Aaaaaaand done! I'm going to upload now the version 3.1 of the mod, with the updates indicated beforehand
and compatibility with the new update. It is, however, a band-aid more than anything else. From what I saw, the building stuff works, the filtering to get fuel-enabled/disabled units works too and I haven't seen immediate CTD. The AI for the WC factions will definitely not work for now, though, since some of its scripts depend on a function that no longer exist (though I know how to bypass it now).
Oh, and enjoy the new logo for the mod, which might appear somewhere else online in a few weeks...
Happy birthday, CIC! X_X
Debriefing: OK, so the idea is that Gearbox, being a bit late to the party, finally decided to move its a** to make the game more "modder-friendly". To do that, their latest update changed quite a bit the internal architecture of the game files, with one of the most important changes being that now, each faction has its own dedicated subfolder instead of accessing common files for all. For example, until today, we had a single AI file that we had to tinker to have the CPU recognize which faction was being played and act accordingly. Same thing for the unit caps, we had to make a "general rule" and tons of specific exceptions if we wanted different factions to have different cap counts for their unit categories.
Now, you have a "Kilrathi" folder, and this folder contains AI files, tech tree files, building tree files, cap, and so on. Plus some additional shenanigans with the game rules and so on that I'm not experienced enough to understand that well. But, long story short, it's going to offer quite a few more possibilities to ambitious mods such as the ones from Phoenix Interactive.
A word of caution, though: GB warned us they will probably release later (no date given) new structural changes, including ones for the ships themselves. In that case, it would probably break the mods again, but I will try to patch that one ASAP when it will happen.