X4: Foundations

X4: Foundations

Urgent Orders
58 Comments
JmDaFuz Jun 28 @ 6:09am 
I seem to have an issue with it on 7.6 The normal rightclick menu on ships does not show.
C0DEx May 14 @ 9:21pm 
It did indeed work in the end. I don't remember what I did because I tried too many things, but as I said, it worked in the end so the mod's fine.
Zane Nightshade May 14 @ 12:01pm 
Confirmed that this mod works with 7.5 — while using CE version [www.nexusmods.com] of the Mod APIs.

But make sure you uninstalled steam version of the APIs first, before installing CC edition. Steam version may overwrite CC version of the mod if it was not an installed cleanly.
C0DEx Mar 21 @ 10:26pm 
How? I dont have any additional options in my right click menu even if this is the only enabled mod
ratigorr Mar 21 @ 8:14am 
It works on 7.5
C0DEx Mar 19 @ 1:37am 
Bro PLEASE update your mod and make it work again in the current version
trenrommel Sep 2, 2024 @ 5:42pm 
Oh and maybe add a ' rescue people in range, immediate' functiom
trenrommel Sep 2, 2024 @ 5:36pm 
Can u make a version without the whole 'same plane' mechanic? Just seems like it clogs up the menu for something i dont foresee using.
duit13 Aug 20, 2024 @ 3:34pm 
Sadly this mod does not seem to work on 7.00.
GenBrien Jul 9, 2024 @ 10:38am 
an awesome mod that is not working anymore. Hope it'll get fix :)
Encrtia Jul 8, 2024 @ 3:12pm 
A real shame. I'm literally crying with the [insert 10 expletives] insanity of the AI just not doing what I say, when I say.
chem0110 Jun 29, 2024 @ 3:39am 
Maybe this mod cannot be used with version 7.00. The added orders do not appear in my environment, which includes only the all DLCs and SirNukes Mod support APIs.
Verniks Jul 28, 2023 @ 4:13am 
Does this work on 6+?
Nuclear Winter Jul 23, 2023 @ 9:10am 
All the commands have gone missing. Is this mod broken?
Saucy Bagel Feb 9, 2023 @ 5:53pm 
Seems to work for me so far, on 6.00 beta 3, might make a new comment if I start having problems though
Chico Rodriguez Nov 15, 2022 @ 9:40pm 
The bug always occurs when I enter the info screen of a ship through "i" and then click on the wrench. BAM. When it hits, the game is toast. Completely hosed. Can't do anything useful.
Chico Rodriguez Nov 15, 2022 @ 9:35pm 
There is a rather SERIOUS bug with this mod that destroys your ability to right click and even view ship info. This bug randomly occurs, but once it does the only solution is to exit the game and disable the mod. If you hit "i" on any ship from that point on you're completely locked out of right clicking on anything. I don't know what is going on but it ruins my enjoyment of an otherwise useful tool.
mazrados Jul 5, 2022 @ 5:32am 
With this mod ships don't wait anymore.
Orders Fly and wait and dock and wait mean - fly or dock, proceed with further commands.

I need option to issue priority orders on top of the list but if I dock somewhere, I need this ship to wait until ordered to proceed with further orders.
Snork Dec 18, 2021 @ 4:14am 
I just noticed that all of the urgent orders had disappeared from my commands.

Is it outdated?
Cor Blimey Dec 10, 2021 @ 10:16am 
edit: deleted a comment below. I misunderstood/missed some of the descriptions - you in fact already had the features I was looking for (Immediate but without the Flee interrupts disabled)... you da man! :)
Cor Blimey Dec 10, 2021 @ 10:13am 
p.s. I LOVE your whole "but dont recall subordinates" options. Moving a fleet commander in a fight can be a hugeeee PITA as it fucks up the whole deployment... this fixes that
Ronchi Aug 25, 2021 @ 8:09am 
Hi Allectus,

Not sure if you are still active, is there any way to add a fly to and continue order ?

At the moment I use collect drops for this functionallity, but was hoping for something cleaner.

Thanks,
Vollhov Jul 8, 2021 @ 5:30am 
Question.
Is there an order for my S ships to attack only S ships in the zone ?
Fal' May 23, 2021 @ 12:57pm 
@Allectus While I don't speak for everybody, Its something I would use all the time. I primarily play with the Star Wars mod, and a lot of the capital ships are far more effective in a fight if you manually give them waypoints as opposed to an attack order, so them doing exactly what I tell them would definitely be a welcome addition
Allectus  [author] May 22, 2021 @ 5:34pm 
@Fal' Soram (and everyone else, as well, I guess): I believe I could finagle something to *force* a ship to go to precisely the location specified by the order (rather than just the general vicinity, which is how the standard move works by design). For safety's sake it would only be possible to issue to one ship at a time, otherwise you could end up in some really bad game states (intersecting/colliding ships, etc)....Is that something you legitimately think would be useful?

To be clear by useful I mean that it would actually be used frequently, even if I limited it to only working when you had precisely one ship in your selection)? Every order I add is realistically 5 other orders (such as your previous suggestion) rejected, so it actually has to be worth it....
Fal' May 22, 2021 @ 11:08am 
Thats a shame, but understandable. The only workaround Ive found is moving their waypoint every so often before they enter travel mode. Unfortunately move orders under 10KM aren't a solution though, for me anyways capital ships tend to just do whatever the hell they want when you do that, not even going near the point marked, let alone the same plane.
Allectus  [author] May 22, 2021 @ 9:20am 
Released v1.2.1:

* 1.2.1, 2021-05-22: Corrected menu display error in German translation.
Allectus  [author] May 22, 2021 @ 9:19am 
@Sasbill & @Fal'Soram, I'm little reluctant to implement orders that can be relatively easily worked around because modders don't have the ability to create drop down menus, so the right click menu will get very heavily crowded--I'm already getting a bunch of complaints about the number of orders appearing in the menu....

@Sasbill: Attack all already has some light vanilla logic to try and assign ships appropriately (though I haven't validated that it works properly) Try setting the fighters to the intercept assignment on a ship you're more closely controlling.

@Fal' Soram: Try issuing a move order closer to the target (~10km usually works) before issuing the attack order. You could even use one of the immediate orders to issue it after issuing the attack order if you notice your ships not behaving.
Fal' May 15, 2021 @ 2:17am 
Is it at all possible to have a move order that blocks the AI from using travel drive? Would improve capital ship movement in combat alot if they arent trying to travel drive somewhere thats only a few KM away, which usually ends up throwing them wildly out of position
Allectus  [author] May 11, 2021 @ 5:32pm 
Released v1.2:

1.2, 2021-05-11: Added support for Wing Hotkeys Mod; Added Attack Targets in Range, Immediate command; Corrected position offset error when camera was tilted; Added CN translation
Allectus  [author] May 11, 2021 @ 5:32pm 
@乘风365 : Thanks for the reports, I believe I've addressed them in the most recent release
TiomTang May 5, 2021 @ 11:01pm 
@Allectus:"<t id="2008">Dock and Wait, Urgent</t>",Also, this article in the text, I can't display the correct Chinese after translation, is there a mistake in the code?
TiomTang May 5, 2021 @ 10:58pm 
@Allectus :I found some problems in use, for example, when tilting the view, the urgent command does not reach the target position correctly, but will be far off.
Allectus  [author] May 3, 2021 @ 2:09pm 
@乘风365:. Thanks so much! I'll incorporate it into the next release.
Devland99 Apr 23, 2021 @ 12:25am 
You are a god my man, thank you so much for this.
Xenomorph Apr 22, 2021 @ 3:23pm 
This is bloody fukin brilliant.

If i may, i'suggest reconsidering the options to /same plane to be default, and remove the ecliptic option, i think it's irrelevant. This is very intuitive in a 3D combat perspective, if we want to set up a move, we have to manually adjust the height anyways, and that's the plane we want to use for the maneuver. If we want to use the ecliptic, we can use the default move, which implies a normal gate-to-gate move out of combat, dropping satellites, or something trivial like that.
FAIL! Chapi Apr 18, 2021 @ 12:46pm 
Nice. :steamthumbsup:
TiomTang Apr 18, 2021 @ 10:50am 
@Allectus :Thanks for your work, just what I needed, now I added the Chinese, please check github, thanks!
Allectus  [author] Apr 18, 2021 @ 9:21am 
Released v1.1: Added DE translation; Added "Dock and Wait, Urgent"; Allowed "Fly..." commands to take other objects as targets; Fixed bug in "...Urgent" commands that would cause them to not properly ignore attacks

Vid: https://www.youtube.com/watch?v=04zg0NxCEbA

Thanks to FAIL! Chapi for the german translation.

Also, a note on the urgent behavior:

* Urgent orders may still be interrupted by the comm-player-for-instructions behavior, which could result in an automatic flee behavior being assigned while it awaits your response. Either respond to the com and tell them to continue, or allow it to time out (~10 sec) and they will resume the urgent command. I'm still considering how best to handle this (I'm somewhat reluctant to stop that interrupt due to possible unforseen consequences). See the v1.1 release video for a breakdown of how it behaves currently.

That said, the ignore attack behavior for "Urgent" commands was broken in 1.0 and is fixed (but for the above exception) in 1.1
Allectus  [author] Apr 17, 2021 @ 4:53pm 
@Warlock: I think I've identified an issue preventing "urgent" from properly ignoring attacks, but I'd like to run a few more tests to be sure. I'll likely release a fix (much) later tonight or tomorrow. Sorry for the inconvenience!
Allectus  [author] Apr 17, 2021 @ 3:19pm 
@Warlock: Thanks for the report. I'll see if I can reproduce and if so what I can try to do to wrestle control back.

I presume this was a destroyer--what was it doing before it picked up the attack command?
Warlock Apr 17, 2021 @ 3:08pm 
Whelp unfortunately the mod doesn't seem towork. I had a ship decide to take a station on its own. I command it to run the heck away and nothing happens, still hard locked to attack the station. I override the attack and change it to flee, then tell it to fly and wait urgent, it ignores the command and hard locks back to attack. I think the issue is, every time the ship gets shot, it loops back to the attack command which ends up overriding you urgent order. I don't think it is your mod, I think it is just an issue with native as I have had the same issue over and over since I started playing the game. Result is usually dead ships that shouldn't be dead.
Fal' Apr 17, 2021 @ 1:23pm 
Now all we need is something that makes capital ships go where you tell them to, and not where ever they feel like in the general area.
Allectus  [author] Apr 17, 2021 @ 1:22pm 
@CDEEKS I don't doubt you've seen something :-)

It's just that without being able to reproduce it I don't even know where to begin to try to address it.
CHEWBACCA Apr 17, 2021 @ 12:58pm 
I will keep a close eye on it when it happens ill make a video
Warlock Apr 17, 2021 @ 12:43pm 
OMG!!!!! YOU SIR ARE A GOD!!!! I have been begging anyone and everyone to make a mod like this.
Allectus  [author] Apr 17, 2021 @ 11:59am 
@CDEEKS, This is what I'm seeing on my side: https://youtu.be/G5-HBPaL0Mw

There are some notes in the existing vanilla code about possible infinite loops if certain checks aren't completed properly. I wonder if the cheat scripts you're running to kill things might have gotten you stuck in such a loop?

In any case, if you can provide reproduction steps from a new game using the cheat menu to spawn stuff in then I can definitely take a look at trying to resolve whatever's happening. I just have not been able to reproduce it on my end.
CHEWBACCA Apr 17, 2021 @ 11:07am 
Yes but the recall command is triggered weather i want it or not. for example i tell my trader to go to fly urgently using your mod and the recall drones command is added automatically above yours. and it can not be canceled right away and the drones are no where to be seen so the ship sits in a stae of idle forever. like i said it is a vanilla game bug atm so nothing to do with your mod but it is making your mod seem broken since urgent means now not in infinite time later lol
Allectus  [author] Apr 17, 2021 @ 10:58am 
@CDEEKS, I can take a look at assessing the feasibility of overriding that for urgent commands.

As an aside recall commands are issued as standard auto commands with normal precedence. Commands enter a "critical" state when they are very near to completion and are flagged to not be interrupted. So you'd only end up in that state if you did something to issue a recall command and then allowed it to proceed to near completion.

My design goal here was to keep you from entering a recall command if you didn't wish to enter it, not (currently...) in scope was exiting a recall command that's already in place.
CHEWBACCA Apr 17, 2021 @ 10:08am 
Thats the problem it is a critical locked command recall drones and it can not be cancelled. And bec it cant be it keeps all urgent orders below it. i think this is a base game issue and i have been using cheat mod to work around it where i set my fleets default order as [CHEAT]Recall Drones. it is essentially teleportation the drones back to hold. or destroying old ones and spawning same amount in hold. Either way it beats sitting there for 30 min while your drones decide if they want to come or not lol. but i just wanted to mention to you bec many people who use this mod prob wont have cheat mod installed to bypass it and if there trying to use urgent orders and wondering why there not working as intended it may be bec the recall drone bug.