Changes for page Repeat Orders
Last modified by Manoeuvring with Difficulty on 2024/01/25 08:07
From version 4.1
edited by Daniel Turner
on 2022/01/01 12:33
on 2022/01/01 12:33
Change comment:
temporary addition of table of contents to get link to section "Non-Repeatable Orders"
To version 1.1
edited by Daniel Turner
on 2022/01/01 11:48
on 2022/01/01 11:48
Change comment:
There is no comment for this version
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... ... @@ -13,35 +13,19 @@ 13 13 14 14 == Overview == 15 15 16 -The 'Repeat Orders' default behaviour is by far the most free-form of all order configurations and allows for a great amount of customisability, this comes with the caveat that it is a default behaviour that **cannot **be mimicked. The behaviour is further limited by its limited range of orders that it allows for within its loops (This is detailed in the Non-Repeatable Orders section).16 +The 'Repeat Orders' default behaviour is by far the most free-form 17 17 18 -{{toc/}} 19 - 20 20 == Parameters and Requirements == 21 21 22 -The r epeatorders default behaviour requires only a ship and a 1-star level ship (taking the aggregate of the pilot and crew skill biased towards the pilot's level).Converting a ship to repeat orders also necessitates that the ship's order queue does not have any "critical" orders (other orders are permissible but they will be deleted when the default behaviour is assigned).20 +The distribute wares default behaviour requires only a ship and a 1-star level ship (taking the aggregate of the pilot and crew skill biased towards the pilot's level). 23 23 24 - Repeatorders are configured differently from the other default behaviours as there are no parameter options in the traditional section, instead the loops are configured in the same way as assigning once-off orders in the order in which they are to be completed.22 + 25 25 26 -=== Non-Repeatable Orders === 27 - 28 -* Explore 29 -* Dock to Trade 30 -* Dock and Wait 31 -* Attack 32 -* Attack Multiple Objects 33 -* Sell Ship at 34 -* Patrol 35 -* Police 36 - 37 37 == Applications == 38 38 39 - Asthe most adaptable of the default behaviours repeat orders can conform to a variety of niche and broad applications from repeating trade runs between factories and depots located beyond the 5 Jump limit from each other to refining combat fleet behaviour to choose specific points. The possibilities are near-endless if somewhat curtailed by its lack of support for the mimic behaviour and its narrower range of commands.26 + 40 40 41 41 == Further Information == 42 - 43 -1. [[Order Loops Tips & Tricks>>url:https://steamcommunity.com/sharedfiles/filedetails/?id=2314773433||shape="rect"]] - Manoeuvring with Difficulty 44 -1. [[Repeat Orders - A Guide>>url:https://www.reddit.com/r/X4Foundations/comments/mmhjrb/guide_repeat_orders_a_guide/||shape="rect"]] - Arronicus 45 45 {{/layout-cell}} 46 46 47 47 {{layout-cell}}
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... ... @@ -1,1 +1,1 @@ 1 -10689084 81 +106890845 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/10689084 8/Repeat Orders1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/106890845/Repeat Orders