..
|
| Ships | Options |
|
Arrival | Departure | FG Goals | Orders | Jump |
| "Options" Page |

| Optional Weapons | These
are the alternative weapons the player will have to select from in the
hangar before the mission starts. The "All options" button toggles all
selections on/off.
. |
| Optional Ships | These
are the alternative Ships the player will have to select from in the hangar
screen before the mission starts.
To create your own list of
optional ships choose "User Defined Options", then click on highest empty
slot and choose the Waves, Size and Ship Type in the colored boxes. You
can create up to 10 alternative Ship configurations.
|
| Edit Unknowns | This button brings up a
window which allows editing of the used unknown values for FGs.
. |
| Orientation | This option works
for objects, however I accidentally discovered it works for PLTs, so it
may work for other non flying craft. I'm pretty
sure it doesn't work for flying craft.
Each
successive value increases the angle of rotation. Points where the object
is Flat, On Edge and Upside Down are marked in the list.
|
| "Role" Page |

| Tactical Role 1 & 2 | The Role
chosen here will determine what description will appear when that craft
is chosen in the CMD e.g. "Our Mission Critical Craft" or "Primary Target".
(I am unsure of the difference between these 2 Role settings.)
This selection also determines
whether, and which set of, audible messages you will hear from your Tactical
Officer e.g. "Message
from our Mission Critical Craft; they're under attack."
|
| Pilot (Voice) | This description is used to name a pilot, and also assign that pilot's voice to the FG if available. The available voices are Aeron, Emon, Emkay and Rebel Pilots 1 to 12. |
| "Arrival" Page |

| Via | The default Arrival
method for a FG's waves. You can choose from having the FG arrive via Hyperspace
or a specified Mothership. (You will need
to create the Mothership before you can set it here.)
. |
| Alternative | The alternate
Arrival method if the default method is not available e.g. its Mothership
has been destroyed.
. |
| Condition | A Quad condition
to trigger the FGs arrival in the mission.
. |
| Delay | The delay in
minutes and seconds, after the Arrival condition becomes true, before the
FG arrives in the mission.
. |
| Only if Player | When this option
is selected the FG will only appear in the mission if it is piloted by
a Player.
. |
| Difficulty Level | Set the Difficulty
level(s) which the FG will appear in:
All Levels, Easy, Medium, Hard, >Easy, <Hard, Never The "Never" value can be used to temporarily turn off a FG while testing a mission. |
| "Departure" Page |

| Via / Alternative | Work the same as the Arrival
options, but for the Departure method.
. |
| Condition | A Double condition
to trigger the entire FG's departure from the mission.
. |
| Delay | The delay in minutes and
seconds, after the Departure condition becomes true, before the FG departs
from the mission.
. |
| Abort Mission When | This is the state
an individual craft must be in for it to abort its mission, (unlike
the Departure condition which applies to all ships in the FG.)
The "shields out/damaged"
option doesn't really work for small craft whose shields recharge quickly,
it should only really be used for large ships.
|
| Explosion Time | The time it takes for a
ship which has been destroyed to actually disappear.
This parameter only affects
non-fighter craft. An approximation of the explosion time is shown beside
the spin box as you change the values.
|
| "FG Goals" Page |

| Goal | This is a list of goals
which are dependent only on the FG to which they belong. There can be up
to eight goals per FG. The goal itself is a special case Condition where
the must parameter is variable to make them Prevent ("must NOT")
goals or BONUS goals. Just select a goal slot and edit its parameters in
the boxes below.
. |
| Applies to Team | In mission types other than
Melees, this seems to work as the Team to which the Goal applies. For Melees,
it seems work differently but I'm not sure how. As
far as I know there is no point assigning FG Goals to non-Player Teams.
. |
| Points | The points which will be
awarded if the Goal is completed.
. |
| ? | This Unknown flag seems
to have to be checked for Team 1 and unchecked for Team 2, but if you find
your FG goals aren't working as they should, try changing this.
. |
| Goal Strings | There is a set of Goal Strings for each FG Goal. To edit these, first select the desired goal in the list. |