Some wrinkles observed so far, don't be offended, please, I really like your mod
The lower level quantum reactors seem to be not functional, or do I have to kick them to generate fuel between re-energizings ?
If I setup a ship with solar sails as engines and no supplies, it just moves one sector per turn. If I add a 5kt Supply Niche, a light cruiser gets 6 sectors per turn and is able to run endlessly, as expected.
Edit: ... and the armor skipping weapons appear to be very weak with the new armor rules in your mod. My setup was a kamikaze light cruiser just with engines and about 36 times armor 4 (because of the high price of armor 5 to 7) against a starbase with massive mounted null-space weapons and a sensor (88% to hit chance). The null-space weapons just scratched the armor of the light cruiser a bit, the controls or the engines were not harmed, kamikaze reached star base and wahooom...
[ 17 March 2002: Message edited by: PsychoTechFreak ]