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Bridge Commander Downloads > Modifications > Weapons Mod:
Engine Overload (1.0)
Filename: engineoverloadv1.0.zip

Date Added:
Type / Category:
855.07 KB
Bridge Commander Scripters
BC 1.1 Patch/ NFX2B/ QBAutostart 0.9.1
Modifications > Weapons Mod

Average User Rating: 10
Number of Votes: 15
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Engine Overload (1.0) - File Description  

Tech: 10
Balance: 10
Quality: 10
FunFactor: 10
Stability: 10
Creativity: 10

Overall Rating: 10

Here is something totally unexpected from the BCS: Training Corps debut- Engine Overload! This modded weapon effect allows you the player to set up a disruptive pulse from your own ship's engine. This will shutdown any ship's engine in the battle arena. The effect can be directed to a single targeted ship (30) seconds or an entire fleet (40) seconds. All vessels have to be within 20 kilometers of your ship, As it will be the "epicenter "of the wave. One drawback to this tactical advantage? If you use this strategy, and your ship's power was nearly depleted. You will use up your remaining power reserves and you will unable to deploy the weapon. That's the worse case scenario. But this is an excellent mod, for those who like and want more Tactical choices in QuickBattle.

Definitely Worth having a look at. . . .

Engine Overload (1.0) - Screenshots  
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Engine Overload (1.0) - File Download Options  

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Engine Overload (1.0) - Readme  
Readme File:
Engine Overload


This script requires NanoFX 2 Beta and QBautostart.

Engine Overload is another new weapon for BC made by the trainee's in the BCS: Training Corps. This mod allows you to disable the engines of a target or a fleet as long as the ship(s) are within 20 KM.

This Weapon also drains your main power to charge itself so if you don't have enough power you will be unable to charge and fire the weapon.


- QBautostart (0.9.1 recommended)

- NanoFX 2 Beta

- 1.1 BC patch

- Foundation

Installation Instructions

To install this mod simply copy all the folders over to your BC Directory.

Plugin Tool

Open the html document in the Plugin Tool Folder with Internet Explorer it might prompt you to allow blocked content.
Do so and simply follow instructions inside the HTML document.
Note: The plugin tool does not work in FireFox or opera

How To Use
You must start a battle in quickbattle through the quickbattle set up through Saffi's menu

Charging Times:
- Disable Target: 30 Seconds
- Fleet Disable: 40 Seconds

The Engines only remain disables for 30 seconds.

note: only ships within 20 KM will be affected and you must be within 20 KM for the Target disable, otherwise it will not fire


None that we know of

Tested in Bridge Commander v1.1 with lots of other mods


- Defiant for QBautostart

- Nanobyte for Nano FX 2 Beta

- BCS: TNG for the use of the code from several scripts including the Phalantium Wave and Advanced Core Options

- Mike Mendez, Jimmy, Shinzon, Cackad for the teamwork which made the creation of this weapon possible

- And to anyone who I forgotten


Engine Overload (1.0) - User Comments  
The following comments are owned by the user that posted them. BC Files is not responsible for their content.

Total comments: 9 | Last comment: 11-30-2008 at 16:39

 #1 - Welcome - 07-19-2006 at 20:35
Joined: June 17th, 2006
Posts: 5
Welcome, if your reading this i hope your trying out our script

support will be offered at http://bcs-tng.com/forums/index.php as soon as sovvy gets the forum set up


Michael Mendez
BCS: Team

 #2 - 07-20-2006 at 02:35
From: (England, London)
Joined: November 11th, 2004
Posts: 1533
No credit for inspiration from A2 huhstick out tongue Great weapon then and i could see it as being a very useful weapon now.

Out of interest, how many targets can the "fleet disable" take out?

To anyone else downloading: It'd look effective if the beam was fired from the deflector, rather than a phaser array smile

 #3 - 07-20-2006 at 05:23
Joined: February 23rd, 2006
Posts: 475
#2: Agreed with the deflector.

A great weapon, though.
For me the freeze time should be higher, cus if you use a heavy slow cruiser against a fast attacker it sometimes takes you more than 30 seconds to get into optimal firing range.

 #4 - 07-20-2006 at 07:22
From: (Toronto)
Joined: September 21st, 2004
Posts: 427
good to see that the trainees for Bridge Commander Scripters (me included), got this file out. This is definitely something worthy to download...

 #5 - 07-20-2006 at 10:39
Joined: June 17th, 2006
Posts: 5
Joelteon7: It can take out any ship within 20 Kilometers of your ship

N1GH7H4WK: 30 seconds was chosen to balance it with all ships... if it was longer and you had lets say a defiant you could probably destroy the ship before the engines are reenabled

 #6 - 07-24-2006 at 12:17
Joined: February 23rd, 2006
Posts: 475
ok, so I'll complement it with PhalWave and there will be no ship that can escape from my weaponry, muahaha cool

 #7 - Armada has joined forces with BC AT LAST!! - 07-25-2006 at 20:30
From: (Santa Fe, NM)
Joined: April 24th, 2005
Posts: 56
Dude this sounds like a really awesome mod, I'm definately going to download this one cool

 #8 - 08-02-2006 at 16:38
From: (São Gonçalo/Rio de Janeiro)
Joined: April 10th, 2004
Posts: 41
I don't play BC for ages, but if i was still playing, probably weapon mods such as these would be top priority on my mod list (apart from the must have ones). Good work guys, keep doing such things for you guys that still play BC.

 #9 - HELP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! - 11-30-2008 at 16:39
Joined: August 16th, 2008
Posts: 41
where is the button i press so i can have a new ship to use this weapon in the plugin tool thing!?

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