This is the latest thing I've been working on! Although in the video it looks like you have to press a button to start the process, you don't! that's just there so I can test it all (and make videos to show off with!)
Basically, the way the mod works is that when you start QuickBattle, my Core Breach mod starts rolling a set of dice and every second there's a 1 in 200 chance that the Warp Core will start breaching, giving you a 10 second countdown to eject the core and stop the breach! (Though if you eject the core for any other reason, the dice stop rolling, can't breach the warp core if there's no warp core!)
The 1 in 200 odds aren't fixed though, they're tied into that state of your Warp Core in general - so say your Warp Core is at 33% integrity, your odds shorten to 1 in 66 that the core will breach!
I intend to tie in the Vent Warp Plasma mod as well - if you vent the plasma another set of dice role and either you get extra time to eject the core, or that manages to stop the breach! Again it'll be tied into the state of your Warp Core!
What that video also shows off is another script I wrote that turns off the ship's lights if your Warp Core falls beneath a certain power level (20% if memory serves!) and since when the core is ejected, the level goes to 0...the lights go off!
I've also added the NX Pack ship to the list in Tactical Alert! I love that Enterprise design! (This is off topic, but if anyone read the second "Romulan Wars" book - that's what Enterprise looked like in my head during the final battle!)
UPDATE:
Followed Mario's advice from a different thread (about a different thing!) and wrote a script which intercepts the Vent Plasma Mod, so when you vent plasma, if there's a core breach in progress, it does one of two things!
Further Update:
No video this time! Added in a few other things - the core breach automatically causes a red alert, shuts off the music and the computer voice informs you of your impending doom!
In addition, added in another random chance for the core itself (if it is ejected) there is a 50/50 chance that you will be able to salvage it or that it will explode (if it explodes then the result is crippling - my testbed ship is the Stock Galaxy and the explosion leaves it dead in space!)
I think I've taken this mod to its logical conclusion so I'm going to slap a "done" sticker on it for now (there are a few other things which in the fullness of time I'd like to do to it, but for now I'm satisfied!)
My next step will probably be to move onto the "Rebuild Destroyed Systems" Script - which I have one or two ideas for!