Units use large amounts of energy while fighting. Be prepared to retreat when your storage runs out. Energy storage is very important. It gives you large burst fighting power. Energy generation is also important. You want a surplus before the shooting starts or you will be very, very, sorry. It gives you more staying power and faster recovery. This mod adds a significant energy drain for units and combat. In practice with the systems available this means the ammo system applied across the board, as well as recon and nukes. Compromises: units are limited to one ammo weapon. Some units had to be switched to alternating fire, and units with independent turrets have a fixed maintenance cost instead of ammo. This mod expects that construction costs will be reduced, but does not include those adjustments itself. Or you could play a super energy-tight game. - https://github.com/JustinLove/extreme_energy_combat - https://wondible.com/pa/extreme_energy_combat_v2.0.2.zip Related Mods - Extremely Efficient Engineers Changes ## 2.0.2 - update unit stats and Custom58 to 116982 ## 2.0.1 - update unit stats to PA 112176 ## 2.0.0 - Based on titans units - Units roll off the factory with no ammo, so you'll need some energy before building an army, rather than before the shooting starts. - Update image paths in help article
Extreme Energy Combat 1.0.2 - Update unit stats to match 76456 - Removed unnecessary nuke/anti weapon shadows
Extreme Energy Combat 1.1.0 - Support for Server Mod Help Chat - Support for Mod Help Player Guide - Missed change to umbrella
Wondible is there a convenient list of things that consume energy? Or changes you've made to things that already have energy consumption?
No. You can look at the gruntfile, but it's mostly under a wildcard for all weapons. You can look at the shadowed files, for the most part only modified files should be copied into the mod. Unless you're talking about constant consumption from multiple-turret units. That would be anchor, battleship, and destroyer. I may have to look at frigate once PTE releases as well.
Sorry, maybe I wasn't clear. I was merely asking if you have a list somewhere convenient of the changes you've made that make it different from vanilla, or is this thread the original post exactly it? Also, I don't know a thing about what software to use or what files to open to check raw game data. It's also something I'm trying to avoid getting into.
Hmmm.. yeah, I put the changes on top and the high level overview gets a little lost in the essay. It has an article for Mod Help Player Guide, I should probably think about making the forum topic more like that. The gist is that every combat unit uses a lot of energy while fighting - expect to retreat to let units reload ammo and your energy storage refill.
Extreme Energy Combat 1.1.1 - Update for 77443 Naval is kind of a mess, but it's at least been updated.
Extreme Energy Combat 1.1.6 - PA updates for 82293: - Grenedier changes and destroyer muzzle - Tweak player guide topic
Extreme Energy Combat 2.0.0 - Based on titans units - Units roll off the factory with no ammo, so you'll need some energy before building an army, rather than before the shooting starts. - Update image paths in help article