Scoob wrote:Sorry, meant MarineRebalance...I'm sure you know that one

Oh, that old thing. Yeah, should be fine.
Re: Boost: they tend to make these huge swooping boost maneouvers in this last battle I tested. They do seem to turn before boosting, however, they tend to kind of swoop while they're boosting as well. To be honest, I don't know why they're doing that. Instructions are to point towards the precise spot where they want to go, then activate boost engines and go there. I
think that it's better than the activate boost, then turn in place, then kind of strafe sideways with boost engines on. Certainly prettier. Not sure if it's more effective than the former behavior, although I think it is since turning without boost engines active appears faster than turning with them active.
About the move order from Lava Flow to Fiendish Moloch, that shouldn't be affected by MICT. Giving such an order will call move.generic, which will, in turn, call move.nohighway if you're ordering a capship, and MICT doesn't touch those. I don't doubt that behavior in your game is somehow being changed with MICT as opposed to without, but I'm sorry to say that I simply don't know why that is. Shouldn't.
One thing that
is changed regarding that is that move.generic.carrier instead of move.generic is called if ordering a ship to move to a different Zone, but only if you have the Carrier mod installed, which you don't, so shouldn't be changed.
Also, the part of capship behavior that is changed by MICT is very specific: the code for combat movement, and that for escort movement. Both of these are highly automated, and can't be directly triggered by player-given commands except for indirectly affecting aggro by giving attack/patrol orders. And even when given a patrol order, MICT doesn't kick in until the ship actually finds a target and goes red alert.