
So, for instance you can give some regular move orders to one side of a planet, then give a regular attack order, then have it turn on (or off) attack-move mode. This requires all of the ships to actually get loaded properly in, potentially from other planets, and the checking for that is both really complicated and also hopefully a far less common case. Note that Load Transport is NOT supported. The transport will unload when it gets there. So for instance, give a some move orders to a distant planet, and at the end of that keep holding shift and press U (or click the interface button. If you have no commands queued up already, then it will just do the thing immediately. The new commands that are supported basically use any of the existing buttons or hotkeys as usual, but you hold shift to append them to the end of the commands you already have in place. Something we had thought was not really going to be possible in the game, now is implemented: the queuing of some certain kinds of orders after movement, attack, traverse-wormhole, or whatever.

TLDR: Stacked MLRS corvettes will now fire more shots, along with anything similar to them.

However, for multi-shot small ships in stacks with s number of shots, they were getting only 1 extra shot per n ships, not n*s extra shots. This is fine.įor single-shot small ships in stacks, we were also already adding on extra shots at a rate of 1 shot extra for every 5 ships, which also is fine and leads to the same total damage output. When there is a stack of n number of ships, it already does up to n*x damage per shot from that stack, where n is at most 5, but lower if the stack is smaller. Thanks to Badger and his play group for reporting. On MP clients, also made it so that it just ignores these errors, since they will be quickly corrected by host-sync.

Also updated some of the other methods in the same class for good measure. Put in a lot of code adjustments to prevent errors in ReevaluateUnitOrders, and to make them give us better error messages if they do encounter any. Thanks to CRCGamer for catching and Badger for fixing.įireteams are now less likely to abandon the AI Overlord Fix a typo that was causing tons of raid frigates in ARSs and flagships.
