..
"Flight Groups" Page
 
..
Ships  Options Arrival Departure FG Goals Orders WPs Other

FG Page

..
The Flight Groups page, along with the Map, is probably where you'll spend most of your editing time. On the left hand side is the Ship List showing all of the ships and Objects in the mission, and on the right is the "Datapad" where you can edit all of the parameters of each FG. 
..
"Ships" Page

At the top of the Ships page is the mission's "count line":
Count Line
 It shows, from left to right:
  • The list number of the current FG and the total number of FGs in the mission.
  • The number of Craft in the mission when played at Medium difficulty. A mission may crash if this number is very high (around 150 or more.)
  • The (approximate) number of FGs in the mission 30 seconds after it starts. This counts the ships with no arrival condition and an arrival delay of no more than 30 seconds, to give some idea of whether you might be exceeding the 32 ship limit.
  • The number of Objects in the mission.

 
The following is a list of all known FG parameters in the order they appear in the Datapad:
..
FG Waves The total successive Waves of the FG in the mission. 
All ships in a FG must leave or be destroyed before the next Wave can arrive.
..
FG Size The number of Ships in the FG. 
The maximum FG size for XvT to function correctly is 6. Player FGs above 8 will crash the game and above 6 will mess up the way WAVs are played.  I've tested A.I. FGs as large as 20 and there seems to be no limit to size of A.I. FGs (other than Formations only properly supporting 6 Ships).
..
FG Ship Type The list shows all of the Ships and objects available in the game. 
Those enclosed in <> brackets are supported by the game but the necessary OPT files (3D Models) were not included with the game.
If you select "Planet", use the Status 1 parameter to set the Planet type.
..
FG Name This can be up to 20 characters. 
You can either select the box and edit the text there, or choose a Name from the drop down list. The list can be customized with your own set of frequently used Names.
..
Team XvT supports up to 8 Player Teams. 
All Craft on the same Team are friendly, all craft on other teams are enemies by default, but can be set to be friendly using the Allied Teams box on the Teams page.
..
Player Here you assign the Pilot of the Ship to be either A.I. or one of up to 8 Players.
Player FGs which are not taken by a human player when the game is played will be assigned to AI unless the "Arrive only if Player Craft" option is selected on the Arrival page.
..
Ship # This is the number of the Ship within the formation that the Player will fly.
There seems to be no way to give the player ship number 1 unless there is only one ship in the FG.
..
Global Group This is a way to group together multiple FGs for the purpose of referring to them in Conditions or Targets.
E.g. if you have a convoy made up of different Ship types in different FGs, you could set them all to Global Group 1 and have Conditions such as "50% of Global Group 1 must be identified",
or give FGs Orders such as "Attack Targets:  Global Group 1". 
..
Global Unit Also used to Group together different FGs and can be used as above, with the difference that
the group you define becomes a "custom flight group", in that all FGs with the same (non-zero) Global Unit number will be numbered and treated by the game as though they are in the same FG. 
This is also the only way to have more than 1 human Player in the same FG, by creating a different FG for each Player and setting them all the same Global Unit number.
..
..
Status 1 and 2 These parameters alter the state of the ship to give it specific advantages/disadvantages.
There a couple of useful "cheats" you can use while testing your missions i.e. "Invincible" or "Infinite Weapons".
..
A.I. Sets the level of Artificial Intelligence of the FG when not being controlled by a Player.
..
IFF (Identification Friend or Foe) This does not actually determine whether a FG is friendly or not (that is determined by its Team settings) just what color it appears in your sensors.
Player Craft should be either IFF Rebel or Imperial to prevent the mission from crashing (unless it's a melee). I've heard reports of other IFFs being possible for Player craft as long as Player 1 is Rebel or Imperial, but experiment at your own risk!
..
Color The color of the markings on the ships, with values: Red, Gold, Blue, Green.
TIE craft lag behind in the color list by one, with values: <none>, Red, Gold, Blue, unless it's a melee where I think the colors are the same for all ship types.
..
Radio This determines which FGs are in Radio contact with each other. 
You can select contacts by individual Player or Individual Team.
..
Formation There are 32 different formations to choose from. The 'Single Point' option is not really a formation; it means that all Ships will occupy the same point in space and is included if anyone wants to use if for special effects. 'Single Point' will crash the game if used for player FGs.
..
View Forms Clicking the 'View Forms' button will bring up a window to display the X-Y, X-Z and Y-Z view of the currently selected Formation. You can cycle through them and hit 'Use' to select the current Formation.

There is an option in the FG Formation display to show the formation only for the current FG size.
 ..

Spacing I'm not not sure what the units stand for but this determines the distance between ships in a FG.
 ..
..
Missile
Counter
Beam
These are the Weapons which are available to the Player by default when they enter the Craft Configuration screen.
When part of a BoP Campaign, these will be the only Weapons available to the Player, even if optional weapons are set.
 ..
..
Cargo The Cargo you define here is what will be seen in the CMD display when this FG is identified.
(NOTE: The cargo of ships on the same Team will always be known to that Team, so it is not possible to I.D. a ship on your own Team.)

The Default cargo is what all craft in this FG will have, however you may have one craft (the "Special" Ship) which will contain the defined Special cargo.

The Special Ship can either be chosen at random by the game if the Randomize box is checked, or you can specify by number one of the Ships in the FG to be the Special ship.

 

Appears in...  This determines which Difficulty Setting(s) the FG will appear in. 

e.g. Useful for creating extra enemy FGs to appear if the player chooses to play your mission on Hard difficulty, or you can have alternative FGs such as an Enemy capital ship with "Officer" A.I. for <=Medium Level, and that same FG with "Top Ace" A.I. for Hard level.

 

Auto-link This is an option designed to speed up the editing of FGs. 

With this option on, when you choose the FG's Team, that Team's matching IFF will be assigned automatically.Also if you choose a Ship type with a default IFF (e.g. TIE fighter - Imperial ) it will automatically set the IFF and the Team that has been defined as having that IFF. 
(The IFFs used to "Autolink" are set on the Teams Page, unless it's a Combat mission where Team 1 must be Imperial and Team 2 must be Rebel)

This feature can be overridden by turning off the autolink for a particular FG, or the Autolink feature can be turned off globally from the Preferences page.


 
Next