I finally found it!

After several days of combing through the source code and several false finds, I found what controls the color of enemies.
What I found is in "sdlmap.pp", in
Function TeamColorString, starting at line 530:
line 557| end else if AreEnemies( GB , T , NAV_DefPlayerTeam ) then begin
line 558| it := '180 10 120 125 125 125 170 205 75';If you examine those numbers carefully, you'll find that the first three are the RGB values for the "Main Color" (Pinkish-Red), the second set of three are the RGB values for the "Complement Color" (a Light Gray), and the third set of three are the RGB values for the "Hilight Color" (Fluorescent Green). Incidentally, none of those colors are selectable by the player for their own mecha.
At first, I had thought that the "EnemyRed" color variable was what controlled it. But that does
not control the color of enemy mecha.
Incidentally, I've figured out how to do a few other things with the code. Stay tuned... (I think I've found a way to make the
wall height adjustable, like with Shift+W in GH2.)
Question for Joseph HewittI realize it's probably been years since you last looked at the code for GH1, but... is there a chance you could point me in the
general direction of where to find that part of the code responsible for creating
random-colored mecha on the opening "demo" screen that scrolls around a random terrain? If I could just find that, I should be able to make certain enemies appear in a random color scheme.
I've lost count of the hours I've spent trying to pin that code down and I don't feel like I've gotten much closer.

All I really need is a suggestion on the file to examine closely.
For a while I thought maybe this code was in "randmaps.pp". But I have doubts about it now. The use of terms like "scene/feature gear" and "metaterrain gears" as well as variable names such as "GearPtr" throws me. The name "gear" suggests that it involves mecha, but it seams that the term can be used very broadly...