[SCRIPT] Anarkis Defense System - v2.65.1 - [2010-08-13]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Ok, I've installed the newest version, got the update IM when loaded.
But fighters still don't do anything. They launch, then idle. Even with an enemy ship within 3km of them (they're set to 10km in the auto carrier settings)..
At this point, they're pretty much worthless.
Another thing, maybe connected, maybe not. When I assign said fighters to protect a given ship, they don't do anything. They follow, but only idle when the target ship is attacked....
Is it something with the actual attack script?
But fighters still don't do anything. They launch, then idle. Even with an enemy ship within 3km of them (they're set to 10km in the auto carrier settings)..
At this point, they're pretty much worthless.
Another thing, maybe connected, maybe not. When I assign said fighters to protect a given ship, they don't do anything. They follow, but only idle when the target ship is attacked....
Is it something with the actual attack script?
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That doesn't sound right. The prize ship was already in the game files - there's no reason for any mod to make it somehow become some other ship. A script certainly wouldn't do it - only a modification of TShips or the Mission Director file would do that. I don't think ADS mods TShips, either, and the tiny change to TShips in MARS won't do what you're saying.
Do you have any other mods or scripts installed?
Do you have any other mods or scripts installed?
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They are the only two scripts I have installed, I did install the OOS rebalance, but my PC could not run it. I just copied back the clean Scripts and t folder and then copied MARS and this script into those folders. I have not touched the mission director folder and MARS was the only thing to change TShips. I will check teh MARS thread.
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Another suggestion. This time goes to "Wing" configurations. The logic I use to setup/select my fighters is basically configuring them against specific targets by creating homogenous speed wings with adecuate weapons to kill the average target that travels at that speed. That gives minimum interception time (and usually kill time also).
When I instruct "Clear Sector" or the "Send Attack Wing" the resulting wings usually contain one of my Slow Heavy Bombers, making them very slow at intercepting some targets.
The Mixed wings created based on Thread Level are nice for the "Clear Sector" (And Protect Target) but as the "Send Attack Wing" requires a Target I wonder if we could get some extra options to only consider fighters that are as fast as possible against that particular target.
I was thinking on how to do this from your script PoV and this is the suggestion I came with:
- Allow for a Carrier Based Option on Hangars ("Setup Fighters", probably) to "Match Speed of Target on Attack Wings" which would be the minimum speed (0 disable this option, 100% default value) a figher should have to qualify for belonging to an Attack Wing against a given target (A typical value of 150% would yield adequate intercept speed wings). Notice that this option just signals a preference... If at some point, there are not enough fighters to fullfill the Threat MUltiplier (see below) the Wing will be configured ignoring this option, as it's the responsability of a Carrier Commander to not strech thin his fighter complement.
Collaterally I would also create another Option Parameter on "Setup Fighters" to control the Threat Level multiple an Attack Wing should honor:
- Threat Level Multiplier (Default 3). The ammount of "Fighter Power" each "Attack Wing" configuration will try to match. It's a multiplier based on the basic Threat Level of your target... A value of 3 will make an Attack Wing against a M3 to be made of 3xM3.
I was also thinking on a way to tell ADS to NOT use specific fighters against specific targets (Namelly, Xenon, Khaak and Yaki) but that would require someking of Flag Labelling system that will make ADS a bit more complex than you have already expressed ADS is meant to be.
EDIT: Clarified some concepts
EDIT2:
Could also rock that an Attack Wing configured like above would show a "preference" for similar targets as the original one selected by the Commander once the current one is destroyed.
When I instruct "Clear Sector" or the "Send Attack Wing" the resulting wings usually contain one of my Slow Heavy Bombers, making them very slow at intercepting some targets.
The Mixed wings created based on Thread Level are nice for the "Clear Sector" (And Protect Target) but as the "Send Attack Wing" requires a Target I wonder if we could get some extra options to only consider fighters that are as fast as possible against that particular target.
I was thinking on how to do this from your script PoV and this is the suggestion I came with:
- Allow for a Carrier Based Option on Hangars ("Setup Fighters", probably) to "Match Speed of Target on Attack Wings" which would be the minimum speed (0 disable this option, 100% default value) a figher should have to qualify for belonging to an Attack Wing against a given target (A typical value of 150% would yield adequate intercept speed wings). Notice that this option just signals a preference... If at some point, there are not enough fighters to fullfill the Threat MUltiplier (see below) the Wing will be configured ignoring this option, as it's the responsability of a Carrier Commander to not strech thin his fighter complement.
Collaterally I would also create another Option Parameter on "Setup Fighters" to control the Threat Level multiple an Attack Wing should honor:
- Threat Level Multiplier (Default 3). The ammount of "Fighter Power" each "Attack Wing" configuration will try to match. It's a multiplier based on the basic Threat Level of your target... A value of 3 will make an Attack Wing against a M3 to be made of 3xM3.
I was also thinking on a way to tell ADS to NOT use specific fighters against specific targets (Namelly, Xenon, Khaak and Yaki) but that would require someking of Flag Labelling system that will make ADS a bit more complex than you have already expressed ADS is meant to be.
EDIT: Clarified some concepts
EDIT2:
Could also rock that an Attack Wing configured like above would show a "preference" for similar targets as the original one selected by the Commander once the current one is destroyed.
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None of my ships launched through this mod from my panther will dock. They all piss about around the back of the ship and constantly switch from the dock command, to either target the target of my ship (which is nothing) or "Retreat". They will not dock, and nothing I've tried to do will get them to dock again.
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I've got this problem too, but i haven't installed ADS yet... Are you running any others mod?Marodeur wrote:If my carrier is set to automated mode and a fighter gets destroyed i get a message from "unknown" with no text in it?!?
Q: Why isn't this script in script library? Or am I blind?
I am not very good in english, so please, forgive me...
I would LOVE to check this out BUT...
As he said the download that was given at the start of this no longer works. Is there a new way to get this?
Thanks folks for letting us pirates play too. LOL
Thanks folks for letting us pirates play too. LOL
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And YES Christians play games to and this one is really fun I must say. LOL
And YES Christians play games to and this one is really fun I must say. LOL
dmichailcz wrote:I've got this problem too, but i haven't installed ADS yet... Are you running any others mod?Marodeur wrote:If my carrier is set to automated mode and a fighter gets destroyed i get a message from "unknown" with no text in it?!?
Q: Why isn't this script in script library? Or am I blind?
Hm, ok. Yes i have installed other mods and scripts. To much to remember them all and post them at work.