I think I will try (!) to make some units for this mod, but I'm not a reliable (good word?) person... so if I make something you will get it...
I will give you hundreds of kudos for each unit. Don't even consider hesitation
Anyway are you planig little bit change design of this units? Spring is more powerfull engine than UA has. So you can use more detailed units. Maybe good wil be stylise units in some way. Some videos I watched on youtube reminds me something like that:
Check the second "grand high strategy plan"
link in the first post, it deals specifically on the engine change's effects upon units, and how i envisage them. If you've anything to comment upon, again, don't think it over.
(also beware that the file's newlines are in Unix format so open it either under your posix-compliant operating system, or with Wordpad rather than Notepad if you're under windows)
Last question - can you specifi how low poly you want to have units? And how big you want to have textures? I think that rear units can be pretty detailed; like host stations, buildings. Some "caps" should be useful.
I don't really *want* them low-poly. I just *make* them low-poly because, currently, i am the entire development team behind this mod, so i have to do everything from animations to luarules and balance. And the latter two get priority; all the current models are liable to be replaced later by better ones and can be considered stand-ins (except perhaps the Eisenhans, i like it moar than all the rest put together). So, if some mykonian units in the current setup have less than 50 poly's, that in no way means i will turn down units with "polys, thousands of them".
And about borders: I think you can display some semitransparent triangles/arrows in sectors corners, something like on HUD display; not like they are on map phisicaly. Phisical objects will allways looks bad because they are displayed periodicaly in mesh...
I've already migrated the entirety of GUI to widgets, and maed a widget that draws borders in world-view. I can upload the current setup if you want it; however, i planned to finish the mykonian scout and alternate-power-distribution modoption before calling it 0.14
On your unit-stylization ideas: i like them, but the Taerkasts are rather dieselpunk than steampunk, despite their tech being that
interesting.
It's not the first by a LONG shot.
Moreover; PURE and KP are 100% original content while Metropolis Spring is a makeover/reimagining, despite not using any original data like otacontent-dependent mods do.