Hold command added - press H key to issue a hold command - ships will hold their current position, respond to threats, then return to the same position.
Patrol position command added - press P key to issue a patrol position command - a "patrol circle" will appear allowing player to specify patrol radius
Added wait command - press T (eg: T for time) - ship(s) will wait before doing any other action - the wait command will allways take precedence over any other command except..
Added rotate command - press R (eg: R for rotate) - the rotate command always takes precedence over any other command
Added move command - press M then designate "move to" points - hold down shift for multiple waypoints
If multiple ships selected for the move command - will offset the positions so that all ships don't go into the same point in space - an early start of a formation system
Added "right click move" command - right clicking on an empty spot will initiate the move command (see above)
Added buttons for these commands into the tactical gui - when selected at least one friendly ship.
Added visual in tactical mode for these commands when a friendly ship is selected
Added ship grouping - select a bunch of ships then press Ctrl + 1,2,3...0 to assign these ships to a group. Then press1,2....0 to select the grouped ships again. If a group is already selected pressing the group's key will focus the camera on that group.
Made left/right selection much more accurate when selecting large objects so that htey don't "mistakenly" get selected.
When the mouse is over an object in tactical mode - the object's name and health will appear as a sort of a helper/feedback
In addition to the above:
Shipyard stations will show the build queue
Bases will show crew, reasources as well as the build queue
Ships will show ship class and order/command
Added Idle command button - ships won't respond to threats, won't do anything - this replaces the crew control toggle on selected ships (non-player ship)
Changed the way selecting works in Tactical mode - before if there was no selection then the player's ship was selected, now the player ship has to be specifically selected - this is intended to avoid some confusion and clunkyness - by default player's ship is selected when entering tactical mode.
Removed the use of "internal" object names - EG: Terran CorreaG PS5 - and instead this object would just be named Correa G - internally the object names must be unique but they can get fairly long so will use "Display Names" instead. Eventually players will be able to rename objects to whatever suits them.
Added the ability to create "nav points" (navigation) - these allow you to issue a go to command for multiple ships to the same location - so you'd create the nav point - then select your ships then right click on the nav point to re-use this position for later ships. You can position the nav point just like the station build placeholder - via selecting the nav point and then moving the mouse.
When moving a nav point - ships that use the nav point get their go to positions updated - also includes a visual of the update
You can select a nav point via alt and the nav point number - eg: alt 1 to select the first nav point, when the nav point is selected pressing alt 1 will move the camera to look at the nav point - so you could designate interesting spots and quickly jump to them with the camera
Nav points can be saved/loaded
When a single ship or station is selected the object's turrets appear in Tactical mode.
Can now issue individual and multiple commands to turrets - basically setting the turret's target
Can also specify the turret(s) role - eg: point defense - offense - in tactical mode
Tactical visual feedback:
Added visual feedback (a sort of a radar "ping") when an object is destroyed in tactical mode
Added visual feedback when an object (ship/station/turret) fires its weapon
Added visual feedback when an object gets hit by a weapon
Turret support for rail gun weapons added
Once again the game world features a station capable of launching fighter drones
Added moddable tags for minimum corvettes, max frigates and carriers to base's xml files.
Fighter hangars - will build fighters if docked fighters is less than max fighters. Even if a fighter is docked if launched fighters is equal to max fighters the hangar won't launch a fighter. Basically - hangars would only replace a fighter if it was destroyed, now hangars will build fighters non stop until the max docked limit is reached.
Basic AI tweak to enemy bases - if there's plenty of food (eg: over 1000 units) some food production will get put into energy and ore - if there's plenty of energy (eg: over 6000 units) some energy production gets put into ore.
Tweaked some gravity drive paramaters - stop distance, deceleration speed - hopefuly this will help with ships banging into stuff
Fixed bug with enemy asteroid bases not building a variety of ships - if the base could build two different corvettes they tended to only build one type instead of a nice mix (random)
Fixed bunch of save/load crash bugs.