Sandbox2 Spawn Ship(s) - Xansta/EEScenarios GitHub Wiki

images/SpawnShips.png
Much of the flexibility of the sandbox is in this section. This section also reflects different philosophical approaches to providing challenges to the players through the creation of enemy ships.

First, be aware of the built in GM screen ability to spawn enemy ships via the Create... button. All the stock ships can be created this way. The +Spawn a ship button is designed to be used in a similar fashion, listing the ships custom made for the Sandbox. The +Spawn Fleet button is set up to provide a variety of groups of ships for the players with random elements combined with various configurable parameters.

+Spawn Fleet

Screen Shot 2023-04-09 at 4 53 26 PM
Generally, a fleet is multiple ships. However, the random nature combined with the configurable parameters can easily make a fleet consist of one ship. Right now, the fleets are largely randomly generated with this section controlling the parameters around what gets generated. I have not set up predefined sets of fleets. I may go back and do that, but I like the variability of randomly created fleets.

+Exuari

This button set the faction of the fleet. It is also used to set the faction of the ship spawned under the +Spawn a ship button. You can also spawn friendly fleets by setting the faction appropriately here. The text of the button indicates the faction selected. Some factions that are not part of the basic EE game were added as part of a mirror universe session.

  • List of buttons: one for each faction, asterisk indicates selected faction.

+1 player strength: 19*

The text on this button has the following meaning: 1 = the current strength ratio, 19 = the calculated relative fleet value (total player ship strength multiplied by the strength ratio). Basing the strength of the enemy fleet on the strength of the deployed player ships simplifies the task of presenting a balanced challenge for the players.

Additional relative strength examples: If 3 were the ratio value selected, the calculated strength value would be 57 (3 * 19 = 57 in this example). If the total player strength were 40 and the ratio selected was 1/2, then the calculated strength value would be 20 (1/2 * 40 = 20).

  • 1/4
  • 1/2
  • 1*
  • 2
  • 3
  • 5
  • 8

Clicking this button allows you to choose between relative strength, fixed strength and prebuilt formation flying fleets. The buttons under these choices change to reflect the options available. When you first click this button, you see the option to switch to fixed strength fleet, switch to prebuilt formation fleet then three buttons that allow you to change the relative strength ratio. The ratio buttons have an asterisk showing the current selected ratio. The default starting ratio is 1.

+Set Fixed Strength

This button lets the GM determine the numerical strength of the enemy fleet rather than using a relative strength. If this option has been selected, the numerical value will appear as part of the button text along with an asterisk. Clicking this button allows to switch to relative strength, switch to prebuilt formation fleets or lets you raise or lower the fixed strength by 50.

  • 250 - 50 = 200
    The text on this button has the following meaning: 250 = the current fixed strength value, "-" = minus, 50 = the decrement value, "=" = "after clicking and applying the math, the fixed strength value will be the following value" and 200 is the value after the click.
  • 250 (current) + 50 (increment) = 300 (result after click) The text on this button has the following meaning: 250 = the current fixed strength value, "+" = plus, 50 = the increment value, "=" = "after clicking and applying the math, the fixed strength value will be the following value" and 300 is the value after the click.

+Random-U

This button is available for relative and fixed strength options. It brings you to the grouping, filtering and strength biasing options. The text on the button has the following meaning: Random = the selected group of enemy vessel types (random meaning all types) and "U" = the Unusual filter exclusion is in place. There is currently no indication of bias in the button label text, but that may be added soon (F = Full, L = Light, H = Heavy)

+Group Random

This button lets you determine the selection group for the fleet. The second word in the button text identifies the group currently selected. There is overlap between the groups. In the table below, Str. is the relative strength, SRS = Short Range Sensor range, unusual ships are not included. If you want more information, see the ship_template table in the sandbox. The strength values are subjective. There's no calculation made to determine the player strength or the strength of the ship template vessel.

Template Str. Adder Missiler Beamer Frigate Chaser Fighter Drone SRS
Gnat 2 FALSE FALSE TRUE FALSE FALSE TRUE TRUE 4500
Lite Drone 3 FALSE FALSE TRUE FALSE FALSE TRUE TRUE 5000
Jacket Drone 4 FALSE FALSE TRUE FALSE FALSE TRUE TRUE 5000
Ktlitan Drone 4 FALSE FALSE TRUE FALSE FALSE TRUE TRUE 5000
Heavy Drone 5 FALSE FALSE TRUE FALSE FALSE TRUE TRUE 5500
Adder MK3 5 TRUE FALSE FALSE FALSE FALSE FALSE FALSE 5000
MT52 Hornet 5 FALSE FALSE TRUE FALSE FALSE TRUE FALSE 5000
MU52 Hornet 5 FALSE FALSE TRUE FALSE FALSE TRUE FALSE 5000
Dagger 6 FALSE FALSE TRUE FALSE FALSE TRUE FALSE 5000
MV52 Hornet 6 FALSE FALSE TRUE FALSE FALSE TRUE FALSE 5000
MT55 Hornet 6 FALSE FALSE TRUE FALSE FALSE TRUE FALSE 5000
Adder MK4 6 TRUE FALSE FALSE FALSE FALSE FALSE FALSE 5000
Fighter 6 FALSE FALSE TRUE FALSE FALSE TRUE FALSE 5000
Ktlitan Fighter 6 FALSE FALSE TRUE FALSE FALSE TRUE FALSE 5000
MU55 Hornet 7 FALSE FALSE FALSE FALSE FALSE TRUE FALSE 5500
Blade 7 FALSE FALSE TRUE FALSE FALSE TRUE FALSE 5000
Gunner 7 FALSE FALSE FALSE FALSE FALSE TRUE FALSE 5000
K2 Fighter 7 FALSE FALSE TRUE FALSE FALSE TRUE FALSE 5000
Adder MK5 7 TRUE FALSE FALSE FALSE FALSE FALSE FALSE 5000
WX-Lindworm 7 FALSE TRUE FALSE FALSE FALSE TRUE FALSE 5500
K3 Fighter 8 FALSE FALSE TRUE FALSE FALSE TRUE FALSE 5000
Shooter 8 FALSE FALSE FALSE FALSE FALSE TRUE FALSE 5000
Jagger 8 FALSE FALSE FALSE FALSE FALSE TRUE FALSE 5000
Adder MK6 8 TRUE FALSE FALSE FALSE FALSE FALSE FALSE 5000
Ktlitan Scout 8 FALSE FALSE TRUE FALSE FALSE FALSE FALSE 7000
WZ-Lindworm 9 FALSE TRUE FALSE FALSE FALSE TRUE FALSE 5500
Adder MK7 9 TRUE FALSE FALSE FALSE FALSE FALSE FALSE 5000
Adder MK8 10 TRUE FALSE FALSE FALSE FALSE FALSE FALSE 5500
Adder MK9 11 TRUE FALSE FALSE FALSE FALSE FALSE FALSE 6000
Nirvana R3 12 FALSE FALSE TRUE FALSE FALSE FALSE FALSE 5000
Phobos R2 13 FALSE FALSE FALSE TRUE FALSE FALSE FALSE 5000
Missile Cruiser 14 FALSE TRUE FALSE TRUE FALSE FALSE FALSE 7000
Waddle 5 15 TRUE FALSE FALSE FALSE TRUE FALSE FALSE 5000
Jade 5 15 TRUE FALSE FALSE FALSE TRUE FALSE FALSE 5000
Phobos T3 15 FALSE FALSE FALSE TRUE FALSE FALSE FALSE 5000
Guard 15 FALSE FALSE FALSE TRUE FALSE FALSE FALSE 5000
Piranha F8 15 FALSE TRUE FALSE TRUE FALSE FALSE FALSE 6000
Piranha F12 15 FALSE TRUE FALSE TRUE FALSE FALSE FALSE 6000
Piranha F12.M 16 FALSE TRUE FALSE TRUE FALSE FALSE FALSE 6000
Phobos M3 16 FALSE FALSE FALSE TRUE FALSE FALSE FALSE 5500
Farco 3 16 FALSE FALSE FALSE TRUE FALSE FALSE FALSE 8000
Farco 5 16 FALSE FALSE FALSE TRUE FALSE FALSE FALSE 8000
Karnack 17 FALSE FALSE TRUE TRUE FALSE FALSE FALSE 5000
Gunship 17 FALSE FALSE FALSE TRUE FALSE FALSE FALSE 5000
Phobos T4 18 FALSE FALSE FALSE TRUE FALSE FALSE FALSE 5000
Cruiser 18 TRUE FALSE TRUE TRUE FALSE FALSE FALSE 6000
Nirvana R5 19 FALSE FALSE TRUE TRUE FALSE FALSE FALSE 5000
Farco 8 19 FALSE FALSE FALSE TRUE FALSE FALSE FALSE 8000
Nirvana R5A 20 FALSE FALSE TRUE TRUE FALSE FALSE FALSE 5000
Adv. Gunship 20 FALSE FALSE FALSE TRUE FALSE FALSE FALSE 7000
Ktlitan Worker 20 FALSE FALSE TRUE FALSE FALSE FALSE FALSE 5000
Piranha F10 21 FALSE TRUE FALSE TRUE FALSE FALSE FALSE 6000
Farco 11 21 FALSE FALSE FALSE TRUE FALSE FALSE FALSE 8000
Storm 22 FALSE TRUE FALSE TRUE FALSE FALSE FALSE 6000
Warden 22 FALSE FALSE FALSE TRUE FALSE FALSE FALSE 6000
Racer 22 FALSE FALSE TRUE TRUE TRUE FALSE FALSE 5000
Stalker R5 22 FALSE FALSE TRUE TRUE TRUE FALSE FALSE 5000
Stalker Q5 22 FALSE FALSE TRUE TRUE TRUE FALSE FALSE 5000
Strike 23 FALSE FALSE FALSE TRUE TRUE FALSE FALSE 5500
Dash 23 FALSE FALSE FALSE TRUE TRUE FALSE FALSE 5500
Farco 13 24 FALSE FALSE FALSE TRUE FALSE FALSE FALSE 5000
Sentinel 24 FALSE FALSE TRUE TRUE FALSE FALSE FALSE 5000
Ranus U 25 FALSE TRUE FALSE TRUE FALSE FALSE FALSE 6000
Flash 25 FALSE TRUE FALSE TRUE FALSE FALSE FALSE 6000
Ranger 25 FALSE TRUE FALSE TRUE FALSE FALSE FALSE 6000
Buster 25 FALSE TRUE FALSE TRUE FALSE FALSE FALSE 6000
Stalker Q7 25 FALSE FALSE TRUE TRUE TRUE FALSE FALSE 5000
Stalker R7 25 FALSE FALSE TRUE TRUE TRUE FALSE FALSE 5000
Whirlwind 26 FALSE TRUE FALSE TRUE FALSE FALSE FALSE 6000
Hunter 26 FALSE FALSE TRUE TRUE TRUE FALSE FALSE 5500
Adv. Striker 27 FALSE FALSE TRUE TRUE TRUE FALSE FALSE 5000
Elara P2 28 FALSE FALSE FALSE TRUE TRUE FALSE FALSE 8000
Tempest 30 FALSE TRUE FALSE TRUE FALSE FALSE FALSE 6000
Strikeship 30 FALSE FALSE TRUE TRUE TRUE FALSE FALSE 5000
Munemi 32 FALSE TRUE FALSE TRUE TRUE FALSE FALSE 6000
Fiend G3 33 FALSE FALSE FALSE TRUE TRUE FALSE FALSE 6500
Maniapak 34 TRUE FALSE FALSE FALSE TRUE FALSE FALSE 6000
Fiend G4 35 FALSE FALSE FALSE TRUE TRUE FALSE FALSE 6500
Cucaracha 36 FALSE FALSE TRUE FALSE FALSE FALSE FALSE 5000
Fiend G5 37 FALSE FALSE FALSE TRUE TRUE FALSE FALSE 6500
Fiend G6 39 FALSE FALSE FALSE TRUE TRUE FALSE FALSE 6500
Ryder 41 FALSE FALSE TRUE FALSE TRUE FALSE FALSE 8000
Predator 42 FALSE FALSE FALSE TRUE FALSE FALSE FALSE 7500
Predator V2 43 FALSE FALSE FALSE TRUE FALSE FALSE FALSE 8500
Diva 44 FALSE TRUE FALSE FALSE FALSE FALSE FALSE 9000
Ktlitan Breaker 45 FALSE FALSE FALSE FALSE FALSE FALSE FALSE 5000
Hurricane 46 FALSE TRUE FALSE TRUE FALSE FALSE FALSE 6000
Ktlitan Feeder 48 FALSE FALSE TRUE FALSE FALSE FALSE FALSE 5000
Atlantis X23 50 FALSE FALSE FALSE FALSE TRUE FALSE FALSE 10000
K2 Breaker 55 FALSE FALSE FALSE FALSE FALSE FALSE FALSE 5000
Ktlitan Destroyer 50 FALSE FALSE FALSE FALSE FALSE FALSE FALSE 9000
Atlantis Y42 60 FALSE FALSE FALSE FALSE TRUE FALSE FALSE 10000
Blockade Runner 65 FALSE FALSE TRUE FALSE FALSE FALSE FALSE 5500
Starhammer II 70 FALSE FALSE FALSE FALSE TRUE FALSE FALSE 10000
Enforcer 75 FALSE FALSE FALSE TRUE FALSE FALSE FALSE 9000
Gulper 77 FALSE FALSE FALSE FALSE TRUE FALSE FALSE 12000
Dreadnought 80 FALSE FALSE TRUE FALSE FALSE FALSE FALSE 9000
Enforcer V2 83 FALSE FALSE FALSE TRUE FALSE FALSE FALSE 9500
Starhammer III 85 FALSE FALSE FALSE FALSE TRUE FALSE FALSE 12000
Starhammer V 90 FALSE FALSE FALSE FALSE TRUE FALSE FALSE 15000
Battlestation 100 FALSE FALSE TRUE FALSE TRUE FALSE FALSE 9000
Fortress 130 FALSE FALSE TRUE FALSE TRUE FALSE FALSE 9000
Tyr 150 FALSE FALSE TRUE FALSE TRUE FALSE FALSE 9500
Odin 250 FALSE FALSE FALSE FALSE TRUE FALSE FALSE 20000
Loki 260 FALSE FALSE FALSE FALSE TRUE FALSE FALSE 20000
  • Random*
  • Fighters
  • Chasers
  • Frigates
  • Beamers
  • Missilers
  • Adders
  • Non-DB
  • Drones

+Exclude-U

This button lets you specify exclusions to your group. You can shoot yourself in the foot if you're not careful. For example, if you select the Chasers group then exclude Warp and Jump, you might get caught in an infinite loop. The letter at the end of the text of the button indicates the exclusion(s) selected: N = Nuke, W = Warp, J = Jump, U = Unusual. An asterisk on the end of the buttons below indicate that the exclusion is in place

  • Nuke
    Use this button to exclude any ship loaded with nuclear weapons. Click it again to undo the exclusion.
  • Warp
    Use this button to exclude any ship equipped with a warp drive. Click it again to undo the exclusion.
  • Jump
    Use this button to exclude any ship equipped with a jump drive. Click it again to undo the exclusion.
  • Unusual*
    Use this button to exclude any unusual ships. These include ships that have been modified to serve as different flavors of defense platforms, specialized freighters and ships designed for specific mission scenarios. If you want any of these, it's better to control their deployment through the +Spawn a ship button than it is to have them randomly appear in a generated fleet.

selectivity:full

This button cycles through three selectivity states: full, less/heavy and more/light. After spawning fleets for a while, I noticed that as the strength number got higher and higher, the composition of the fleet would vary greatly in size since the odds were spread evenly across the possible enemy vessel selection. The selection algorithm picks a ship and compares it with the amount of enemy fleet strength remaining. If the ship selected is higher, pick again until you get something lower than the remaining strength. I wanted to bias the selection towards heavier but fewer ships, so I added some selection pool parameters. The selection pool would consist of X heavy ships at heavy end of the possible ships for the fleet strength. The pool size (X) can be modified. In other circumstances, I wanted to bias the selection towards the light end of the selection pool. In this case, the resulting fleet would consist of lighter but more ships than average. For the biased options, there are buttons provided to change the size of the selection pool:

  • Increase Pool: 5
    Use this button to increase the size of the pool by 1. The number on the button represents the size of the selection pool.
  • Decrease Pool: 5
    Use this button to decrease the size of the pool by 1. The number on the button represents the size of the selection pool.

+unmodified

This button allows the GM to randomly modify the capabilities of the enemy vessels. This makes the enemy a bit more organic by simulating the results of maintenance, lack of maintenance, enhancements, etc. on the enemy vessels over time. This allows the four choices shown below. Anything other than Unmodified will present additional buttons: Change Chance: 20, Set to 10, Set to 30.

  • Unmodified*
    Enemy vessel(s) has no modifications.
  • Improved
    Enemy vessel(s) may have improved capabilities compared to normal capabilities.
  • Degraded Enemy vessel(s) may have degraded capabilities compared to normal capabilities.
  • Tinkered
    Enemy vessel(s) may have improved or degraded capabilities compared to normal capabilities.
  • Change Chance: 20
    The number in the text of this button indicates the percentage chance that an enemy vessel will have a changed capability of some kind. The various possible chance settings are 10, 20, 30, 40, 50, 60, 70, 80, 90 and 100.
  • Set to 10 Set the chance of change to 10.
  • Set to 30
    Set the chance of change to 30.

+Stand Ground

This button applies to relative and fixed strength fleets. It lets you set the default orders for the spawned fleet. Allow me to remind you of the capabilities built in to the GM screen for giving orders. First, select the ship or ships you wish to order around. Then you can use the buttons to order them to be idle, go roaming, stand their ground or defend their current location. There are a number of mouse click orders also available:
Right click empty space = fly towards that point, attacking any enemies discovered along the way, defend the point upon arrival.
Right click friendly station = dock with station.
Right click friendly vessel = defend that vessel.
Right click enemy vessel or station = attack enemy vessel or station.
Shift right click empty space = fly to that point, ignore enemies, defend the point upon arrival (useful for retreat from combat).
Shift right click friendly station = defend that station.

  • Roaming
    Go hunting for enemies to shoot.
  • Idle
    Do nothing.
  • Stand Ground*
    Shoot any enemy that approaches, but stay immobile.

+At Click

This button is available for the relative and fixed strength options. It lets you, the GM, choose how to determine the spawn location of the fleet. When the sandbox was first written, there was no way to access a click point in Lua. Consequently, there were several creative ways added to the sandbox to allow you to specify the spawn point for the fleet. Once the onGMClick() function was added, these creative methods became largely superfluous. I have not removed them yet, but they are candidates for removal (except maybe for Ambush).

  • At Selection
    Selecting this spawn location method will spawn the fleet at the point where you the GM have selected something. Useful to simulate defensive fleets around stations.
  • Sensor Edge
    Selecting this spawn location method will take the currently selected player, determine the edge of their long range radar sensors and spawn the fleet there. The point around that circle of sensor range is determined by the direction button that appears below the Sensor Edge and Beyond Sensors button.
  • Beyond Sensors
    Selecting this spawn location method puts the center of the fleet at ten units beyond the edge of the selected player's long range sensor range. The point around that circle of sensor range plus ten is determined by the direction button that appears below the Sensor Edge and Beyond Sensors button.
  • +Random Direction
    This button determines the place around the circle where the fleet appears; the circle being either the sensor range ot the sensor range plus 10 units. The text of the button indicates the direction chosen.
    • Random Direction*
    • 0
    • 45
    • 90
    • 135
    • 180
    • 225
    • 270
    • 315
  • +Away
    Use this if you don't want to base the distance of the spawning on the sensor range of the player. Use the angle and the distance buttons to determine the spawn location of the enemy fleet based on the selected object. Once you have made your selections, the text of the +Away button will change to reflect your selections.
    • +90 Degrees
      This button determines the angle from the selected object. The text of the button indicates the selected direction.
      • Random
      • 0
      • 45
      • 90*
      • 135
      • 180
      • 225
      • 270
      • 315
    • +60U
      This button determines the distance from the selected object. The text of the button indicates the selected distance.
      • 5U
      • 10U
      • 20U
      • 30U
      • 40U
      • 50U
      • 60U*
  • +Ambush 5
    This button lets you set the fleet in a circle around the player ship. The number indicates distance away from the player ship in units.
    • 3
    • 4
    • 5*
    • 6
    • 7
  • At Click*
    This is the recommended default, now that we can access the click in the sandbox.

Spawn

This button is part of the relative and fixed strength options. It's the last step in spawning your fleet. If you have configured the spawn position method to be at the next click, then when you click the Spawn button, it will change to >Spawn< indicating you are in the GM click mode and the next place you click will be where the fleet spawns. Don't forget to exit this mode by clicking the button again or you may accidentally end up with an extra fleet.

If you chose some other method to position your fleet, then the fleet will spawn at the location configured when you click the Spawn button.

+Prebuilt

This button appears by itself when selected between the three fleet spawn methods: relative strength, fixed strength and prebuilt fleet flying formations. Click it to see the other two fleet options followed by the options specific to prebuilt fleet formations.
Empty Epsilon has a feature that allows ships to fly in formation. One ship is the leader and one or more ships are given the order to fly in formation. The followers will stay in formation until they detect an enemy at which point they will break formation to attack. This option is called prebuilt because I limit the leaders and the followers based on experimentation. Ships with warp or jump drive make poor leaders because the followers cannot maintain formation. Similarly, lead ships with faster impulse speeds than the followers don't work well either. I put this option in because it simply looks cool to have ships fly in formation.

+Shape

This button lets you select the formation shape. They are described as letters or figures on the page where the ships are flying to the top of the page. You get several general shape categories to choose from. Once a shape is selected, the +Shape button text is modified to show the shape selected as well as the strength value of the fleet. A default lead ship and followers are determined. They can be changed using the +Composition button.

The shapes angle at 60 degrees unless "ac" appears in the name. In that case (acute angle), the shape angles at 30 degrees. Numbers that appear in the shape name indicate the number of followers in the shape.

+V

In this shape category, the leader is at the point of the V and the followers precede the leader along the arms.

  • V
    Each arm consists of one ship.
    Screen Shot 2023-04-10 at 10 38 48 AM
  • V4
    The V4 shape has 4 ships in the arms, two on each side.
  • Vac
    One ship per arm.
  • Vac4
    Two ships per arm.
    Screen Shot 2023-04-10 at 10 40 51 AM

+A

In this shape category, the leader is at the point of the A and the followers trail behind along the arms. There are no ships at the cross bar.

  • A
    Each arm consists of one ship.
    Screen Shot 2023-04-10 at 10 43 05 AM
  • A4
    The A4 shape has 4 ships in the arms, two on each arm.
  • Aac
    One ship per arm.
  • Aac4
    Two ships per arm.
    Screen Shot 2023-04-10 at 10 45 07 AM

+Line

In this shape category the ships are in a line. It could be two kinds of diagonal, horizontal or vertical. The leader is in the middle. This formation is particularly difficult to maintain, so don't be surprised if the line is bent.

  • /
    The right arm leads, the left arm trails. One ship per arm.
  • /ac
    Acute angle, one ship per arm.
  • -
    Each ship is 90 degrees from the lead. One ship in each arm.
  • -4
    Two ships in each arm.
  • \
    The left arm leads, the right arm trails. One ship per arm.
  • \ac
    Acute angle, one ship per arm.
  • |
    One arm at zero degrees, one at 180 degrees.
  • |4
    Two ships per arm.

+M

The M shape category roughly resembles the letter M.

  • M
    Two followers leading at an angle and two more at 90 degrees on each side. Screen Shot 2023-04-10 at 10 00 59 AM
  • M6
    Three followers per arm:
    Screen Shot 2023-04-10 at 10 30 46 AM
  • Mac
    Two ships per arm, acute angle.
  • Mac6
    Three ships per arm, acute angle:
    Screen Shot 2023-04-10 at 10 50 10 AM

+W

The W shape category roughly resembles the letter W.

  • W
    Two followers trail at an angle and two more at 90 degrees on each side.
  • W6
    Three followers per arm:
    Screen Shot 2023-04-10 at 10 54 35 AM
  • Wac
    Two ships per arm, acute angle.
  • Wac6
    Three ships per arm, acute angle:
    Screen Shot 2023-04-10 at 11 02 58 AM

+X

The X shape looks like an X.

  • X
    Four arms, one ship per arm:
    Screen Shot 2023-04-10 at 11 10 08 AM
  • X8
    Four arms, two ships per arm.
  • Xac
    Four arms, acute angle, one ship per arm.
  • Xac8
    Four arms, two ships per arm, acute angle:
    Screen Shot 2023-04-10 at 11 13 03 AM

+Curated Formation

These are fleet formations that have been placed in order of strength value. When you click the button, the 5-button list presented puts the fleet that matches the player's strength in the middle with two lower valued ones above it in the list and two higher valued ones above it. The selected fleet has periods surrounding the fleet strength number. The text in the button is: the leader type, the strength value and the follower type. Clicking a lower or higher fleet selects that fleet and puts the selected fleet in the middle with two lower valued fleets above it and two higher valued fleets below it. If you reach the bottom or the top of the curated fleet list, the selected fleet will be at the bottom or the top of the 5-button list with the periods surrounding the selected fleet.

The value used to determine the default curated fleet is the player's relative strength combined with whatever ratio was last set on the relative player strength option.

+Composition

This is where you can select the leader type and follower type of the fleet formation.

+Lead

Select the lead type ship. The ships listed with an asterisk are the ones recommended for the current follower type. The one with two asterisks is the current lead type. If you select a non-asterisked type ship, the follower type will change to one of the recommended follower type ships.

+Follow

Select the follower type ship. The ships listed with an asterisk are the ones recommended for the current lead type. The one with two asterisks is the current follow type. If you select a non-asterisked type ship, the lead type will change to one of the recommended lead type ships.

+Spacing 1.0

This allows you to change the spacing in the fleet formation. It starts at 1.0. The samples in the shape section above used a spacing value of 1.6. There are 5 choices in order. The selected value will have an asterisk in the button text. You can space them as closely together as 0.8 and as far apart as 3.0. The buttons reorder themselves when clicked to put the current selection in the middle where possible.

Spawn Fleet

This is the penultimate step. Clicking this button changes the button text to >Spawn Fleet< so you can click where the fleet is supposed to be spawned. Then the button will change to >Set Fleet Target< so that you can click where it is supposed to go. Creation of the fleet with the ships in the proper position requires a fleet travel direction. After you set the fleet target, the button will return to the Spawn Fleet state. If you don't really want the fleet to move yet, select the leader and click the Idle button in the lower right of the GM screen. If you tell the whole fleet to go idle, they won't fly in formation when you activate the leader. Once you're ready for the leader to start leading the fleet, select the leader (and only the leader) and right click the destination point on the map.

+Spawn a Ship

images/SpawnAShip.png
This button lets you spawn a single sandbox custom ship. If you need a stock ship, use the Create... button near the lower left of the GM screen. The faction of the ship spawned is determined under the +Spawn Fleet button. Notice that there is a scroll bar to the right of the buttons. I generally try to avoid the scroll bar if possible for the button groups that appear. In this case, though, it should not be too bad. The unusual ships are at the top of the list, the rest are below. Beyond that grouping, the ship types are sorted alphabetically.

  • +At Click
    This button determines how to position the ship you want to spawn. The default of "At Click" is highly recommended. When the sandbox was first written, there was no option to access a screen click, so other methods to determine spawn location were added to the sandbox. Those other methods are still available, but may be removed in the future.
    • At Selection
      Selecting this spawn location method will spawn the fleet at the point where you the GM have selected something.
    • Sensor Edge Selecting this spawn location method will take the currently selected player, determine the edge of their long range radar sensors and spawn the ship there. The point around that circle of sensor range is determined by the direction button that appears below the Sensor Edge and Beyond Sensors button.
    • Beyond Sensors
      Selecting this spawn location method puts the ship at ten units beyond the edge of the selected player's long range sensor range. The point around that circle of sensor range plus ten is determined by the direction button that appears below the Sensor Edge and Beyond Sensors button.
    • +Away Use this if you don't want to base the distance of the spawning on the sensor range of the player. Use the angle and the distance buttons to determine the spawn location of the ship based on the selected object. Once you have made your selections, the text of the +Away button will change to reflect your selections.
      • +90 Degrees This button determines the angle from the selected object. The text of the button indicates the selected direction.
        • Random
        • 0
        • 45
        • 90*
        • 135
        • 180
        • 225
        • 270
        • 315
      • +60U
        This button determines the distance from the selected object. The text of the button indicates the selected distance.
        • 5U
        • 10U
        • 20U
        • 30U
        • 40U
        • 50U
        • 60U*
    • At Click*
      This is the recommended default, now that we can access the click in the sandbox.
  • Spawn Gnat This button spawns the selected ship (Gnat in this example). If you chose to spawn your ship at the next click, you'll see this button change to >Spawn Gnat< (or whatever ship type you selected). This indicates that you are in the GM click mode and the next click will spawn the ship. Don't forget to turn off the GM click mode by clicking the button again or you may accidentally end up with another ship out there.
  • List of buttons: custom enemy ships, unusual ships first followed by normal ships, alphabetic order; * indicates selection

+Spawn Fighter Wing

Screen Shot 2023-04-10 at 11 54 51 AM
This is how you turn any CPU ship into a carrier. This button only appears if you already have a ship selected. So, if you don't see it, select a ship, go back a menu and return to +Spawn Ship(s). Once you click this button, you will see some additional buttons:
Screen Shot 2023-04-10 at 11 57 03 AM
The default ship type for a fighter wing is the MT52 Hornet and the default wing size is 3. The bottom button spawns the wing. I recommend you reserve fighter wings for ships that don't warp or jump and ships that are heavier in nature (Atlantis, Starhammer, etc.)

+Type

Set the fighter wing ship type here. The ship types available are primarily light beam type ships. I may add more later. The button with the asterisk shows which type has been selected.

+Count

Set the number of ships in the fighter wing here. You can put between 2 and 9 fighters in your fighter wing. The current selection has an asterisk in the text of the button.

Spawn Wing:Carrier Call Sign

This button spawns the fighter wing. The text after the colon (Carrier Call Sign) tells you what ship the fighter wing will appear from. The wing that is spawned will be given the order to defend the carrier.