Just wanted to make this so people know where I'm at in regards to porting the mod over to TFH. I got the mod to start up and ran it for a bit, but it isn't ready for an alpha release yet. The AI is still using the FTM files, which I know will cause problems since some FTM spy missions were removed and new ones added in TFH, and I need to rework all of the techs to give them Max levels and flag which ones I don't want to be "steal-able". Calders has kindly volunteered to help with the initial LUA rework to get rid of outdated FTM code and replace it with something stable.
I also found a problem with our OOB folder. Apparently, TFH doesn't like the way we used sub-folders to organize our OOB files and refuses to load them unless they're in the top-level OOB folder. I haven't checked our events/decisions yet to see if the problem occurs there as well, but it will be a pain in the rear to fix if the game engine won't let us use sub-folders there, because I'd have to go through all the events and re-point the load_oob commands to a new location.
I'm also running into problems with the optional user directory. If I don't specify one, the mod will load up just fine. But, if I specify an HPP user directory, then the folder will be created correctly, but the game won't start up and crashes. Because of this I'm not sure if I want to use that feature or not.
So, at the moment the TFH version will load up, but isn't in a playable state yet and I still have a few files I need to correct and issues to fix before I feel comfortable posting the TFH version of the mod for downloading. Overall, the port is going much smoother than I initially expected, but a TFH version is still unavailable at the moment.