[X3LU] Anarkis Defense System - Joubarbian Edition (1.05)

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

mcal9909
Posts: 71
Joined: Thu, 22. Jul 10, 05:50
x3tc

Post by mcal9909 » Mon, 28. Mar 16, 06:46

What are the chances of you collaborating with Litcube and getting some of the MLCC functionality tied in with this? Being able to combine the two would be awesome. I imagine it being something like CODEA + Equipment Manager + Security and Emergency Services by Lucike all combined into one. Along with Mayhem you got one hell of a package there.

I know im dreaming but that would be great :)

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe » Mon, 28. Mar 16, 08:59

The only thing MLCC and ADS have in common is the security concept (security ships in MLCC and the Defense Grid in ADS). There's a good reason why MLCC ships are not taken into account by ADS ; it does't make sense to use the features of both systems on one ship. I don't see well how you could combine them, but I'm no MLCC expert.

mcal9909
Posts: 71
Joined: Thu, 22. Jul 10, 05:50
x3tc

Post by mcal9909 » Mon, 28. Mar 16, 12:20

I do see the point in keeping them seperate as MLCC is suppose to be a personal rapid response, but MLCC's extensive rules of engagement for all the ship types has some amazing possibility's. Anti Fighter Frigates, Anti Capital Frigates, Anti Capital Carriers and Anti fighter Carriers for example. The Missile use rules, and ability for a carrier to retreat and restock fighters once a certain loss threshold has been reached.

Adding something to Defence Grid so you can automatically respond to security complaints from explorers and traders using the threat/strength rules that ADS already has would be an awesome feature.

I know what ya gonna say, i should learn x3 scripting and do it myself but Im getting old and my brain hasn't been used for such things since my d2 bot scripting days. (even though im considering it)

I love automating things even if its done in a balanced way by costing alot of time and credits to setup), less micro management in x3 is only a good thing right?

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe » Mon, 28. Mar 16, 14:24

I know what ya gonna say, i should learn x3 scripting and do it myself
No, I generally say that to people who are used to ask for stupid things and make 20 requests per day (or ask 20 questions that are answered in the wiki).

That would be a good idea to find a certain "balance" between MLCC and ADS...

ROE could be implemented, for each Defense Grid member ; then it would react only when the targeted class is encountered.

Auto-restock could also be implemented, especially with the Energy Pool feature.

... but that's too much work :) And I don't really want to add stuff that MLCC already manage. For me, ADS and MLCC are complementary.

hanuland
Posts: 138
Joined: Tue, 27. Oct 15, 00:26
x4

Post by hanuland » Fri, 1. Apr 16, 19:47

Stations cannot be automated anymore. It was very buggy and quite useless. Use the defense grid or the MLCC to defend your sector, or manual commands.
I don't think so.

That feature is very useful for me.

You removed important thing.

Stations is strong, Carrier is very weak.

Especially, in Mayhem, this feature is more need for defensing sectors.

If you want why, I can show why need this feature.

You removed half of ADS!

User avatar
OneOfMany
Posts: 448
Joined: Thu, 15. May 14, 14:25
x4

Post by OneOfMany » Sun, 3. Apr 16, 13:51

Hi Joubarbe,

I exported a recent game where I coloured one of my carriers names orange via this mod, and when trying to import onto a clean install, it bugs out saying i have a bad colour/character in the export.

Having removed the offending colour and left the ship as standard, I retried the E/I and still get the same error.

Any thoughts.

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe » Sun, 3. Apr 16, 14:05

I just tried an E/I in my main game without problems. I doubt it comes from ADS or Mayhem.

Bear in mind that E/I doesn't state that it is a colour problem. It says it may be related to colour or nomenclature.

User avatar
OneOfMany
Posts: 448
Joined: Thu, 15. May 14, 14:25
x4

Post by OneOfMany » Sun, 3. Apr 16, 16:46

I'll run through all of my ships and strip all formatting and see if that works.

ussdefiant
Posts: 46
Joined: Thu, 13. Aug 09, 21:57
x4

Post by ussdefiant » Thu, 14. Apr 16, 18:48

Apologies for posting in here, but hitting New Reply in the Mayhem thread is just kicking me to the front page of the forums for some reason.

Anyway, i just updated Mayhem to 1.10 from 1.09, and now the entire sector map is revealed and the two new STs i just made are starting at lvl 25 for some reason. is this some testing flag that wasn't turned off?

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe » Thu, 14. Apr 16, 19:35

Yep, the cheat were activated. Sorry for that. I reuploaded 1.10 but you can just go to the t file and deactivate them (put 0).

ussdefiant
Posts: 46
Joined: Thu, 13. Aug 09, 21:57
x4

Post by ussdefiant » Tue, 3. May 16, 22:16

awww, installed ADS and apparently the Defense Grid only protects sectors, and not ships. I wanted something that'd sic my gang of 5 corvettes on these Phanon/Pirate jokers that insist on blowing up my Station Agents :(.

BTW, what does a red ! mean next to my ships in the Defense Grid screen?

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe » Tue, 3. May 16, 22:32

They don't have enough e-cells to protect the sectors they are supposed to protect.

User avatar
Dr2i
Posts: 779
Joined: Sun, 12. Feb 12, 21:18

Post by Dr2i » Tue, 8. Nov 16, 21:59

Joubarbe,

You say "All NPC related stuff have been completely ignored and unchanged. "
In the original ADS, the author mentioned that mechanics should repair ships.

But in my griffon carrier I have two aamon ships one with 97% hull and another with 87%. The carrier has mechanics onboard but the aamon do not seem to repair. Is it a bug or did you choose to leave out this feature?
Here is a save: https://www.dropbox.com/s/lhjurqdhpi3jon7/X01.sav?dl=0
I'm naturally unfriendly sometimes. Don't take what I say too badly.

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe » Tue, 8. Nov 16, 22:44

There's a special tab to repair your docked ships. It costs money.

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe » Tue, 15. Nov 16, 13:47

1.02 Released

Added compatibility with Mayhem. Now you must repair your ships with resources if you have Mayhem 2 installed. The rates are the same as in any Sanctuaries, but it can be modified in the t file 9972.
Last edited by Joubarbe on Sun, 26. Feb 17, 10:54, edited 1 time in total.

hanuland
Posts: 138
Joined: Tue, 27. Oct 15, 00:26
x4

Post by hanuland » Sun, 27. Nov 16, 15:26

Where are you? :)

hm.. I think that ADS is one of most important thing in Mayhem2.

It would be better if ADS were to maintain the function of a quantum jumpgate extension.
Currently, ADS ships ignore functions such as jump beacons or sector center jumps.

hanuland
Posts: 138
Joined: Tue, 27. Oct 15, 00:26
x4

Post by hanuland » Tue, 29. Nov 16, 11:45

one more thing.

I have been using TM as member of ADS since LU 1.7.0

The TM was mostly usable as a small and cheap carrier.
However, TMs are sometimes destroyed or made an emergency retreat by attacking together with fighters.

In my opinion, it would be better for the carriers to avoid attacking in ADS.

Mr.Poseidon
Posts: 8
Joined: Tue, 30. May 17, 14:22

Post by Mr.Poseidon » Fri, 23. Jun 17, 21:42

How in the world do you hire mechanics? I've checked every forum for every version of the mod and can't find any info other than must be in a friendly sector with a trading station. Can't find any menus even referring to them :/

Is it also possible to to hire mechanics for stations to repair carriers?

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe » Fri, 23. Jun 17, 21:50

Mechanics? I don't recall this feature on this mod...

Mr.Poseidon
Posts: 8
Joined: Tue, 30. May 17, 14:22

Post by Mr.Poseidon » Fri, 23. Jun 17, 22:09

Oh, they were removed? how do you repair then? I see the option and the cost but i can't get it to do anything...

Post Reply

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