STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Fleet Command
spartan078ben  [开发者] 8 月 5 日 下午 4:42
Pondering a Change
I’ve been considering a shift in how battlegroups are implemented, and I’d like to get some feedback before diving in.

Right now, the mod uses dummy units and custom group spawners to deploy battlegroups, with special shipyards acting as filters. While this system works, it’s also been the source of several bugs — especially around spawning behavior and formation logic.

What I’m thinking of doing is replacing that system with a much simpler approach: using the game’s native fighter spawn system directly on standard ships (or variants of them). For example:

A Carrack could spawn 3x CR90 Corvettes using fighter spawn logic — no dummy group needed.

An Arquitens might include a hangar and spawn a few DP20s.

Each battlegroup would be centered around a single anchor ship, which brings its own small escort formation.


This approach seems to solve several issues, including spawning bugs and save game inconsistencies. I tested this with the Maelstrom Group, copying its script into the regular unit and having it use the fighter spawn system — and that alone fixed a lot of the odd behaviors.

If I went forward with this, I’d likely:

Phase out the extra shipyards that currently serve as build filters.

Keep only a few larger or unique task forces where appropriate.

Use renamed variants of existing ships to avoid recursive spawns (e.g., escort versions with no spawn behavior of their own).


Would this be a welcome change? It would reduce clutter, improve stability, and make group behavior more reliable — but it does move away from the visible “group” units people are used to seeing in the build menu.

I’m curious what others think before making the switch.
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Appollonnir 8 月 6 日 上午 9:05 
Suggested change is also what I thought about before but I discarded mentioning idea due to the so called "anchor ship". Once anchor get destroyed, you may loose entire fleet. Current way is awesome and fun, but as you said, complicated. Anchor ship could work if it get somehow balanced.

I don't care also about types of fleets, so it's up to you.

I m not sure how adding mods to steam works, but you could create seperate mod for Anchor Version just to check which one will work better.

My knowledge about programming is very basic but enough to know difficulties of doing it. If you don't mind, I will attempt data mining on your mode and try looking for bugs, but I will probably fail at that.
spartan078ben  [开发者] 8 月 6 日 下午 3:13 
By 'Anchor' ship i mean simply using a standard ship to spawn others using the fighter script native to the game. But you won't loose a fleet if the anchor is destroyed. Fighters don't explode when their carrier is destroyed. When I get home from work I'll upload a proposed escort architecture. This version simply adds escorts to all ships using native fighter spawning.
spartan078ben  [开发者] 8 月 6 日 下午 6:12 
引用自 spartan078ben
By 'Anchor' ship i mean simply using a standard ship to spawn others using the fighter script native to the game. But you won't loose a fleet if the anchor is destroyed. Fighters don't explode when their carrier is destroyed. When I get home from work I'll upload a proposed escort architecture. This version simply adds escorts to all ships using native fighter spawning.


Something like this is what I'm talking about:

Overview:
Each group is structured around a single anchor unit using fighter-spawn logic to deploy a fixed complement of non-recursive ESCORT_ variants. Escort units may still spawn fighters but never spawn additional ships. This ensures save compatibility, performance, and modular fleet design.
------------------------------------------------------------
CORVETTE GROUPS (Even Lighter Escorts...)

CR90
- Spawns:
- 2x ESCORT_DP20

DP20
- Spawns: 2x ESCORT_CR90

------------------------------------------------------------
FRIGATE GROUPS (Light Escorts)
------------------------------------------------------------

Carrack Cruiser Inherits fighters from Carrack_Crusier_Laser
- Spawns:
- 3x ESCORT_CR90
- 2x ESCORT_DP20

Arquitens Light Cruiser
- Spawns:
- 3x ESCORT_DP20
- 2x ESCORT_CR90

Pelta Support
- Spawns:
- 4x ESCORT_CR90
- 3x ESCORT_DP20

Pelta Assault
- Spawns:
- 6x ESCORT_CR90
- 4x ESCORT_DP20

Class-C Frigate
- Spawns:
-2x LAC
-1x CUSTOMS_CORVETTE
-1x CONSULAR_REFIT

Class-C Tender
- Spawns:
-1x LAC
-1x CHARGER_C70
------------------------------------------------------------
CRUISER GROUPS (Mid-Tier Escorts)
------------------------------------------------------------

PDF Dreadnought (PDF_DHC)
- Spawns:
- 2x ESCORT_ARQUITENS at Tech 3 or Higher
- 2x ESCORT_CLASS_C_FRIGATE
- 3x ESCORT_DP20
- 3x ESCORT_CR90
- 2x ESCORT_PELTA_SUPPORT at Tech 3 or Higher
- 2x ESCORT_CLASS_C_TENDER at Tech 1-2

Standard Dreadnought (Rep_DHC)
- Spawns:
- 2x ESCORT_CARRACK_CRUISER
- 1x ESCORT_CARRACK_LASERS
- 2x ESCORT_ARQUITENS
- 4x ESCORT_CR90
- 2x ESCORT_DP20
- 2x ESCORT_PELTA_ASSAULT

Acclamator Assault Ship
- Spawns:
- 3x ESCORT_ARQUITENS
- 4x ESCORT_DP20
- 3x ESCORT_CR90

Acclamator II
- Spawns:
- 2x ESCORT_REP_DHC
- 2x ESCORT_PELTA_ASSAULT
- 2x ESCORT_DP20
- 3x ESCORT_CR90

Starbolt Assault CARRIER
-Spawns:
-2x ESCORT_CEC_LIGHT_CRUISER
-2x ESCORT_CR90
-1x ESCORT_DP20
-1x ESCORT_LAC
-1x ESCORT_CHARGER_C70

CEC_Light_Cruiser
-Spawns:
-2x ESCORT_CR90
-1x ESCORT_DP20
-1x ESCORT_CUSTOMS_CORVETTE
-1x ESCORT_CONSULAR_REFIT

------------------------------------------------------------
CARRIER GROUPS
------------------------------------------------------------

Acclamator Carrier
- Spawns:
- 1x ESCORT_CARRACK (Upgrades to ESCORT_DHC_CARRIER at Tech 3)
- 1x ESCORT_CARRACK_LASER (Upgrades to ESCORT_DHC_CARRIER at Tech 3)
- 2x ESCORT_DHC_CARRIER at Tech 3
- 3x ESCORT_CR90
- 2x ESCORT_PELTA_SUPPORT

DHC_Carrier
- Spawns:
- 3x ESCORT_CR90
- 1x ESCORT_CARRACK_CRUISER
- 1x ESCORT_CARRACK_LASERS
Appollonnir 8 月 6 日 下午 7:50 
I know what are "anchors". i m not an idiot. I spend almost 2k hours in eaw.

And those suggested groups... They give far less impressive feeling than the original. I m not sure what to think about them. They don't give that feeling of power.
spartan078ben  [开发者] 8 月 6 日 下午 8:09 
These are some of my original groups:

Picket Groups
1. Light Picket Group: 3x CR90
2. Heavy Picket Group: 4x DP20 and 6x CR90
3. Missile Picket Group: 1x Arquitens, 3x DP20

Frigate Groups
1. Missile Frigate Group: 3x Arquitens, 2x DP20
2. Escort Frigate Group: 3x Carrack Cruiser, 2x Pelta Assault
3. Support Frigate Group: 3x Pelta Support, 2x Pelta Assault
4. Standard Frigate Group: 1x PDF Dreadnought, 3x Arquitens, 2x DP20, 3x Carrack Cruiser, 2x Pelta Assault, 3x CR90

Cruiser Groups
1. Combat Cruiser Group: 3x Acclamator_II, 3x Pelta Support, 2x Pelta Assault, 3x CR90
2. Missile Cruiser Group: 3x Acclamator I Assault, 3x Carrack Cruiser, 2x Pelta Assault 3x CR90
3. Standard Cruiser Group: 3x Dreadnought Heavy Cruiser, 2x PDF Dreadnought, 3x Arquitens, 2x DP20, 3x CR90

Carrier Group
1. Light Carrier Group: 1x Acclamator I Carrier, 3x Carrack Cruiser, 2x Pelta Assault, 3x CR90
2. Escort Carrier Group: 3x Dreadnought Heavy Carrier, 3x Pelta Support, 2x Pelta Assault, 3x CR90
3. Standard Carrier Group: 3x Acclamator I Carrier, 1x PDF Dreadnought, 3x Arquitens, 2x DP20, 3x Carrack Cruiser, 2x Pelta Assault, 3x CR90, 3x CR90


If we used them as our escorts, You would still build a single ship but it would spawn escort versions of the same ship and its other escorts. For example:

With the Standard Cruiser Group, you build a Dreadnought, it would deploy 2x escort dreadnoughts, 2x escort PDF dreadnoughts, 3x escort Arquitens, 2x escort dp20 and 3x escort cr90.

In terms of balancing I'd have to seriously increase the cost and build time for almost every ship.

I could also hybridize the system keeping some groups around that still use the dummy ship spawner.

If a single Arquitens spawns 3x DP20, then an Arquitens Spawner can bring in three Arquitens and those would spawn a total of 9x DP20. I could downsize the spawned groups a bit, maybe just 1-2 groups in each catagory.
Appollonnir 8 月 7 日 上午 5:49 
I don't get the last part but whatever.

Lets sort some things.
We have now Fleet unit, that spawns so called Dummy units.
We currently are talking about Anchor units, that would spawn Escort units.

So we have 4 types of units.
Fleet
Dummy
Anchor
Escort

Lets keep that names for easier navigating.

Mod currently works by using Fleet unit to spawn Dummies. Simple, but currently some fleets are broken (for my knowledge at this moment.) It also uses seperate shipyards, but I m not going question it now.

There is also possibility to create fleets by using escort mechanic. I personaly found this not suitable for this role.

Currently, Dummies works as fleet. Fleet get destroyed when all units are destoyed. So even if everything gets destroyed except one single corvette, fleet will survive and you won't lose anything at all, which make thing really overpovered.

Escorts works diffrent. They are using Anchor unit to spawn Escort units. But when Anchor get destroyed, you will lose that group no matter how many Escorts will survive.

I like hybrid idea. In my eyes it could work, that Fleet unit spawn few Dummy Units, that are at the same time Anchor Units. And Anchors would spawn Escorts. Doing that, we can balance entire thing without nerfing it too much, because to destroy fleet, you would need to destroy just Anchors and ignore all Escort Units.

I m just not sure, how complicated it was to make it working. My knowledge of programming is limited, the best I can do is Copy, Paste, Edit.
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