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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.
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.
Is it outdated?
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,
Is there an order for my S ships to attack only S ships in the zone ?
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....
* 1.2.1, 2021-05-22: Corrected menu display error in German translation.
@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.
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
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.
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
I presume this was a destroyer--what was it doing before it picked up the attack command?
It's just that without being able to reproduce it I don't even know where to begin to try to address it.
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.
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.