Groups

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[edit] Overview

Press the Image:Ship Group Button.png button at the top bar in the client to open the Groups window. It allows you to put ships, wings, pod and bases, into up to 90 groups (of up to 500 objects each in client 65, in the next client release client 66 the maximum will be 5000), that can have commands executed against all of them at once. You can also have groups of base and setup Base Command - Reserve Levels for auto-podding of resources. You can mix ship and wings in a group with no trouble, but you should leave pods with pods only, same for bases.

Image:Ship Groups Window.png

[edit] Name

Click on the name (ie "Group 1") and you can enter a new name (40 characters visible).

[edit] Log

Click on the log (ie "(log)") and you can enter a new log (40 characters visible).

[edit] Adding/Removing Units

  • When the Space Command has a list of objects due to a selection of an area of space, a "Load Selection" button will appear in the groups window. This will add all ships & wings from the space command list into the selected group. It is not limited to only the 8 displayed items. Note that for these to appear, you must have a group selected in the groups window.
  • When a ship or wing is the hammer a set of button will be displayed in the groups window: "Load Hull" or "Load Wings" as well as "Remove Hull" or "Remove Wings". Load Hull/Wings will add all ships of yours of the same selected hull type to the group or all wings altogether. Remove Hull/Wings will remove all hulls of the selected hull type from the group or all wings altogether. Note that for these to appear, you must have a group selected in the groups window.
  • When the Space Command has a list of objects due to a selection of an area of space, you can hold down CTRL then click an entry to have it added to the active group.

[edit] Groupwide Orders

Note: The functions provided are a superset of those availabe via the Fleet Command window.

[edit] Set Scanner settings

  • Sensor control of Passive will turn off scanners on wings.
  • All other options (planetary, short, mid, long) will turn on wing scanners.
  • Lights On/Off will turn wing ID Transmitter on/off.

[edit] Navigation

  • Match waypoint with hammer object
  • Set waypoint relative to hammer object
  • Match speed with hammer object (speed will be limited to the max speed of the hull or engines, whichever is lower)
  • Set waypoint to nearest base
  • Set waypoint to nearest planet
  • Set Escort Target to the Anvil object
  • Set Intercept Target to the Anvil object

[edit] Ship Devices

[edit] Transfer Settings

  • Match with hammer object
  • Set Bases below the ships as transfer targets not working?
  • Set Planets below the ships as transfer targets not working?
  • Set Base at waypoint 1 of the hammer object as transfer target
  • Set Planet at waypoint 1 of the hammer object as transfer target
  • Set to load max Ord from transfer target
  • Set to load max Repair from transfer target

[edit] Ship Command Codes / Friendly Code

    • Match Command Code with hammer object
    • Set Command Code 1, 2 or 3
    • Set Friendly Code

[edit] Attack Settings

  • Match all attack settings
  • Match Kill Target
  • Attack control for matching attack options between ships and wings don't exactly map directly.
    Here are the mappings:
Ships Wings
Stay at Standoff Range N/A
Stand at All Costs N/A
Target soft Soft first
Target Dangerous Deadly first
Strike Through Quick Strike and Run
RAM! Close to Point Blank
Delay Ship (2nd Wave) N/A
Fire At Ground Targets Ground Strike
Avoid Base N/A
N/A Anti-fighter
N/A Closest First
N/A Do Not Launch

[edit] Minefields

[edit] Misc

  • Match Fleet options (ships)
  • Match Damage Repair options (ships)
  • Match Name (ships/wings)
  • Generate Name (ships/wings). The new name feature will allow you to enter a # or #r where # will be replaced by the object ID and #r will be replaced by a random object ID.
  • Set View on/off

[edit] Base Groups

If not included yet, it will be in the next Client release.
These reserve levels make automated Pod Launching into a reality. Early in the game it will be less useful, as you will likely still be using ships to carry the Pods, but once Pod Booster Techs have been purchased, this will result in a huge drop in micromanagement.

Include all Bases that you wish to exchange personel/material into a single Group.

  • Including all bases is a valid choice, though you will probably want to limit selection to bases relatively near each other.

Now go activate each Base's Reserve and set the desired level for each commodity.

  • Any material above this level will be podded off to a base that has less than its desired level.

Within that Group select a Base (any base will do) and select the Reserves button.

Image:BaseForecast.jpg

  • Match Reserves
  • All Off
  • Forecast will give you a list of transfer orders that the Reserve settings within the Group will generate. While it lists metal and ore types seperately, it does try to combine materials into fewer Pods.
    • ie 200 Trit and 200 Moly from that same base going to the same target will end up in the same Pod, while 501 Trit and 501 Moly will travel in seperate Pods.
  • Execute will issue the neccesary Pod Launch commands to all bases within the Group.

When clicking on Forecast this window pop up.
Image:Explain Forecast.jpg

[edit] See also

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