STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

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EaWX: Thrawn's Revenge (3.4) - Better Persistent Damage Submod
   
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Game Type: FOC
File Size
Posted
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459.164 KB
May 4 @ 4:48pm
May 18 @ 12:30pm
4 Change Notes ( view )
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EaWX: Thrawn's Revenge (3.4) - Better Persistent Damage Submod

Description
This is an unofficial EaWX submod for Thrawn's Revenge; this was not created by the EaWX development team.

FOTR version
REV version

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Description:
Note: This submod allows submodders to increase/remove build limits of persistent damage units.
Alters how persistent damage is managed in-game.
Damage is now tracked via game object IDs, which streamlines how individual units are handled, allowing multiple units of the same type to be tracked at once.
Adds a few quality-of-life UI display changes.

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Features:
* Unit tracking between units of the same type, e.g., 2 or more non-hero Executor class SSDs are tracked independently.
* Faction stats and government UI now displays the ship names of non-hero units with persistent damage.
* Faction stats now displays the current location of ships with persistent damage.
* Eliminating an opposing non-hero SSD will now display the name assigned to that ship via the galactic news feed.

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How to Launch & Compatibility:
Head over to your Empire at War in your Steam Library, select Settings > Properties, and via the Launch Options text box, copy and paste the next line seen below:
STEAMMOD=3476123423 STEAMMOD=1125571106

Compatibility note: This submod has changes to base files listed here:
`DamageTracker.lua`
`GalacticEventsNewsSource.lua`
`GovernmentEmpire.lua`
`UnitTracker.lua`
`GalacticStatDisplay.lua`
`GameScoring.lua`

Please note that any files ending in .lua will require a new save to be made.

If using any additional submods, please check if each additional submod alters the same files, as this will lead to compatibility issues between both submods.
As it currently stands, I do not plan to release any compatibility patches outside my submods; this, however, may change in the future.
If you wish to release an altered form of this submod or create a compatibility patch, please contact me for permission beforehand and provide credit to me as a creator on the submod's Steam Workshop page.
I can usually be reached on the Corey Loses Discord or the EaWX Submod Discord, where you can find channels for my submods and many others.
https://discord.gg/WUHQawumTp

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Other submods:
Full collection
Individual links:
Thrawn’s Revenge - Refuse the Dark Empire
Thrawn's Revenge - Randomised New Republic Starting Heroes
Thrawn's Revenge - SSD & Fractal Units Faction Colours
Fall of The Republic - Automatic Phase 1 -> 2 Armour Upgrade

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Credits:
Massive thanks to the EaWX Development Team for creating the base mod, without which this submod would not exist.
Kudos to Corey for sharing the render used in this submods' splash image.
Shoutout to all the members involved within the submodding channels.
Popular Discussions View All (1)
0
May 7 @ 10:25am
Bug reports and suggestions:
Greene7z
3 Comments
Mindlessmrawesome May 14 @ 1:29am 
Oh... I see, that makes sense then. Probably not all capital ships
Greene7z  [author] May 14 @ 1:08am 
@Mindlessmrawesome Thanks.

Last time I checked, nothing should stop submodders from making all capital-class ships have persistent damage.

I have a planned submod for all ships with 70+ pop to have persistent damage. (mostly battlecruisers and battlecarriers.)
It's not quite all the T3 shipyard units you mention, but if every unit had persistent damage, it may drain credits quickly for players who take a few capital-class ships per fleet.

To note: the persistent damage script only occurs during player battles, meaning the player will lose more credits quicker compared to other factions. As with more units with persistent damage, the credit cost goes up, leading to smaller budgets.
(I may look into making it possible for persistent damage to occur during AI vs AI battles, reducing health by a certain random amount.)

If you want to see the current list of submods planned, join the EaWX submod Discord and check out my channel, where I have pinned this info.
Mindlessmrawesome May 13 @ 7:14pm 
Great mod!

Question, what would hypothetically stop a mod like this from applying to any large capital ships? Like anything that would be built by a tier 3 shipyard? That would make normal star destroyers also have persistent damage as well, generally reducing their widespread usability and providing a benefit to smaller frigates that wouldn't need repairs after every battle. Might be an interesting way to play