Readme file below..... enjoy

Introduction:
Hi,
I hope you find these commands usefull, I certainly have. Included are commands that let you set up formations of ships, patrols, and even assign ships to missile defence of another ships.
The scope for these commands is almost endless. I personally set up and use multiple fighter patrols to keep lots of sectors 'khaak free'(assign 1 ship a patrol command and assign others as 'wingmen' to that ship). I have also set up fighter wings that live on my m1 carrier. All I then need to do is give orders to each 'lead' ship.
Improvements over older versions :-
The target aquisition for the patrol commands has been improved, wingmen will now follow a lead ship using thier jump drives if possible (eg they have one and have enough energy for the jump). The patrol commands are now more flexible.
Installation:-
1) Copy the files in the 'scripts' folder to the 'scripts' folder in your X2 program directory.
2) Copy the file in the 'T' folder into the 'T' folder in your X2 program directory.
Upgrading from an earlier version :-
1) Go into the command console of every ship that is running one of the commands from the earlier version and select 'none' as it's command, save the game.
2) Delete all the scripts begining with marks.patrol.xxxxx from you X2 scripts directory.
3) Copy the files in the 'scripts' folder to the 'scripts' folder in your X2 program directory, overwriting any that are already there.
4) Copy the file in the 'T' folder into the 'T' folder in your X2 program directory overwriting the one that is already there.
5) Open up your saved game and re-set up your patrols/wingmen
Instructions :-
This package will give you 5 new commands on the command menu of any ship with "fight command software v2" installed, these are
1) Assign As Wingman
2) Assign As Wingman *missile defence*
3) Patrol a sector
4) Patrol 3 sectors
5) Patrol 6 sectors
1) Assign As Wingman :-
lets you assign one of your ships as a wingman to another ship beloning to you. The wingman will follow the 'lead' ship, Staying with it but checking all the time to see if the 'lead' ship has tergeted anything. If it has the wingman will also attack that target, reverting back to following when the target is destroyed.
Run this command from the command menu of the ship you want to assign as a wingman, and then choose the ship to assign it to.
Features..
*No limit to the number of wingmen assigned to a ship
*Wingmen set the same missile fire probability as the lead ship.
*If the lead ship 'jumps' more than a sector away the wingman will follow with it's jumpdrive if possible (eg, if it has one and if it has enough energy).
*They make cracking wingmen for your own personel ship, as well as part of a patrol.
2) Assign As Wingman *missile defence*
Similar to the above, but the wingman constantly follows the lead ship, buzzing around scanning for incoming missiles aiming at the 'lead' ship. If it detects one, It'll shoot it down. Works best with an m5 as the as they have the speed and manuverability to pull of most intercepts.
Run this command from the command menu of the ship you want to assign as a wingman, and then choose the ship to assign it to.
Great for protecting your shiny new capital ship from Hornet missiles.
3) Patrol a sector
Run this command from the command menu of the ship you want to do the patroling. Choose 4 points in space in a sector using the numberpad arrow keys and numberpad 'enter' key, and then the 3 races that will be attacked on site.
Your ship will now patrol round the four points in space you entered, attacking any ships belonging to any of the 3 races you chose that enter the sector.
You can choose a race more than once (say, if you were only interested in Khaak). You can also use the 'Assign as Wingman' to build up a patrol of several ships. Make sure the 'lead' ship (the one doing the patroling) is at least a fully loaded M3.
4) Patrol 3 sectors
Works just like the above, but instead of patroling 4 points in space chosen by you, the ship will patrol 3 sectors chosen by you.
5) Patrol 6 sectors
Works just like the above, but instead of patroling 3 sectors chosen by you, the ship will patrol 6 sectors chosen by you.
Feature to come in the next version...
In the next version you'll be able to set up formations of ships and dock them at your carrier/station like you can now, but you'll then be able to issue a command to the leader through the command menus called "re-supply fighter wing". This will load onto each ship in the fighter wing the quantity of the ware that you choose from the factory/station/carrier they are docked at.
They'll also be a bombing run command where you can load up yuor fighter wing with missiles, give the leader a bombing run command and the entire fighter wing will engage the target, launching all its missiles then return to base.
Thanks to Mirador for your sugestions about the jump drive, bloody good idea
