A request to the developers of the game: please consider adding the following functionality for modding:
More flexible ship management is missing:
Order to the ship to research a project (Currently, fleets can do this, but science ships can't):
Code:
ship_action_research_special_project = {
special_project = <project_name>
target = <location>
}
Cancel all orders for ship:
Code:
clear_ship_actions = <target>
Follow a ship or a fleet:
Code:
auto_follow_ship = { target = <fleet|ship> attack_fleet = yes } # new effect for the ship
auto_follow_fleet = { target = <fleet|ship> attack_fleet = yes } # add "ship" target
Оrdering a fleet or ship to orbit an object
Code:
to_orbit = {
target = <ship|fleet>
location = <planet>
}
Оrder the ship to study an anomaly
Code:
ship_action_research_anomaly {
ship = <ship>
target = <location>
}
Problem with special projects:
Often science ships do not enter the orbit of the planets where the special project begins to explore. Because of this, the "on_start" statement described in the special project code does not work, but "on_progress_25" statement works correctly.
Another inconvenience is that the "on_cancel" statement does not trigger when the ship is ordered to cancel the research special project.
It would also be nice to be able to intercept the orders of the ships given with the mouse:
For example, if the player pressed a button in the interface, which added the developer of the mod, and then gives an order to move the ship, the developer with the help of code cancels the order and on this location applies certain effects where the ship was ordered to fly.
In other words, I need to get exactly where the mouse pointed the ship to fly to and be able to do something with it (create an object, send another ship there)
Please add the ability to display leader portraits or country flags in custom UI for each option in
listboxType = { name = "option_list" }
Sorry for my bad English, I hope I got the point across.