X: Rebirth
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Jack08 and Berserk Knight

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Berserk Knight

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About this mod

Adds manual commands to owned ships, for example Hold Position and Follow Me.
Updated for XR 2.20.

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Originally made by Jack08, the MCE(Manual Command Extension) brought us several well-needed commands for our ships.

He has discontinued his update on this mod, but allowed me to keep it updated...if I can.

As of v0.14, I'm adding new features.


v0.17 and above requires BK Universal Menu System v2.0 (updated for XR 2.0) or higher to work.
http://www.nexusmods.com/xrebirth/mods/372

v0.16 requires BK Universal Menu System v1.1 (renamed from BK Universal Comm Menu) to work.
http://www.nexusmods.com/xrebirth/mods/372


---------- Updates ----------
v0.20
-Fixed glitchy booster movement reintroduced in XR 2.20.
-v0.19 had critical errors. Fixed them.


v0.18
-New combat scripts.

-Fixed the glitchy movement caused by in-zone boosting of capitals.
(The in-zone boosting's still there. I just found a way to do it without glitching.)

-Combat stances.
--Passive, Defensive and Aggressive for all capitals at all times.
--Defensive and Aggressive for fighters during escort/fleet.
(Escort/Fleet options have been slightly rearranged.)

-Includes "fixes" for station parts that were invulnerable for no good reason.
(Badlands Colony, Lonely Giant, Core Dig, Aqueduct can now be destroyed.)


v0.17
-Delete Orders.xml in the MD folder if you have installed any previous versions. (Or do a clean install and remove the MCE folder entirely before unpacking.)

-Some commands have been rearranged. (All are documented in the manual.txt file.)


v0.16
-Added a simple "manual.txt" with the layout of commands, and some clarifications on the targeting terms.

-Added 2 new "missions" that track units in the Mass Selection, and the MCE Target.

-MCE Targeting menu is also available from the Universe menu.
--The Universe menu variant of the MCE Targeting menu offers selecting targets through a list.
(Xenon ships can only be targeted this way.)


v0.15
---IMPORTANT!---
Please delete the ManualCommandExtension folder before installing MCE v0.15, as some of the old files are not needed.

Requires BK Universal Comm Menu to work.
http://www.nexusmods.com/xrebirth/mods/372

-Changes to previously implemented commands
-- Some of them can now be issued with other ships as targets. (Instead of just "move to my position and hold" you can also issue a "move to that ship's position and hold" too.)
-- Most of them had their scripts modified to handle various situations and work properly.

-Align to Target
-- Orders the ship to point directly at the target.

-Move Forward
-- Orders the ship to move straight forward a certain distance. (You get to set the distance in multiples of 5km, up to 25km.)

-Attack Target
-- Orders the ship to attack the target. It will not be available if the target is one of your own.

-Escort Commands
-- Has options for formations and break/engage distances.
-- Break distance can be 0 ("do not break formation") for capitals.
-- Sub-formations are available for fighters escorting capitals.

-Fleet Commands (Still a bit experimental. Haven't been able to test much.)
-- Basically "Escort Commands" with a built-in system to give simple orders to the escorted ship without needing to find and call said ship everytime.

-Targeting system
-- Comm menu based targeting system.
-- Currently can not target Xenon ships, due to not being able to open comms with them. (If you own them either through mods or editing, you should be able to open comms and target them.)

-Mass Selection/Commands
-- Add/remove single or multiple ships to the selection at once, and give certain orders to the entire selection in one go. (The number of orders available are currently extremely limited. This was planned for later, but kinda got rushed to help me test the Escort and Fleet commands...)
-- Currently limited to "Join/Leave Squad", "Escort Me/Target/This", and "Join Fleet". (As I said, extemely limited...)

-*Experimental!* Trade Option for traders/miners under Station Managers
(Completely experimental. Use at your own risk, or at least after saving the game. Couldn't get around to testing this one.)
-- Limit trade to wares currently in the cargo hold. (At least, that's what it's supposed to do.)
-- Reset the trade limit. (This one shouldn't cause problems.)


v0.14
-Updated for patch 1.24.

-Added an Eject/Come back aboard command to non-capital ships.
--The ship will travel to your location before the pilot leaves the ship. They will follow but not leave the ship within highways or "temporary zones" between the named zones.
--If you hired the pilot from a station, the pilot will come back aboard the Skunk, but only if there's enough space in the back room. Issuing the command also has the same requirement.
--If you didn't explicitly hire the current pilot from a station, the command can be issued regardless of free space in the back room, and the pilot will eject in an escape pod.

-Added a Drop Cargo command.
--Drops all cargo except for jump fuel. (I heard station managers occasionally fill up freighters under their command with unwanted, unneeded wares in numbers that can't be gotten rid of in any short period of time.)

-Fixed the ability to give orders to Construction Vessels.
--Now you can give it regular and MCE commands to it, until an architect is dropped in.

-The Escort command is designed for, and only works properly for fighters. Capital ship version is currently being worked on.


v0.13
-Works for 1.18, 1.21 and 1.22. Can not confirm for 1.19 and 1.20 since I don't have the files for those, but I made it universal enough and it should work unless EgoSoft did something really wacky just for those 2 patches.
-Refuel Jumpdrive has been removed since it's now in the base game as of 1.21.


---------- Known Issues ----------
v0.17
-For capital ships, using MCE's "Attack Target" commands results in some odd maneuvers once combat starts.