I can see that sort of making sense if you consider it an attack scenario. A fighter attack on a bunch of stationary, disabled large warships, sort of like the Pearl Harbor attack. However the big cruisers should be at a disadvantage. They should not be stacked up in a huge mob in the corner of the map. They should be lined up, nice and orderly, like they were undergoing repairs or resupplies. They should also not be stacked purely for anti-fighter duty. They should have the regular plasma or heavy missiles which are pretty much useless against fighters.
There is something seriously, terminally wrong with having to slow the battle down to its furthest possible extent to get the cruisers to move like cruisers.
Also it’s fun to watch, but still seriously wrong.
indeed, insanely fast mind you however, the first time i used it, it didnt work. i thought that i screwed something up by changing the speed, so i looked at the original cruiser engine, and i saw that there was some stuff missing from the code on the first page. if i knew more about modding or had my GSB computer with me i could tell you exactly, but it is the stuff that lets you see the data, so it is something like: “Engine Speed=INTEGER” or something like that. i just copied the stuff from the original cruiser engine to yours, and it worked like a charm
I did notice that the Engine of Insanity had no stats displayed in the module selection window on the Ship Design screen. But I didn’t worry about it because the thing still works.
The stats don’t appear because something like this is missing:
[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = crew_required,INTEGER
5 = thrust,DECIMAL
It goes just right after the last line of what Hybrinoid posted.
hm… I wonder why the hell it worked for me then?! Oh well. This is one of my first mods after all, maybe something changed since the beta? I don’t know.