FRED is pretty much fixed, there are three spots relating to briefing icons, freighters, and cargo that have me puzzled, which may force me to do some kind of icon.tbl.
I've updated the build and am taking a break from this for now.
There is a missing field in the included table, not too big a deal
$Name: Fighter
$Counts for Alone: YES
$On Hotkey List: YES
$Target as Threat: YES
$Show Attack Direction: YES
$Scannable: NO
$Warp Pushable: YES
$Max Debris Speed: 200
$FF Multiplier: 1.0
$EMP Multiplier: 4.0
$Beams Easily Hit: NO
$Fog:
+Start dist: 10.0
+Compl dist: 500.0
$AI:
+Valid goals: ("fly to ship" "attack ship" "waypoints" "waypoints once" "depart" "attack subsys" "attack wing" "guard ship" "disable ship" "disarm ship" "attack any" "ignore ship" "guard wing" "evade ship" "stay still" "play dead" "stay near ship" "keep safe dist" "attack besides")
+Accept Player Orders: YES
+Player Orders: ("attack ship" "disable ship" "disarm ship" "guard ship" "ignore ship" "form on wing" "cover me" "attack any" "depart" "disable subsys")
+Auto attacks: YES
+Guards attack this: YES
+Turrets attack this: YES
+Can Form Wing: YES
Counts for alone - Toggles whether the "No reinforcements are available" message will play even if this ship is present
Praise destruction -
I forgot to put this in the default table, but it is in the code. (TODO: Add this) What it does is it toggles whether your wingmen will ever compliment you for killing this ship ("Beautiful kill, sir!")
On Hotkey list - ie the thingy that comes up if you press F3.
Target as threat - Not sure what this does
It has something to do with you targetting stuff.
Show attack direction - Toggles whether little red arrows are shown on the HUD to point to this ship when it attacks you.
Scannable - Guess.
Warp pushes - Ship will push warp-pushable ships when it moves really fast (ie jumps in or out of subspace)
Warp pushable - Ship can be pushed by ships with "warp pushes" turned on
Max debris speed - Seems to only take effect in debug builds. Guess again.
FF multiplier - Multiplies damage received from friendly fire by this amount.
Beams easily hit - You'll notice that anti-fighter beams can remain constant if they're shooting at bigger ships (ie instead of 3 small shots). A "Yes" here turns on the long beam when a beam is fired at this ship type.
Accept player orders: Will the ship type accept orders from the player
Player orders: Yay, the first really useful field. Seems to toggle what orders the player can give to a ship type from the comm menu
Auto attacks: Toggles whether ship can go after nearby enemy ships
Guards attack this: Toggles whether ships that are guarding another ship will ever attack this ship type
Turrets attack this: Toggles whether turrets will attack this ship type
Can form wing: Mostly for FRED at this point, toggles whether ship can be in a wing.
Here's the list of player orders (stuff on the left, in quotation marks).
comm_order Comm_orders[] = {
{ "Attack ship", ATTACK_TARGET_ITEM },
{ "Disable ship", DISABLE_TARGET_ITEM },
{ "Disarm ship", DISARM_TARGET_ITEM },
{ "Attack subsys", DISABLE_SUBSYSTEM_ITEM },
{ "Guard ship", PROTECT_TARGET_ITEM },
{ "Ignore ship", IGNORE_TARGET_ITEM },
{ "Form on wing", FORMATION_ITEM },
{ "Guard me", COVER_ME_ITEM },
{ "Attack any", ENGAGE_ENEMY_ITEM },
{ "Dock", CAPTURE_TARGET_ITEM },
{ "Rearm me", REARM_REPAIR_ME_ITEM },
{ "Abort rearm", ABORT_REARM_REPAIR_ITEM },
{ "Depart", DEPART_ITEM },
//WMC - These don't appear for some reason
//support-ship-only
{ "stay near me", STAY_NEAR_ME_ITEM},
{ "stay near ship", STAY_NEAR_TARGET_ITEM},
{ "keep safe dist", KEEP_SAFE_DIST_ITEM},
//All ships
{ "Disable subsys", DISABLE_SUBSYSTEM_ITEM},
};
EDIT: I should also note that both builds are/were fully XMT-compliant. Use "*-stp.tbm" (seemed better than "*-sht.tbm"
)