Avorion

Avorion

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[2.5.2+] Xavorion: Formations
   
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Jun 21, 2023 @ 6:32pm
Sep 12, 2024 @ 7:08am
22 Change Notes ( view )

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[2.5.2+] Xavorion: Formations

In 2 collections by LM13
[2.5.2+] Avorion eXtended - Quick Install
28 items
[2.5.2+] Xavorion: eXtended Gameplay Preset
38 items
Description
Formation system compatible with X and Vanilla.

Enables easier control of multiple ships in TPP and RTS modes.

Part of "Avorion - eXtended" gameplay overhaul.
For more information, check "Xavorion: eXtended Avorion" mod page.


  • Save Game Altering: No, this mod can be enabled/disabled.

Formation Orders (Requires Combat AI module)

Formations can be easily created and controlled in TPP mode.
When mouse cursor is visible, new orders will apear right above health bar/turret groups UI.

Required module
https://steamcommunity.com/workshop/filedetails/?id=2992808971

Escort Order replaced

Ships with Escort order become a part of persistive formation, continuosly following their leader.
All orders assigned to followers are temporary, unless ship is removed from its formation.

Fleet Warp Ability

Leaders can enter hyperspace with followers, extending their jump range.
Formations will regroup as soon as they enter new sector, following their leader through next jump.

Discussions, Suggestions, Bug Reports

Questions, discussions and bug reports for full overhaul are available at main mod page.
If you have anything to ask/share but are not sure where, that's the place:

https://steamcommunity.com/sharedfiles/filedetails/discussions/2923179923
61 Comments
LM13  [author] Feb 20 @ 3:42pm 
@ELLIOTTCABLE on Discord

Not intended, this only happens when you're using vanilla Velocity Bypass,
or have extremely fast ships - like Scout ships with maxed stats.

Collision damage should not be an issue with flight physics enabled.
ELLIOTTCABLE on Discord Feb 20 @ 3:15pm 
(oop, sorry, deleted my original post to add more, but hadn't reloaded the page to see that you'd already replied to it)

It'd be pretty neat if the "leaders can enter hyperspace with followers" could be locked behind progression somehow, and also be a feature that affects design constraints on the ships - i.e. require some sort of block on the 'capital' ship, be unavailable until Xanion (just like transporters), and require e.g. a larger block of Hyperspace Core blocks per mass/distance of included follower-ship!

Edit: Also, when in formation, ships seem to slightly lose their shit - flying around the formation leader in circles at extremely high speed, while the leader is just sitting around doing nothing. That's scary due to collision damage, but also more directly, makes the subordinate ship almost untargetable to repair-drones - that try and follow it around, but mostly fail to keep up. Is this a bug, or perhaps a mod-interaction; or is it intended behaviour?
LM13  [author] Feb 20 @ 12:10pm 
@ELLIOTTCABLE on Discord

Sounds like a feature for optional tweak, thanks - it may happen at some point.
Thought about it before, but decided it would be too limiting for combat/gameplay by default.
LM13  [author] Dec 16, 2024 @ 4:55am 
@Koinzell || Souza

Sorry for late reply.
Adding new button to change formation should be as easy as creating a mod with two files as listed in comment below.


If you need more information, let me know.
LM13  [author] Dec 16, 2024 @ 4:55am 
@Koinzell || Souza

------------------------
/scripts/Orders/OrderHUD.lua
------------------------

-- Insert new order button to HUD
local _NewCommand = { Icon = "data/textures/icons/regroup.png", Action = "ChangeFormation", Tooltip = "Change formation" }
table.insert( Self.LeaderActions, _NewCommand )
-- ^ above line can use one of those instead
-- Self.LeaderActions = ship with followers
-- Self.FollowerActions = ship following
-- Self.ShipActions = ship without leader/follower

------------------------
/scripts/Orders/OrderController.lua
------------------------

-- Create new order: Change formation index used by ship (called by button click)
Self.Action["ChangeFormation"] = function( _CallingShip, _Player )

local _FormationID = 1 -- Index @FormationDatabase.lua
-- Assign this ID for calling ship - value will be recognized by formation system
_CallingShip:setValue( "ShipProperty.FormationID", _FormationID )

end
Koinzell || Souza Dec 8, 2024 @ 5:55am 
@LM13 Hello there.

i have tried to add the formation selection command in your files but as i'm no programmer every attempt i made messed up something else.

i've got the new button to show up by adding it to "OrderHUD.lua" inside #199"Self.ShipActions" as i assumed that choosing the formation before ordering ships to join formation would require less work. But i cant get it to call any function.

My last attempt was to create a function to toggle FormationIndex value from 1 to 8 each time you click the "Change Formation" button and tried to call it inside "FormationSelection.lua" replacing the _Class variable. but if i include("OrderController") it breaks subordinates ability to locate the leader ship.

would you be able to shed some light in this matter ?
Zappy The Floof Nov 15, 2024 @ 10:37am 
Thanks
LM13  [author] Nov 15, 2024 @ 10:22am 
@Zappy The Floof

Nope, formation order buttons have location hardcoded in .lua file.
Zappy The Floof Nov 14, 2024 @ 7:37pm 
Is there a way to move the hud assets without messing with the XMLs?
LM13  [author] Oct 1, 2024 @ 10:07am 
@Max Shadow

Apologies, Formation Orders only appear with Combat AI module enabled. You don't need full overhaul, just combat order extension (which is safe to enable mid game).

Description has been fixed, never expected anyone to use just formations.
Btw. "Move" does not remove a ship from formation - only Disband/Leave order.