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One year on from my initial release, after a year of tireless work, it's coming back, and better than before, better drones, more performance friendly, allowing you to create AI-automated fleets in SE even easier than ever before! While only a few weeks off release I thought it was about time to give a quick demo of all the new features of the code and start hyping things up in preparation for release, I'm very excited by this and have put a lot of time into making it as good as I possibly can for everyone! I'm really looking forward to seeing what people can make with it! Fleet command is a gargantuan project for the vanilla in-game programming block, aimed at giving late game players in SE the ability to control a fleet of intelligent drones akin to a real time strategy game, using an LCD-menu interface. The code gives automated behaviour and intelligence to every drone, enabling it to travel, attack, follow, dock, undock etc. Ships attack and move with specialized intelligence, and behave in unique ways, fighter craft will roll, duck strafe and fly aggressively around targets, frigates will engage targets bringing frontal weaponry to bear, and cruisers will attack defensively bringing their best guns onto a target. Allowing players to control an automated fleet through the use of a single LCD command map means players can begin to do away with the one large ship all guns blazing approach, and start to build a fleet that allows them to strategize and outmanoeuvre an opponent, using a combination of ship classes to inflict maximum damage. Interceptor design by bruceleedleedlelee, check out his awesome workshop here!: https://steamcommunity.com/id/brucele... See my thread on the KSH forums: https://forums.keenswh.com/threads/fl... Join my Discord to get in on the discussion!: / discord