besides those, the wrecks use fuses to drop their loot,destroy collisiongroups & set them to invincible so they don't disappear & reappear in a few minutes or whenever you fly away - afaik they don't use zones except to obscure their scanner range
system editing/creation & encounters that is definitely my weakest area, but i can tell you without a doubt theres no way to do a mass append like you want
the organization of system files is a terrible mess and unfortunately its just too big to tackle manually - a tool that would rearrange them based on solar prefixes would work pretty good if it was available/known
read further if you'd like to hear my gushing about The mod
FL Redemption is about embellishing and expanding FL's gameplay by squeezing every last drop of sim-goodness from FL's engine. unused INI properties that can do things like scatter & spread shots, increase & decrease ship speeds by zone, alter cruise mode handling, enable pilot-faction selection(still hunting how to enable it in game), permeneantly destroyable/lootable stations and lots of other less noticeable things i learned through mind numbing experimentation and EXE&dll dissection are all used extensively
besides these embellishments i have expanded on Argh's excellent XML toolkit; enabling battleships (and making them break-apartable in an effort to make them more realistic and to balance them against smaller ships), reducing all the unique capguns to 5 distinct classes and adding important nuances that make them all useful in their own ways, and dedicating hardpoints to them so capship classes mean something more than how many total guns you have, and adding them to naval groups
removed collision groups on fighters & freighters to put them on even footing with new mod ships and eliminate annoying repairs/free their names up for capship part names, made balanced armor upgrades with volume to displace ammo/loot/power capacity/limit them to specific ship classes & gave every fighter the same basic hitpoints. Created three shield upgrade classes; condensor(capacity), cooler(regen), and relay(extra power).
Every single fighter gun is XML tweaked, which has been critical to getting the balance in the ballpark -and i made the NPCs as accurate with their fire as players because i took away their wuss-infinite-powers, and most important of all i believe in K.I.S.S: keep it simple, silly
it is a modest upgrade/rebalance when compared to many of the huge expansions available, but one thing i really really LOATH about those mods is player densities are crap because the systems sprawl all over and by the time you get to the fighting the other players have logged out. I am not adding any more systems at this time, besides the Pittsburgh system which is a proof-of-concept for planet-systems. I understand that people like to explore, and that would be great for SP - but if you locked those systems in MP you would hear no end to the griping, and if you didn't lock them you would hear complaints about wild goose chases.
the mod's SP/MP compatible(and SP has a difficulty slider enabled in the options
) and i invite everybody to come check out some screenshots and maybe register on my forum to wait with baited breath for the next release - and also because 13 is bad luck and thats how many registered users we have
there's lots of things i haven't listed, and you'll just have to wait to find out what they are or actually come over and see whats new