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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.
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?
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.
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.
------------------------
/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
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 ?
Nope, formation order buttons have location hardcoded in .lua file.
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.