That's what I was saying. But, for example, a huge hull in this way would need A) the normal massive scale building to unlock it, and B) warp drive V (for instance). If I just set one of them as a prereq tech, then either someone can just rush warp drive V to get a huge hull without massive scale, or someone can rush massive to get warp drive V without warp drive V itself. I was thinking of having it set up so that faster hulls are unlocked in the tree only after the base hull has bee
Sole Soul
Thought as much. I was thinking of copying the default hulls and integrating the engines into the hull, so to speak (with the appropriate tech requirements/etc), but I'm not sure if the AI would actually use the new hulls. Not to mention it would probably make the hull selection screen a bit crowded. There's also the fact that with non-tiny/small/cargo hulls (in DL/DA) and non-tiny/cargo hulls (in TA), I'm fairly positive I'd need to specify two tech requirements for these custom ones
I'm trying to do an engine mod that limits ships to one engine a piece (and then after that I was going to mod the speed of the engines to compensate), to feel out how that "solution" would work. I was actually going to propose this as a fix, but I decided I should probably try it out myself first. IMHO it helps the speed problem, the colony rush issue (admittedly toned down somewhat again in TA vs DA, as well as DA vs DL), and it might actually help the AI in its handling of f