod "Righteous Justice" works now only in own ZOC, just like its descriptions states.
Made the "Defense Meditation"-module work just like its description states.
StarbaseHull sensorrange incr. to 4.
FrameCount on NanoRipper to 25.
ImpactFrame on NanoRipper to 0.
ImpactFrame on SpaceCannon to 10.
Created Thumbnail-references on the following weapons: SpaceCannon, PsionicBeam, Anti-MatterMissiles, GravitonDisruptors, Photonic- & PhotonTorpedos, QuantumTorpedos, PositronicTorpedos & NightmareTorpedo.
Reduced <ScaleWidthPercent> on some Disruptors, KineticStreams
Dread Factories cannot host Agents.
Aul Incinerator reduces Pop Growth by 10.
All 3 PowerPlants & the the 2 Arcean NavCenters are now indestructible to prevent the 1pp-bug.
"Hyperion Logistics System" ability increased to 9 and cost to 500.
"Hyperion Shipyard" is back at its CU bonuses.
"Hyperion Re-Supply Center" bonus up to 50; 25 is only 4 parsecs.
"Orbital Terraformer" increases PQ by 5%.
"Manufacturing Capital" bonus is up to 50% but 10% econ deleted.
"Distributed Energy Matrix" bonus up to 75%.
All farms are back at AI=50.
Dread Lords not "ultimate evil".
Iconian Replicators are stealable.
Re-added "Space Weapons" & "Starship Defenses" back into the Thalan tree.
Re-grouped all technological branches which have been grouped together originally IF their content is fully displayed in the techtree.
Reduced the techcosts of "Sensors Mk.I" to "Sensors Mk.IV" back to their vanilla values.
"Terror Stars" are available sooner now but back at the vanilla researchcosts, additionally can't be traded or use creativity.
"Planetary Defense" requires Starship Defenses again.
Replaced <SmallLogo> ref to non-existent Gfx\Race\Small\ folder with standard logo.
Added "Xeno Biology" & "Xeno Medicine" back to the Thalan.
Changed 4 entries of string-names "Human" into CAPITAL letters, otherwise the game will not recognize it and display the string-name instead.
Attached "MiningBarracks" to tech 'FusionReactors'.
Cleared the following files of most redundant code: TechTree.xml; Events.xml; InvTactics.xml; PlanetImprovements.xml; RaceConfig.xml; StarbaseModules.xml; UPIssues.xml.
The only thing that's left remaining to do is to restore the Campaign- & Scenario compatibility. I'll have to work myself into this, so it will require some time which I currently don't have much
Have fun playing