That's just the way it's supposed to be. It lists mods by the containing folder, and some nubblet labeled it wrong when he was zipping stuff up.
The Borg assimilation ist to heavy! Any ship or structures will be assimilatet with or with out shields ?!
Negative, nothing can assimilate structures, and none of the ship based assimilation abilities are sure fire. If you're losing, the Borg are going to smoke you bad. If you're not, they'll hardly steal any ships at all.
The Borg are NOT balanced for 1vs1. Take them on in a group. If you're really looking for a challenge, try dropping them by yourself on small maps. You might make it.
Agreed with the Rebels, did not expect large groups to start appearing, and with the weakening of Starbase damage output they essentially stopped any plans of expansion, have spent the last couple of hours on pure defence, down to just Earth, Mars and Venus left now. Though I must admit it is good to see that 5 unfair AI actually feels like unfairs now.
I was looking forwards to the screams of anguish over catastrophic losses the first time around. 
It doesn't take much of a defense to stop the rebel fleets once you know they're coming, but yeah that first time around is a doozy.
One thing I think I have noticed is, the Elite Engineers ability on the Galaxy doesnt actually seem to do anything, that and Defiant/Sovereign with Target Subsystems are now wasting 2 ability points, as that ability doesnt scale up with its level.
Elite Engineers only go into action when nearby ship has hull damage, their own included. They do a 10 point hull restore, a 50% increase to shield restore, and a 10% increase to firing rates, and self stack up to three of them on a single ship. They also provide disable immunity.
All weapon effect abilities have a display oversight. IC never pulled up the chance of effect, only the damage values.
The ability applies four different weapon effects to phasers at different rates. Engine disable, weapon disable, regeneration disable and direct hull damage. The Weapon disable is the hardest to pull off, starting with only a 2.5% chance, and topping out at 5% for level 3. Engine disable is twice as likely as weapon disable, and the other two are twice as likely as it is. Not a waste, just a less than informative description.
Havent looked at any of the other races yet, but a small group of us do have a game planned for later so will no doubt hear about things with others. Just a couple of questions then, are the Fed starbase damage output reductions intentional? and, the reduced number of asteroids at home planets being halved, also intentional? Makes for a somewhat slower game, though I am by nature a defensive starter, the Sol system does seem to be a much weaker starting position now, so I would welcome any tips on how to expand quickly and successfully defend 3 fronts, so far Im at a loss, holding Saturn alone under attack from two directions is difficult enough, next to impossible when the Rebels start appearing.
Will have to find out what the intentions are for home planet resource changes. Yes, the damage reduction is intentional. The Fed Starbase can target 16 units simultaneously, four per bank. The damage in those banks is not split by four, but full damage to each. So, in the best case scenario where there are targets to all sides, a five hundred damage Starbase is really doing two thousand.
I dropped the damage values down, and the hit points up, because a Starbase came down to knowing it was there and sending a fleet big enough to kill it with the opening volley. Anything less resulted in catastrophic losses. So, now you can't kill a fully upgraded Starbase in one volley, and you don't have to. They can hold out for a rather extended duration against 500 fleet points in ships, long enough for reinforcements to arrive from a nearby well. If you really want power though, you'll need to support them.
Judging by this map, a three front war is the wrong starting point to work from. Stopping at Saturn gives you one front. You can put everything you have into it, and fortify your positions well in advance of the problematic technology aquisitions once you're done. After you've built up enough that you needn't worry about such things, take Uranus and wage a full scale war on the Romulans. You'll need one small defensive fleet to support your static defenses, and can send the rest on it's merry way. The spiral designs in this map lead to a lot of nice choke points that make excellent fallback positions should you run into a problem, like Eden.
Borg AI. I recommend using Unfair, always. Sins AI is resource stupid, severely. It doesn't play nice with "big" The unicomplex for instance would never be built because after saving up to use the ability, the AI would then spend down those resources and never let them build up. As a result, the Unicomplex is a really good deal. It also doesn't trade resources, to it's severe detriment on the typical one resource heavy random map. The cheating bastard that it is, Unfair will help alleviate this problem.
The original method for slowing down their technology access was to make research stations really expensive. The AI is research stupid, it will always aquire more research stations in an attempt to reach it's goal whether it can afford to or not. This led to an utterly crippled side that would, if left alone for hours, eventually climb out of the hole it dug itself, but never be competitive. So, I cut the costs, jacked the logistic requirement to 12 instead of the standard four, dropped the unlocks down to account for it, and gave them crippled antimatter regeneration with massive upgrades and ability cooldowns that can take advantage of them. Now they build because they don't have the space to get the research unless they have the empire to fund it.
They do build cubes, and it's time to start sweating when you see one. If you see one with a thousand antimatter, it's time to surrender because you've lost and there's not a damn thing you can do to kill max tech Borg.
Should you ever be blessed enough to see one, a currently buggered level 10 Assimilator Cube has over 100k hitpoints at max tech right now. 