Sandbox4 Order Ship - Xansta/EEScenarios GitHub Wiki
Give orders to an individual CpuShip.
images/OrderShip.png
+Warp/Jump Jammer
Start the process for a ship to drop a warp jammer. This feature is not as necessary now that the tweak menu can adjust the range of the warp jammers. At the time this function was added, that feature was not available.
- Jam range 10 - 5 = 5U
The text on this button has the following meaning: 10 = the current warp jam range, "-" = minus, 5 = the decrement value, "=" = "will become the following value after doing the math when you click the button" and 5U = 5 units. - Jam range 10 + 5 = 15U
The text on this button has the following meaning: 10 = the current warp jam range, "+" = plus, 5 = the increment value, "=" = "will become the following value after doing the math when you click the button" and 15U = 15 units. - Drop Jammer 10U
This button tells the selected CpuShip to drop the warp jammer. The text at the end (10U in this case) indicates the jammer range.
+Specials
This button starts the process of configuring special CpuShip functions and applying special CpuShip functions.
+Select Ship
Select the ship on which you will be fiddling with the special configuration, then click this button.
+Change from W12
Change the ship on which you will be fiddling with the special configuration, then click this button. W12 is the call sign of the ship in the example text for this button.
+Shld Drain Beams
This special causes the beams to have an additional impact on all player ship shields (front and rear). The damage factor determines the amount. For the buttons below, Shld = Shield and Fctr = Factor.
- No Shield Drain*
- Shld Drain Fctr:1
- Shld Drain Fctr:2
- Shld Drain Fctr:3
- Shld Drain Fctr:5
- Shld Drain Fctr:8
- Shld Drain Fctr:13
- Shld Drain Fctr:21
Shield Freq Adjust
This button enables or disables automatic shield frequency adjustment on the CpuShip. When the CpuShip is hit, it analyzes the beam frequency and tunes the shields automatically to the best defensive frequency when this special is active.
+Tactical Hop
This button configures the tactical hop special function for a CpuShip. The idea here is that the CpuShip has a battle computer hooked up to a special function jump drive. The battle computer responds to the combat situation. There are various levels of refinement to the battle computer programming.
- No Tactical Hop*
Disable tactical hop. - +Hop Type
Select the tactical hop type.- Hop Type 1
Hop to 4 units on the other side of target. - Hop Type 2
Hop to 4 units on the other side of target and bring weapons to bear. - Hop Type 3
Hop to optimum weapons range to other side of target. - Hop Type 4
Hop to optimum weapons range to other side of target and bring weapons to bear. - Hop Type 5
Like type 4, but with initial ship health evaluation. If the situation is bad, retreat, otherwise attack.
- Hop Type 1
+Spiky Spin
This button enables the spiky spin special feature. The CpuShip can get triple turn speed for 5 seconds (spike the spin) which has to be cooled for 30 seconds (back to normal turn speed). The value represents the percentage chance that this special function is activated in a combat situation.
- No Spiky Spin*
- Spiky Spin 10
- Spiky Spin 25
- Spiky Spin 50
- Spiky Spin 75
- Spiky Spin 90
+Special Factor 1
Every ship spawned has a chance to have a special attached to it. The higher the number, the more common the specials. This button lets the GM configure how frequently this occurs. The more powerful the ship, the greater the chance it will have one of these specials. Reason: the shipyards have spent so much on these ships, they are likely to have placed their better technology on it, too.
- Special Factor 0
- Special Factor 1*
- Special Factor 2
- Special Factor 3
- Special Factor 5
- Special Factor 8
Special GM Msg On
This button toggles the GM special notification message. If it's a rare occurrence, the GM probably wants to be notified if a randomly generated ship is configured with one of these special functions. The more common the specials are, the less likely the GM wants to see these notification messages.
+Attach/Detach
At one point code was added to have a CpuShip tow around an artifact. This was generalized to any object and the controls placed here. It's only a matter of time before the Kraylor wise up and drag a black hole over their Human Navy enemies. This button opens up the attach/detach functions to the GM. Use cautiously.
+Attach To Ship
Start the attach process.
- +Select object(s)
Select the object or objects to attach to the CpuShip, then click this button.- List of three buttons: one for each of the nearest CpuShips: Label: Attach to (CpuShip call sign)
Click one of the three buttons to attach the selected object or objects.
- List of three buttons: one for each of the nearest CpuShips: Label: Attach to (CpuShip call sign)
+Detach
Start the detach process. It's only a process if nothing is selected. If you have the objects selected before you click +Detach, the objects will detach immediately.
- +Select object(s) This button will only appear if nothing selected. Once selected, clicking this button will immediately detach the object or objects.
+Patrol
The default behavior when you tell a CpuShip to defend a target or defend a particular point is to circle it waiting for enemies, then attack any enemies that approach. This behavior is easy to recognize and sometimes you, as the GM, want something different. This patrol feature lets you set up several points. The CpuShip will fly towards each point and attack any enemies he detects along each leg. Click this button to configure the patrol route(s).
+Select ship
Select the CpuShip, then click this button. If you had already selected a CpuShip, this button will not appear.
+Select X3
In this example, X3 is the call sign of the selected CpuShip. Click this button to confirm that X3 is the CpuShip for which you're going to configure a patrol route.
+Change from X3
If you want to change to a different CpuShip, select it, then click this button.
Add patrol point
Once you have a ship selected, this button will appear. You should know that once you start adding patrol points, the current position of the CpuShip will always be the first patrol point on the list. Clicking this button changes the text on it to look like this: >Add patrol point< meaning that you have entered the GM click mode. The next click will set patrol point 2 (the first patrol point being the ship's current position).
Add patrol point 3
Once you add patrol point 2, this button replaces the >Add patrol point< button. You can continue adding patrol points by clicking in the open area. The button text will update each time with the next patrol point number. When you want to stop, click the button again to exit GM click mode.
Del Patrol Points
This button will delete all the patrol points for the selected CpuShip. Useful if you want the ship to stop patrolling or you messed up the patrol pattern while clicking all over the place.
+AI
This button allows you to set the artificial intelligence (AI) for the selected CpuShip.
- default
Changing a fighter AI to default can surprise the players if they are used to the hit and run tactics typical of many fighters. - fighter
Described as hit and run tactics in the reference material. - missilevolley
Be cautious with this setting. I believe it is designed for use with missile ships that have broadside tubes. Automated alignment fails to account for forward angled tubes in particular. - evasion
I don't know much about this one. Feel free to experiment.
+Formation
This button starts the configuration for formation flying of CpuShips. Until very recently, I struggled with how to make this work. The angles necessary were not matching up. Now it works fairly well. I'm likely to transfer this feature to some others such as Spawn Fleet.
+Select X3
Select CpuShip with call sign X3 (for this example). This assumes you've selected the CpuShip prior to clicking +Formation. If you had not, you would see the +Select Ship button. Once you have selected a CpuShip, click this button.
+Change from X3
Select a CpuShip and click this button if you wish to use a ship other than the one with call sign X3.
Set Formation Target
Since formation flying is designed with a destination in mind, you will need to select a destination for the formation flying to work. Clicking this button changes it to >Set Formation Target< which indicates you are in the GM click mode. The next place you click will be the target of the formation leader. Once you set the target, the button text will change to something like "Form. Target E8,72" indicating that the formation target is in sector E8 on bearing 72 from the formation leader.
+Shape
This button lets you select the shape of the formation. Currently, the shapes are indicated primarily by letters. You should visualize the letters traveling from the bottom of the GM screen to the top. So, for example, V formations have the legs of the formation preceding the formation leader, but A formations have the legs of the formation trailing the formation leader.
+V
V formations have the leader at the point of the V with the rest of the formation ahead of the leader.
- V
Assuming the formation bearing is zero degrees, the legs would be at 60 degrees and 300 degrees from the leader for this formation. The formation consists of the leader plus two that fly in formation with the leader. - V4
Similar to the V formation, but there are four ships flying in formation instead of just two. - Vac
The ac portion of this formation identifier is short for "acute." Assuming the formation bearing is zero degrees, the legs would be at 30 degrees and 330 degrees from the leader for this formation, making the V angle an acute angle, hence the name. The formation consists of the leader plus two that fly in formation with the leader. - Vac4
Similar to the Vac formation, but there are four ships flying in formation instead of just two.
+A
A formations have the leader at the point of the A with the rest of the formation trailing the leader. The crossbar of the A has no meaning in this context.
- A
Assuming the formation bearing is zero degrees, the legs would be at 120 degrees and 240 degrees from the leader for this formation. The formation consists of the leader plus two that fly in formation with the leader. - A4
Similar to the A formation, but there are four ships flying in formation instead of just two. - Aac
The ac portion of this formation identifier is short for "acute." Assuming the formation bearing is zero degrees, the legs would be at 150 degrees and 210 degrees from the leader for this formation, making the A angle an acute angle, hence the name. The formation consists of the leader plus two that fly in formation with the leader. - Aac4 Similar to the Aac formation, but there are four ships flying in formation instead of just two.
+Line
Line formations have the leader in the middle and the rest in a line on each side.
- /
Assuming the formation bearing is zero degrees, the legs would be at 60 degrees and 240 degrees from the leader for this formation. The formation consists of the leader plus two that fly in formation with the leader. - /ac
The "acute" moniker does not exactly apply, but it's used to indicate a change in formation angle in this context. Assuming the formation bearing is zero degrees, the legs would be at 30 degrees and 210 degrees from the leader for this formation. The formation consists of the leader plus two that fly in formation with the leader. - -
Assuming the formation bearing is zero degrees, the legs would be at 90 degrees and 270 degrees from the leader for this formation. The formation consists of the leader plus two that fly in formation with the leader. - -4
Similar to the - formation, but there are four ships flying in formation instead of just two. - \
Assuming the formation bearing is zero degrees, the legs would be at 120 degrees and 300 degrees from the leader for this formation. The formation consists of the leader plus two that fly in formation with the leader. - \ac
The "acute" moniker does not exactly apply, but it's used to indicate a change in formation angle in this context. Assuming the formation bearing is zero degrees, the legs would be at 150 degrees and 330 degrees from the leader for this formation. The formation consists of the leader plus two that fly in formation with the leader. - |
Assuming the formation bearing is zero degrees, the legs would be at 0 degrees and 180 degrees from the leader for this formation. The formation consists of the leader plus two that fly in formation with the leader. - |4 Similar to the | formation, but there are four ships flying in formation instead of just two.
+M
M formations have the leader in the middle with one on each side of the leader and two ahead of the leader.
- M
Assuming the formation bearing is zero degrees, there would be one at 90 degrees, one at 270 degrees, one at 60 degrees and one at 300 degrees from the leader for this formation. The formation consists of the leader plus four that fly in formation with the leader. - M6
Similar to the M formation, but with two more ships in formation along the exterior legs of the M at 120 degrees and 240 degrees respectively. - Mac
Similar to the M formation, but the two ships at the front of the formation are at 30 degrees and 330 degrees respectively - Mac6
Similar to the Mac formation, but with two more ships in formation along the exterior legs of the M at 125 degrees and 235 degrees respectively.
+W
W formations have the leader in the middle with one on each side of the leader and two trailing the leader.
- W
Assuming the formation bearing is zero degrees, there would be one at 90 degrees, one at 270 degrees, one at 120 degrees and one at 240 degrees from the leader for this formation. The formation consists of the leader plus four that fly in formation with the leader. - W6
Similar to the W formation, but with two more ships in formation along the exterior legs of the W at 60 degrees and 300 degrees respectively. - Wac
Similar to the W formation, but the two ships at the rear of the formation are at 150 degrees and 210 degrees respectively. - Wac6
Similar to the Wac formation, but two more ships in formation along the exterior legs of the W at 5 degrees and 295 degrees respectively.
+X
X formations have the leader at the center with ships arrayed in four symmetric legs in 2 line symmetry.
- X
Assuming the formation bearing is zero degrees, the four legs would be at 60 degrees, 300 degrees, 120 degrees and 240 degrees from the leader for this formation. The formation consists of the leader plus four that fly in formation with the leader. - X8
Similar to the X formation, but with four more ships along the legs. - Xac
Assuming the formation bearing is zero degrees, the four legs would be at 30 degrees, 330 degrees, 150 degrees and 210 degrees from the leader for this formation. The formation consists of the leader plus four that fly in formation with the leader. - Xac8
Similar to the Xac formation, but with four more ships along the legs.
+Spacing
This button lets you configure how far apart the ships fly in formation. The spacing value is used as a base for the actual spacing since some formation spacing consists of fractions or multiples of the base depending on the position in the formation. The values are expressed in units.
- Spacing: 0.5
- Spacing: 0.6
- Spacing: 0.7
- Spacing: 0.8
- Spacing: 0.9
- Spacing: 1.0
- Spacing: 1.1
- Spacing: 1.2
Create Formation
This button appears after the formation has been fully configured. As part of the formation process, the leader CpuShip is cloned. The clones are given a 10% boost to their maximum impulse speed, their base warp speed (if applicable) and their acceleration speed. This gives them a chance to keep up with the leader. The leader is pointed at the formation target, the clones are positioned and also pointed towards the formation target. The leader is ordered to fly towards the formation target. The clones are ordered to fly in formation with the leader.
All with a single (final) click of a button.
Note: the parameters will be remembered, so if you want another similar formation to the same target, you can select another CpuShip, click the +Change from X3 (or whatever the call sign is) button and the sandbox will remember the target formation, the shape and the spacing you selected earlier. Clicking the Create Formation button will create another formation.
Remove Formation
This button appears after you create the formation. This allows you to delete the clones if you messed up the formation.
+Revert
The sandbox allows the Relay officer to convince enemies to do something other than their current orders. These include retreating, attacking the player ship, stopping their attack, agreeing to a cease fire or becoming part of the Human Navy. However, these alternate actions may not hold forever. There is a chance that the enemy will revert to their original orders, coming out from under the influence of that persuasive Relay officer. This +Revert button gives the GM finer control over that process.
List of Reverts
Provides a list of CpuShips that have been influenced by a player ship's Relay officer.
+Select Ship
Select a CpuShip, then click this button.
Revert X1
This button only appears if a ship has been selected. X1 is the call sign of the selected ship in this example. Clicking the button will revert the ship to follow their original orders.
Docked?
Clicking this will tell you whether the CpuShip is docked or not. If it is docked, it will tell you what station or ship it is docked with. I added this because sometimes it was hard to tell whether or not a ship was docked due to crowding and other reasons.
Jam Sensors
This button appears if one or more CpuShips are selected. This lets the ship engage or disengage sensor jammers. The power and range are set over in the artifacts section.