A new role of ships, fleet tenders, is being added to Empire at War: Expanded! In Fall of the Republic, they'll work as interdiction mine deployers as well as repair ships, but other roles for Thrawn's Revenge will be explained later.
Fleet Tenders & Interdiction Mines
A new role of ships, fleet tenders, is being added to Empire at War: Expanded! In Fall of the Republic, they'll work as interdiction mine deployers as well as repair ships, but other roles for Thrawn's Revenge will be explained later.
Posted by .Corey. on
Will there be "normal" articels again or have you completly switched to Videos?
Articles take way longer and then nobody actually reads (or at least understand) them, so I end up having to explain the exact same things over and over again. Videos get across what happens better. If you look at the text versions in archives half the comments are like "wait so does x do y" and I just end up having to repeat myself.
Of course, I say that and the next comment down is still something I answered directly in the video.
Hi Corey, I like the work you've been doing over the years =)
Disclaimer: I'm no programmer nor a a "creator" per se, all I've learned over the years is by try and error and by comparing the different mods XML files etc, and adapt it to my own liking. This being said your mod is one that I like and adapt lolol. Don't worry, this is all just for myself and my personal fun.
Regarding this particular issue, I agree with you, and that is a function I've added to the Modular task force to tend for all ships, while carriers like the Ton Falk, Quasar etc to tend for fighters and bombers.
I'd like to ask you/suggest why don't you add "damage control" to ships as well? Phoenix Rising mod has it and I've "migrated" that idea to your mod. The ISD for example:
<Tactical_Health>84400</Tactical_Health>
<Force_Healing_Ability Name="Capital_Damage_Control">
<Activation_Style>Combat_Automatic</Activation_Style>
<Heal_Range>0.0</Heal_Range>
<Heal_Percent>0.0</Heal_Percent>
<Heal_Amount>1545.0</Heal_Amount>
<Heal_Interval_In_Secs>30.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Applicable_Unit_Categories />
<Applicable_Unit_Types />
</Force_Healing_Ability>
The old Star Wars Rebellion game (that I love) had in it's own particular way.
I think both functions work nicely, the damage control repairs the ship slowly and for a more robust rapid repair, the Space Stations and the so called fleet tenders would be used =)
I have one other question that perhaps you've already answered somewhere (sorry in advance) but i'll ask you privately.
Cheers
It was something we were talking about before but we'll see how things feel with just fleet tenders. Innate, passive repair tends to edge out smaller ships quite a bit because they have trouble making damage stick.
damn. Thats sad but okay. After the fifth question i'd do the same I guess. It's just a strong dislike against videos from my side so i thought i just ask it.
How goes the open beta? Will we see a Moddb release soon?
will they also be able to replenish fighters for nearby capital carrier ships like in your sins of a solar empire mod? would also be nice. but i think this would also be difficult to balance
That was one of the initial features we were discussing for fleet tenders. Have some of the scripting for it done, but we'll have to see how it ends up feeling and working in practice.
is it possible to reduce the number of hyperspace routes? Too many planets are connected to each other, which means building more defense fleets than would be necessary, which in turn means that they have to get smaller and smaller, I find it terrible if, for example, you take 1 planet and immediately need one or more defense fleets just for another planet, I am mainly concerned with routes connecting planets that are half a galaxy apart, in comparison, I found the number of routes in version 2.1 pretty good.