Well the repair and jam functions should be AOE anyway so no problem there other than the fact they'll be centered on the squad not the strikecraft itself. But then again the squad will be centered on the strikecraft if I just make it a 1-to-1 ratio between squad and strikecraft. And spawning a frigate seems kinda like overkill, especially since I doubt I'll be able to get it to behave correctly (Basically orbiting the host ship) shooting at any nearby hostile strikecraft...</
Avalast
For Diplomacy (I don't have rebellion yet) at least it looks like it's possible to put abilities on squads. However it also seems as though putting an ability on a squad that requires anti-matter (While also giving the squad anti-matter) just resulted in a mini-dump! That however can be solved by giving the abilities appropriate cooldowns I guess. As for getting the craft to stay with the carrier. I did change the "DefaultAutoAttackRange" to "Local" and they did indeed stay wi
Heya I'm trying to make a mini-mod, but I've run into a snag... I would like to alter the Advent carrier capital ship so that it only has 3 distinct types of strike craft. Strike craft types Offensive strike craft aka Fighter-Bomber This is the most basic of them and I can easierly make this one by adding a weapon to fighters that would be effective against heavier armor. Defensive s