<facepalm> No wonder I couldn't find them. I've been searching for <CanBeStolen>0</CanBeStolen>.
Anyway, it's fixed now.
I've included my previously proposed changes, along with a couple other ones. I'd like to know what you guys are thinking about them. Are they okay, or should I undo them again?
I've added the silent version of Spinorial's fixed RaceImage05_neutral.bik, and his updated TitleBack.png and TitleWnd.dxpack. Maiden666's HIVEFACTORY1.PNG and HIVEFACTORY2.PNG are also included, and the entries for the Minor Hatchling Mound and Hatchling Mound updated to use them.
FlavorText.xml:
PlanetPara_OriginalHomeworld: I've changed the formatting of the entries for Earth and Drengi a little. Their previous wall-of-text was a bit hard to read.
Journal_A_Journey_Begins: I've changed the Drath-entry back to the original one. The new one didn't feel right. Plus, it seemed incomplete. All other entries ended with something like "May our Leader lead us into a better future." This one just stopped.
First_Time_Colonize: I've added a Korath-entry. It's just a copy of the Drengin-entry. Using the Generic one didn't seem appropriate for the Korath.
Foreign_Descriptions_Esp0, Foreign_Descriptions_Esp1, Foreign_Descriptions_Esp2, Foreign_Descriptions_Esp3, Foreign_Descriptions_Esp4: I've changed the description of the Altarian for the Drath-entry back to the original. Again, the new one just didn't feel right.
GC2_Conversations.xml:
MISC_FIRST_CONTACT: I've changed the Neutral greeting of the Drath for the Altarians from "You took our world from us once but know we bear you no ill will." to "You took our world from us, but we bear you no ill will." The previous one sounded a bit odd.
AI_SNEER_RELATIONS_VERYLOW: I've changed the start of the Neutral greeting of the Drath for the Altarians from "So, you are the ones who have taken our old home. Hmpf." to "You took our old home." The original sounded like the Drath just found out that the Altarians are the ones who took their home. A accusatory tone seemed more fitting, in my opinion. I've also changed the start of the Evil greeting from "We not have forgiven you for taking our old home" to "We have not forgiven you for taking our old home", in order to fix a little grammar issue.
InvTactics.xml:
Core Detonation: I've changed the description from "and direct them at the core of each planet." to "and direct them at the core of the planet.", and the BonusType from 4 back to 3. Changing the BonusType to 4 was an unintended nerf by me. This fixes it.
Tidal Disruptors: I've changed the BonusType from 4 back to 3. Same reason as above.
PlanetImprovements.xml:
I removed the following improvements: Minor Traditional Factory, Minor Research Lab, Minor Market Center, Entertainment Network (Arcean and Korx), Minor Entertainment Network, Basic Farm, Slave Farm and Minor Farm. Having multiple improvements with the same internal name caused problems with the improvement editor. I wasn't quite sure what to do with the Farms, because there is no tech which would make it available for both the Factory-users and the Slavers. Adding yet another starting tech seemed like overkill, so I opted to remove the starting Farm instead. It's not like those races need farms from the beginning.
Entertainment Network: I've changed the TechRequirement from Innovative History back to Industrial Revolution, so that the Arceans and Korx have access to it again. The Altarians, Drath and Krynn will have it too. I'm not too bothered by the Krynn having it, because they have no spammable morale improvement otherwise. Though I could do something to fix this. As for the Altarians and Drath, see below.
Traditional Temple: I've changed the UpgradeTarget from None to Entertainment Network. The Altarians aren't supposed to have the Network. This fixes it, without causing further issues.
Minor Hatchling Mound: I've changed the Upgrade Target from None to Entertainment Network. Same as above.
Xeno Farm: I've changed the UpgradeTarget from BasicFarm to None, because the Basic Farm no longer exists.
I've re-added the Fertility Clinic. Same values as originally, with the AI set to 10. Having this back again will give the players more options to handle population growth.
Aphrodisiac: I'v changed the TechRequirement from Fertility Acceleration to Xeno Medicine. In the vanilla game, all races have access to this TG. Making it exclusive to races with Fertility Acceleration wasn't intended when I made this change originally.
Festival of Capitalism: I've changed the TechRequirement from Xeno Mercantilism to A History of Mercantilism.
Super Spy Training Center: I've changed the brief description from "Increases research and espionage" to "Increases research."
Temple of Espionage: I've changed the brief description from "Greatly increases our espionage ability." to "Greatly increases our research ability."
Eyes of the Universe: I've changed part of the description from "This Galactic Achievement increase our sensor range by 50%," to "This Galactic Achievement increases our sensor range,"
RaceConfig.xml:
Terran Alliance: I've changed them back to Neutral.
Drath Legion: I've changed them back to Good.
Thalan Empire: I've changed the Pop-Growth from -50% back to -30%, and removed Xeno Biology and Xeno Medicine from the starting techs. Without Xeno Biology and Xeno Medicine from the start, it's possible to change the Pop-Growth-penalty back to -30%, because it won't get reduced by half (or more), making it less than that of the Drath. This also prevents the Thalan from simply selling those techs to all the other races.
All minor races: I've replaced MinorIndustrialRevolution, MinorTraditionalResearch and MinorCapitalism with IndustrialRevolution, TraditionalResearch and Capitalism, due to the removal of the corresponding improvements.
Pirates: I've changed the SmallLogo from RaceLogo01.png to RaceLogo27.png, because using RaceLogo01.png made no sense. RaceLogo27.png is an actual small version of the big one (skull and crossbones included). I've also changed the Speed from 0 back to +10%, in order to make the regular pirates a bit more dangerous (they could use it).
TechTree.xml:
Visions of Agony: It can no longer be unlocked by Creativity. Just like the other techs in the Tech Victory line.
Technology Tresholds: It can no longer be unlocked by Creativity. Just like the other techs in the Tech Victory line.
4D Phasing: I've changed Cost from 3500 to 1500. It didn't make sense to me that the tech next in line would be a lot cheaper, than the current one, so I switched the costs.
Dimensional Exploitation: I've changed Cost from 1500 to 3500. See above for the reason.
Near Omnipotence: It can no longer be unlocked by Creativity. Just like the other techs in the Tech Victory line.
Xeno Biology: I've changed the Pop-Growth-bonus from +10% to +5%.
Fertility Acceleration: I've changed the description and details back to the original, because it unlocks the Fertility Clinic again. The Pop-Growth-bonus is now +10% again, instead of +25%, because it was just too powerful otherwise.
I moved Xeno Colonization and Alien Soil Studies back to Thalan tech tree. Sort of.
I removed Minor Industrial Revolution, Minor Research Labs and Minor Capitalism, because they are no longer necessary.
Korath_TechTree.xml
Corrupted Genetics: I've added the tag <PopulationGrowthAbility>10</PopulationGrowthAbility>, in order to overwrite the reduced bonus from Xeno Biology.
MinorRace_TechTree.xml
Minor Industrial Revolution: I've changed the internal name to IndustrialRevolution, because the minor version no longer exists. I've also added the tag <Requires>MinorHistory</Requires>, to make it consistent with the other tech trees.
Minor Tradtional Research: I've changed the internal name to TraditionalResearch, because the minor version no longer exists.
Minor Capitalism: I've changed the internal name to Capitalism, because the minor version no longer exists.
Thalan_TechTree.xml
Soil Enhancement: I've changed Requires from Alien Soil Studies to Xeno Medicine
Xeno Colonization: I've changed the internal name to Xeno Biology, and added the missing tags from the tech tree entry. The Thalan are supposed to have the lowest pop-growth. After the reduction of their Pop-Growth-penalty to the original value, the Thalan have simply too many bonuses in their tech tree. This fixes the issue.
Alien Soil Studies: I've changed the internal name to Xeno Medicine, and added the missing tags from the tech tree entry. See above for the reason.
Yor_TechTree.xml
Spark of Life Enhancement: I removed PopulationGrowthAbility tag. This way the tech provides the same value as regular Xeno Medicine.
Extended Lifetime: I've changed the Pop-Growth-bonus from +30% back to +15%, because +30% is just ridiculous.
Edit: Forgot to mention the changes to the Terrans and Drath.