Avorion
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[2.5.2+] Xavorion: Formations
   
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699.855 KB
2023 年 6 月 21 日 下午 6:32
2024 年 9 月 12 日 上午 7:08
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[2.5.2+] Xavorion: Formations

在 LM13 的 2 个合集中
[2.5.2+] Avorion eXtended - Quick Install
28 件物品
[2.5.2+] Xavorion: eXtended Gameplay Preset
38 件物品
描述
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://psteamcommunity.yuanyoumao.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://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/discussions/2923179923
65 条留言
=][= Milante 10 月 9 日 下午 2:42 
I'll give that a try, thank you!

In the future, would you consider adding the feature of removing a craft from a formation from the tactical view? I could envision something like double- or triple-clicking one of the existing buttons in tactical view with the ship selected, but I'm not sure how feasible that would be from the LUA end.
LM13  [作者] 10 月 9 日 下午 2:27 
@=][= Milante

That looks like a use case I've missed, at least from tactical view.

You can create nested formations, where mining fleet leader is assigned to follow a combat ship.
With that, you can either order mining fleet leader to jump out and wait, or switch to TPP view and disband at top level ( which will preserve sub formation of mining fleet ).

I'm usually using sub formations with leaders assigned to 1-9 hotkeys for easier controls, if that helps.
=][= Milante 10 月 9 日 下午 1:42 
Sorry if this was answered elsewhere, but is there a way to remove a ship from a formation from the tactical menu? I have an issue where I put my miners in formation with my main ship for ease of jumping around, but when they get attacked I can't get them to jump away - the jump order is interrupted and they try to attack the leader's target.

For context, I'm using both the Xavorion Combat AI and Formations mods, so it's possible this may also have something to do with smart attack or other combat AI features as well.
Cris 9 月 24 日 上午 9:58 
Also i had some problems, some time ships in formation choosed the same target for all ship
LM13  [作者] 2 月 20 日 下午 3:42 
@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 2 月 20 日 下午 3:15 
(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  [作者] 2 月 20 日 下午 12:10 
@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  [作者] 2024 年 12 月 16 日 上午 4:55 
@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  [作者] 2024 年 12 月 16 日 上午 4:55 
@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 2024 年 12 月 8 日 上午 5:55 
@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 ?