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However, anyone is welcome to make a submod or patch to add AI usage, fix the entity overrides, or what other ideas they can come up with. Due to how limited manpower and time I have, I unfortunately cannot simply support releasing more mods as it would strain me personally.
Out of curiosity, would you consider releasing your version of the mod either as a separate mod or submod?
As for the energy siphon, its a side effect of me Paradox coding some weapons to use specific entities model for weapons. This applies also applies to Torpedoes and amoeba weapons as they reference specific torpedo and amoeba weapon models in the weapon template.
My personal modset has an edit for those weapons that remove the entity overrides but since its actually editing weapon templates, compatibility will drop significantly if I deploy it with the mod.
I've noticed two oddities so far:
First, when equipping a machine shipset mech with the energy siphon, it shows the default s turret instead of a mech.
Second, the shoulder gun on the machine shipset mechs appears to be "inside out". This one's a bit odd to explain, but in the ship designer, when I rotate around the mech, I can see through the outer surface of the gun and the texture appears to be applied to the inner surface of the mesh. This is not at all noticeable anywhere but the ship designer, but it is kind of odd.
I also remodeled the WSG mechas and added support for the other color variants it had.
One thing I was wondering about, balance-wise... Although they get an extra small slot next to Corvettes, might they be a bit underpowered next to them? A Corvette has 300 HP by default, and can increase that to 500 HP with vanilla technologies, but an escort strike squadron has just 120 HP, and as far as I can tell, no way to gain more, and costs almost the same as a Corvette. Of course, the Escort Strike squadrons SHOULD have less HP than Corvettes, but I worry that as it stands they might not match up well enough to justify building them next to Corvettes.