On the contrary, PTF, I'm thrilled people are so eagerly testing out the mod, and finding wrinkles is the the way to get them ironed out!
Regarding these:
1) Low-level Q reactors should perhaps be explained better somewhere. What they are are just very high-capacity, low-space supply storage. They are re-energized by returning to a depot. Only the Mark VI (I think) actually generates supplies by itself.
2) Sail-only ships will stop moving if they have no supplies, and they don't generate or store supplies. Note that if a non-Proportions sail ship has no engines, it won't move at all. I should probably give them a small solar supply generation ability and a spot of storage. That would be consistent with their development at the end of solar collectors. Thanks for the idea - it'll be so in the next Version! Meanwhile, ya, splurge on a 5kT supply niche.
3) a) Yes, armor-skipping weapons are ineffective in Proportions against generic armor, which is why I increased some of their damages. It is still useful against non-generic armor, and particularly against Crystalline and Organic armor.
b) Sounds like you were doing a "high" (i.e., max) tech test, so I expect you were using "superlative" Armor VII's, and quantum engines in which case your suicide ship probably cost about 55,000 minerals. That's the cost of about five max-tech light cruisers with sensors, shields, and weapons. I built a starbase with eight massive mount null space projectors, fire control center, and filled the rest with armor IV, and it only costs 74,000 minerals (and about 50K of rads, thanks to the not-especially-useful-against-regular-armor null space weapons). For about the same cost as your ram ship, I believe I can build a non-null-space base with cheaper armor that will gobble up your super-tech-armor ram ships (and cost half as much to maintain). Study the standard armor progression and you'll see that highest-tech armor is very strong but extremely expensive.
c) When you say "wahoom," what happened? If you build a starbase with no armor or shields, it is little better at receiving rams than a bunch of unprotected equipment waiting for impact. Adding a proportion of armor to all ships and bases that might get hit by something is recommended (though be careful how expensive the armor is that you are using).
I should make the higher-tech armors be more distinct with different names and pictures, so players notice that suddenly their armor is costing an order of magnitude more. Also I notice the Armor VII shows a VI numeral - I'll fix that.
Thanks!
PvK