Anarkis Defense System - Real Wings Edition v1.16

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
Nicoman35
Posts: 681
Joined: Thu, 17. Nov 05, 13:12
x3tc

Post by Nicoman35 » Mon, 27. Oct 14, 18:59

zanzal wrote:Thanks! Installing ECS and Anarkis Libraries fixed it. I was able to locate them on the X3Downloads site.
Hey, thanks to your hint, I realized that they were not deleted, but only hidden well :). The download links are fixed now.

Midnightknight
Posts: 418
Joined: Sat, 12. Jun 10, 11:49
x4

Post by Midnightknight » Thu, 30. Oct 14, 15:01

Well i use it from some time again now and i have issues with it.

When i put the automated carrier command into the extanded commands my carrier is just completely stuck. He do absolutely nothing and when i give him orders like "Go in this sector" he start to move then stop becoming inactive again.

When i remove the ADS automated carrier, all go back to normal.

Nicoman35
Posts: 681
Joined: Thu, 17. Nov 05, 13:12
x3tc

Post by Nicoman35 » Thu, 30. Oct 14, 23:38

Midnightknight wrote:Well i use it from some time again now and i have issues with it.

When i put the automated carrier command into the extanded commands my carrier is just completely stuck. He do absolutely nothing and when i give him orders like "Go in this sector" he start to move then stop becoming inactive again...
Thank you for the feedback, I will look into this, but it may take a while, as I do not play X3 at the moment. I also have only little time for PC due to RL, so do not wait for it. All I can "offer" at the moment is: Anyone willing to have a look at the code is welcome to do so and debug / alter.

Midnightknight
Posts: 418
Joined: Sat, 12. Jun 10, 11:49
x4

Post by Midnightknight » Fri, 31. Oct 14, 10:37

Well not sure my understanding of X3 allow me to alter this script lol. Maybe start with something simplier.

Anyway knowing if it's only an issu i have could help a lot i guess cause i'm the only one reporting it looks like. And it was working fine before i reinstall everything so i don't know if it's cause of a new version or what.

Midnightknight
Posts: 418
Joined: Sat, 12. Jun 10, 11:49
x4

Post by Midnightknight » Mon, 3. Nov 14, 13:24

Back on this, so i tried a few things around and what don't work in my game are.

When i put the automated carrier command in additionnal chips commands (the same place you put mosquito def) it simply wipe every order you give to the carrier. That make it stand where it is in inactive mod. I tried make it jump or follow me, the order is taken 2 sec before being cleared. I remove the command all work well again but no more auto launch of fighters. That worked well in my older game so is it broken with an update?

Secondly i put a group of M6 and M8 in my Aran to go wipe a terran sector.
I used then the clear sector command and it asked if i want fighters, bombers or both. I said both and the aran didn't send any bomber at all.
My 2 Otas Australs were still in the hangar, docked and waiting full of tomahawks. In the setup they are active and tagged as bomber but i can't make them be thrown into fight.

I'll try to figure what's wrong in the script if i can, but there are a lot of pages >.<

rmazurek
Posts: 87
Joined: Tue, 13. Aug 13, 04:04
x3tc

Post by rmazurek » Sat, 15. Nov 14, 01:21

Is it possible to hire mechanics for stations that are in sectors without friendly trade station or transfer mechanics from carriers?

EDIT: Just found workaround. Create trade station using cheat codes, hire mechanics and destroy trade station.

Midnightknight
Posts: 418
Joined: Sat, 12. Jun 10, 11:49
x4

Post by Midnightknight » Sun, 16. Nov 14, 09:20

It should be possible to remove the check for station when recruiting easily too.

Nicoman35
Posts: 681
Joined: Thu, 17. Nov 05, 13:12
x3tc

Post by Nicoman35 » Sun, 16. Nov 14, 13:20

Midnightknight wrote:Secondly i put a group of M6 and M8 in my Aran to go wipe a terran sector.
I used then the clear sector command and it asked if i want fighters, bombers or both. I said both and the aran didn't send any bomber at all.
My 2 Otas Australs were still in the hangar, docked and waiting full of tomahawks. In the setup they are active and tagged as bomber but i can't make them be thrown into fight.

I'll try to figure what's wrong in the script if i can, but there are a lot of pages >.<
There is an option regaridng the bomber wing size. If I recall correctly, no bomber wings will be started, if there are less bombers than designated wing size....
rmazurek wrote:Is it possible to hire mechanics for stations that are in sectors without friendly trade station or transfer mechanics from carriers?

EDIT: Just found workaround. Create trade station using cheat codes, hire mechanics and destroy trade station.
I overtook this feature from the original script, kinda role playing feature :). But it should be possible to transfer personell from a carrier.
Or cheat, like you did.
A simple check remove will not work, as there has to be real personell to be transfered to the station. Anyway, a workaround should be easy enough. Tell me, if you need any more detailed info.

rmazurek
Posts: 87
Joined: Tue, 13. Aug 13, 04:04
x3tc

Post by rmazurek » Sun, 16. Nov 14, 21:07

Just noticed that there is option to transfer mechanics from carrier to carrier, just as marines and other personel. Unfortunatelly there is no such option on stations. Actually why is it this way? It looks like kind of the same thing. Would it be complicated to make such feature in next version?

BTW Just discovered automatic renaming option. I spent hours for that previously. A HUGE timesaver :D

Nicoman35
Posts: 681
Joined: Thu, 17. Nov 05, 13:12
x3tc

Post by Nicoman35 » Wed, 19. Nov 14, 23:41

rmazurek wrote:Just noticed that there is option to transfer mechanics from carrier to carrier, just as marines and other personel. Unfortunatelly there is no such option on stations. Actually why is it this way? It looks like kind of the same thing. Would it be complicated to make such feature in next version?
Hm, there SHOULD be an option on stations too. Sure, that you have a suitable carrier within transporter range from the station?
Or do you mean transfer from station to station?

rmazurek
Posts: 87
Joined: Tue, 13. Aug 13, 04:04
x3tc

Post by rmazurek » Thu, 20. Nov 14, 00:01

From carrier to station. Carrier is docked to station and use opotion "trade".

Nicoman35
Posts: 681
Joined: Thu, 17. Nov 05, 13:12
x3tc

Post by Nicoman35 » Thu, 20. Nov 14, 12:39

Will check that, thanks for Feedback.You play AP, right?

rmazurek
Posts: 87
Joined: Tue, 13. Aug 13, 04:04
x3tc

Post by rmazurek » Thu, 20. Nov 14, 13:17

TC

BTW: Is it intended or a bug, that if is set autmated ADS then any other orders are ignored? Actually not ignored but disabled after several seconds.

For example: If I set ADS on carrier and order it to jump to another sector, it starts procedure ("jump device charging... 10%... 20%...) and order is disabled before it makes jump.

The same is for any other order I tried on carrier and for differend ships.

Nicoman35
Posts: 681
Joined: Thu, 17. Nov 05, 13:12
x3tc

Post by Nicoman35 » Thu, 20. Nov 14, 23:09

rmazurek wrote:TC

BTW: Is it intended or a bug, that if is set autmated ADS then any other orders are ignored? Actually not ignored but disabled after several seconds.

For example: If I set ADS on carrier and order it to jump to another sector, it starts procedure ("jump device charging... 10%... 20%...) and order is disabled before it makes jump.

The same is for any other order I tried on carrier and for differend ships.
PHEW, this is one of the most complicated things I stumbled upon when I did my autocarrier script.
Remember, that I tryed to keep wing fighter losses as low as possible when I did ADS-RWE.

In the original ADS, autocarrier runns on a higher task, while all tasks you order the carrier to do, will run on task 0 (the base task).
The autocarrier is executed no matter what you do with the carrier. When I played around with this variant, I found it difficult to handle. Why?
Imagine, you fly the carrier around in a sector, and a bunch of enemies comes into radar range. The carrier responds to the threat by sending his ships out to intercept the threat.
Meanwhile, you deceide to jump a coupple of sectors away to dock at some station to do some job.
The enemies in the original sector are wiped out. And now - what? Should the fighters capable of jumping jump directly back to the new sector where the carrier is in, or should they stick whith the ones that can not jump and fly back all the way back to the carrier? What, when some Xenon sector lies on the flight route?
This example is only one of many many possibilities that could occur, when player and autocarrier act independently. Or autocarrier with some other task, such as the regular patrol.
When I saw the results of the original ADS autocarrier, I was not pleased.
It would require a HUGE brain to overcome any thinkable situation to keep wing fighters at least reasonably safe.
I do not say it is impossible, but it would mean a shitload of work. Complicated work. I tried, but it was beyond me. I am simply not capable of doing such a 'brain' script.

Another problem is that parts of ADS-RWE I wrote earlyer would conflict with a player controlled autocarrier. At that time, I did not know that I would rework ADS almost completely. Llittle coding experience did the rest. Programming is a lot more complicated than it seems first....

So, I made another approach to the autocarrier. If it is called autocarrier, then why not let the carrier act completely autonomously with only few patrol options? Keep things simple.
So - basicly, if you set a carrier to autocarrier, you are not supposed to sit in that carrier. The carrier is supposed to be left alone and do it's job. It will basicly override any imputs you do.

And now I almost am no longer active coding for X3 due to lack of time. I might grab ADS-RWE when I will be in a mood, but not in the near future. :wink:

rmazurek
Posts: 87
Joined: Tue, 13. Aug 13, 04:04
x3tc

Post by rmazurek » Thu, 20. Nov 14, 23:27

Yes, I thought about this issues myself.

Maybe another approach: make ADS versions of jump command and maybe some other? It would work this way that first dock fithers to carrier, next execute command. Would be complicated?

Nicoman35
Posts: 681
Joined: Thu, 17. Nov 05, 13:12
x3tc

Post by Nicoman35 » Fri, 21. Nov 14, 17:24

rmazurek wrote:Yes, I thought about this issues myself.

Maybe another approach: make ADS versions of jump command and maybe some other? It would work this way that first dock fithers to carrier, next execute command. Would be complicated?
I already implemented that by allowing to define a patrol route for the autocarrier. You choose the sectors to patrol, along with some other options (illuminate the sector with advanced satellites).
It SHOULD now be able to jump from sector to sector, waiting for any fighters to dock first. I did not test this extensively, as well as the grid network. Check them out.....

EDIT
Regarding transfer of personell to a docked station.... it works, I just checked.
You got to call the Crew Duty Management, there you are able to transfer crew back and forth.

Midnightknight
Posts: 418
Joined: Sat, 12. Jun 10, 11:49
x4

Post by Midnightknight » Tue, 25. Nov 14, 15:24

Well maybe the simpliest thing is to put orders into queue untill the fighting in the carrier is done. So you avoid most of the issues, and simply forbid ADS on player ships which if i remember can't work on original ADS either.

The main issue with your approach is you can't use the carrier for anything except patrol. I used an old version of your script last year with which i could put my Aran in a main fleet as a supplier and carrier, and when the fleet jump somewhere to engage all work fine. The aran launched his 10 Hyperions and 10 Scirion while resuplying my M7/M2 when backing.

Another use was in UFJS i used the aran with 10 falcon miners while it was set on auto carrier with a sciron/m8 wing to protect while mining Nividium

Now all this can't work anymore and it's a few uses i had about it.


Anyway, on another issue, directly linked to what you had in the script and is awsome, i ran a bit with the station def and was a bit despointed.
I tryed to set one in manelaus paradise and actually it's pretty useless.

The fact is you can't use M8 OOS ... Cause they can't fire missiles. So having a bomber wing sitting there with your dock full of tomahawks and the base set on resupply don't help much. And you can't asign M7 or M2 for the script. (Same issue with the aran, you can't put a M7 or M2 on the large dock bay).
Why is it an issue? Cause in AP You have sh*t load of M7 patrolling everywhere, specially xenons. And the rest can be wiped by a couple of laser turrets. (Yeah put 5 laser towers with a satellite somewhere and anything smaller than a Q with is wing will be wiped and pack 30 of them even a J will be thorned). And it's really cheaper than buying a dock and puting a few M6 inside who will be destroyed engaging stupidely a J.

So allowing the script to manag M2 of M7 would be the simple way to do cause right now i can't find anyuse for my defense dock lol/

rmazurek
Posts: 87
Joined: Tue, 13. Aug 13, 04:04
x3tc

Post by rmazurek » Tue, 25. Nov 14, 15:56

Checked patrol - it works. However still it would be good to be able to make jump to another sector that is not on patroll list. Keep forgeting to disable ADS first.

Marines transfer works too. However only from carrier to station. It's impossible to make transfer between station and TP.

One more question as I don't think it was mentioned. Does ADS use Mosquito Missiles Defence or something similar? Not sure if ADS fighters are protected against enemy missiles and it's rather important, specially with XRM. If I set it manually then I get a lot of messages about disabling it as fighters often use all the missiles (usually set 100% chance of using missiles).

The same about drones. Do they use drones in combat?

Nicoman35
Posts: 681
Joined: Thu, 17. Nov 05, 13:12
x3tc

Post by Nicoman35 » Tue, 25. Nov 14, 23:03

rmazurek wrote:Marines transfer works too. However only from carrier to station. It's impossible to make transfer between station and TP.
No wonder, TP is not supposed to work with ADS, only: TM, TL, M7, M1, M2.

rmazurek wrote:One more question as I don't think it was mentioned. Does ADS use Mosquito Missiles Defence or something similar? Not sure if ADS fighters are protected against enemy missiles and it's rather important, specially with XRM. If I set it manually then I get a lot of messages about disabling it as fighters often use all the missiles (usually set 100% chance of using missiles).

The same about drones. Do they use drones in combat?
Yes, and yes. I used a slighly modified version of missile defense mosquito for all ADS fighters, if they have Fight Command Software MK1 & MK2 aboard and needed missiles (mosquitos or poltergeists)...hm, should comment this somewhere in the hangar menu or so...
Drones are used to intercept havier load missiles and as a decoy when a ship is demage too much and flees back to the carrier. You should idetyfy them, they are called either ADS - missile interceptor or ADS - distractor.
I just see there is also ADS - assault assistance. Don't recall what they are used for lol...I'm getting old. Will check this.

Midnightknight wrote:Well maybe the simpliest thing is to put orders into queue untill the fighting in the carrier is done. So you avoid most of the issues, and simply forbid ADS on player ships which if i remember can't work on original ADS either.

The main issue with your approach is you can't use the carrier for anything except patrol. I used an old version of your script last year with which i could put my Aran in a main fleet as a supplier and carrier, and when the fleet jump somewhere to engage all work fine. The aran launched his 10 Hyperions and 10 Scirion while resuplying my M7/M2 when backing.

Another use was in UFJS i used the aran with 10 falcon miners while it was set on auto carrier with a sciron/m8 wing to protect while mining Nividium

Now all this can't work anymore and it's a few uses i had about it.
Hmmm... ok ok, when I am able to work again on ADS, I will see what I can do about an option, where you are able to switch the autocarrier between completely autonomous, and allowing other actions when switched on....

Midnightknight wrote:Anyway, on another issue, directly linked to what you had in the script and is awsome, i ran a bit with the station def and was a bit despointed.
I tryed to set one in manelaus paradise and actually it's pretty useless.

The fact is you can't use M8 OOS ... Cause they can't fire missiles. So having a bomber wing sitting there with your dock full of tomahawks and the base set on resupply don't help much.
Will check this, although if I recall right I tested M8 OOS.... at least on TC, which I am playing. Although it might have something to do with turrent behaviour...

Midnightknight wrote:And you can't asign M7 or M2 for the script.
Huh, you mean ADS and its commands are not accessible on an M7 and M2??

Midnightknight
Posts: 418
Joined: Sat, 12. Jun 10, 11:49
x4

Post by Midnightknight » Tue, 25. Nov 14, 23:55

Hum no they work fine on M7 and M2 but you can't allocate them to the hangar.
If you put 2 M7 on your dock you don't have the option to manage them through ads and then your dock will never send them in a defensive or attack wing.

When original ADS was realeased no ships could dock an M7 or M2 so it's a normal behaviour, but since AP you can have the Aran and now that you can run it on stations, your HQ or an eq dock can hold 1 2 or more cap ships. And the issue is the script don't manage them he only see M5-M3,TP/TM/TS/M8 and M6. You can trick the script to asign homebase of M7 by using the "apply to all docked ships" but you cannot add them in the hangar no matter what.

Edit: And for your drones ADS assault assitance i saw them thrown by a station in help of my M6 wing to attack a Q. So i guess it's the trick ^^
Are they using MK2 or keris too?

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”