[SCRIPT] Anarkis Defense System - v2.65.1 - [2010-08-13]

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Serial Kicked
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[SCRIPT] Anarkis Defense System - v2.65.1 - [2010-08-13]

Post by Serial Kicked » Thu, 14. May 09, 17:43


==================
Anarkis Defense System
==================


:arrow: Improved Carrier Handling
  • The script adds various commands for the M7, M1, TM and TL class ships to manage docked ships. You can easily rename, assign homebase to, and setup your docked fighters in a few clicks. You can also send offensive and defensive wings, clear a sector, or dock all your ships at once. Moreover, you can have fully automated carriers for your patrols, fighters will be repaired by mechanics, wings will be sent against foes automatically and warnings will be sent to the player when the carrier is in danger.

    Your carrier needs the "Carrier Command Software" installed for ADS to be enabled. Fighters will dock faster if they have a transporter device.

    This script is complementary to the M.A.R.S. (Motion Analysis Relay System) turret and drone script. Use both ADS:AutoCarrier and MARS:auto-collect-loot commands in a Xenon sector to see what I mean. ADS also allows to setup docked ships turrets to MARS.
:arrow: Station Orders
  • [ external image ]

    Moreover, player owned Trading Stations, PHQ, Equipement Docks and Military Outposts now have a real use as you can enable ADS on them to protect your sector from any enemy activity.
:arrow: ADS Manager
  • [ external image ] [ external image ]
    To manage your fleet the ADS Manager menu has been added. It allows you to manage all your military fleet and docks: you can toggle ADS Automated Mode on/off, give direct orders, and monitor your sectors. Moreover, this is a dynamic menu, data are refreshed in real-time, so you can monitor your carrier list for alerts while using SETA.

    If you are targeting one of your carrier or dock, then you'll get a menu to give orders to this object, otherwise you'll get a list of your compatible carriers and dock to choose from.

    To access the ADS Manager, you'll have to use an hotkey you can set in the Controls, around the end of the interface page.
:arrow: Defense Grid
  • [ external image ][ external image ]

    The Defense Grid system will monitor every sector the player has a factory in for enemies. ADS Compatible stations will still send squadrons to defend their own sectors, but in addition, ships you have linked to the grid will jump to defend endangered sectors.

    Ships linked to the defense grid will continue to do their business as usual when there’s no alert. If a sector is under attack, those located in a 6 jump radius will jump in to deal with the threat, jump back and resume previous order/patrol. If you have a M2 patrolling in Argon Prime and an alert is occurring in Ore Belt, it will jump to Ore Belt, kill the enemies, jump back to Argon Prime and resume patrol.

    Energy cells will be directly bought from player’s money account and beamed to the ships at increased cost (x2). Any player owned big ship can be linked to the Grid, this includes M6, M7, M2, M1, and TL ships.
:arrow: Main Features
  • Include much needed carrier commands like : dock all, clear sector, send wing to defend/attack
  • Automated Carrier command to be added to your patroling carriers
  • Sector Defense command to be used on docks with a bunch of docked fighters to defend your sectors
  • Those commands are highly effective against any foe and are 100% automated
  • Very easy to setup, you can even copy settings from a carrier to others in a few seconds
  • Apply homebase, turret, jump, missile, ..., settings on all the docked ships at once
  • Quick keyboard shortcuts for your personnal carrier
  • Train your Marines in your M1 and Stations
  • You can hire mechanics to repair your docked ships
  • Ships use the transporter device to teleport into the carrier
  • A warning message (audio or text) is display when a carrier is in danger
  • Fast & Easy buying and selling of wares from/to the carrier
:arrow: Download and Links
:arrow: Compatibility
  • For those who are wondering, this script is compatible with CODEA, as long as you don't use both on the same carrier! Apart from that, it should be compatible with anything that doesn't use the same command slots as ADS.

    ADS has been designed to work well with the M.A.R.S. script (from Gazz)
Last edited by Serial Kicked on Sun, 27. Apr 14, 08:43, edited 22 times in total.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

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Post by Serial Kicked » Thu, 14. May 09, 17:43

Commands used :
COMMAND_TYPE_GENERAL_30 to 36
COMMAND_TYPE_STATION_37 to 38
COMMAND_TYPE_SHIP_37 to 38

Textfile used : 8510

Supported languages :
- English
- French
- German (Thanks to Marodeur)
- Italian (Thanks to Xangar)
- Polish (Thanks to BlueBerry SheWolf and Yacek).

Changelog
v2.65 - Barracks and Menu Overhaul
(+) [Automated Defense System] General settings added
(+) [Commands - Carriers and ships] Allows automated mode on the playership
(+) [Commands - Carriers and ships] Marine Barracks (training and repairs)
(*) [Commands - Carriers and ships] Docking order not always using the Transporter Device
(+) [Defense Grid] Defense Grid ships jump to the nearest gate from the threat
(+) [Defense Grid] A message can be displayed when a sector protected by the grid is under attack
(*) [Defense Grid] Bad carrier management
(*) [Defense Grid] Defense Grid unable to use ships who don't have orders
(+) [Menu System] Menu Overhaul
(*) [Menu System] Pressing the manager hotkey several times shouldn't trigger several menu
(*) [Menu System] Inaccurate threat level diplayed on the Defense Grid Manager

v2.60.1 - Hotfix
(*) Fixed : Carriers/Stations unable to handle M6 and bigger
(*) Fixed : Docked ship setup menu causing a reset of carrier' settings

v2.60 - Defense Grid Beta
(+) [Commands - Carriers and ships] Add a selection menu to attack / defend wing orders
(+) [Commands - Carriers and ships] ADS should handle carriers able to dock big ships better
(+) [Automated Defense System] Implement the Defensive Grid system
(+) [Menu System] Defense Grid menu for the ADS Manager
(*) [Commands - Carriers and ships] Docking order not always using the Transporter Device

v2.55 - Superbox Release (Stable)
(+) Compatibility check with X3TC 2.7.1 done
(+) New "ADS Manager" Menu System
(+) Now uses the ECS library (included)
(+) Added ECS newsfeed displaying recent alerts
(+) Added uninstaller
(+) More efficient default settings for stations
(+) The "Defend Wing" order is more efficient at protecting the target.
(+) Lib: Ion disruptor weapon probability reduced to 1/3 [anarkis.lib.armturret]
(*) Fixed : Manually renamed ships are reset to default after a carrier command [2.05]
(*) Fixed : Ships on "Defend Wing" order ignoring the "dock all" command [2.10]
(*) Fixed : "Hull check" task slow down the "Dock All" procedure
(*) Hotfix : Active/Inactive settings reset each time the setup menu is open
(*) Hotfix : Buy/Sell wares ignoring active/inactive settings.


v2.50 - Stable Release [YA Release]
(+) Polish support added
(+) Compatibility with NPC ships
(+) Libraries upgraded, may improve CPU usage and correct some trivial bugs

V2.10 - Stable Release
(+) Ability for the auto.carrier/station to wait before docking ships (idea from Marodeur and Ezra)
(+) While waiting, ship wings will regroup around the carrier / station
(+) Target selection mechanism improved so you won't have far away wings doing nothing
(*) Fixed : The "Audio" alert message was delaying the carrier response to threat
(*) Fixed : Bug preventing the biggest wing to protect endangered carrier in some situations
(*) Fixed : Debug log was enabled by default

v2.05 - Stable Release
(+) Automated Carrier / Station Defense logic is more efficient
(+) New carrier command : Sell Wares
(+) New carrier command : Buy Wares
(+) Rewritten management menu
(+) Improved library making ADS easier to use in 3rd party plugins
(*) Fixed : Issues with wing number in Auto Mode (no more duplicate / null wings)
(*) Fixed : Minor text issues
(*) Fixed : TS/TP.. ships with the carrier as homebase were put into it when using a Dock All order

v2.01 - Initial Release (comparative to 1.41 for X3 Reunion)
(+) Can now be used on any dock owned by the player
(+) Wings dispatched by the AutoStation/AutoCarrier command are a bit more clever
(+) This script can now be used as a library to enable ADS in a 3rd party script/plugin
(+) Uses the new menu system
(+) You can now hire mechanics to repair the docked ships and the carrier
(+) Improved mass renaming and mass homebase assignement
(+) Allows to setup docked ships in mass (auto/emergency jump, missile, turrets, ...)
(+) Handle MARS turret script if installed
(+) Allows to select what ships will be used by the Auto.Carrier command
(+) More options to setup the auto.carrier command (radar range, targeting mode)
(+) Auto.Carrier battle AI has been improved a LOT
(+) Easy transfert of wares between the carrier and its ships
(+) Ships fly in formation
(+) Ships will take advantage of the transporter device if installed
(+) Menu to locate your carriers running ADS
(+) You can copy ADS settings to all your carriers at once
(+) Additional shortcuts (attack wing, setup carriers)
(+) Auto update added (you won't need to reset auto-carriers anymore)
(+) Dynamic ship naming when performing commands (you'll see in realtime what they are doing)
(+) Biggest wing sent will favor attacking big ships if any
(*) Fixed : Rare docking bug
(*) Fixed : Minor turret issue
(-) Supply command has been removed, it will be improved and added back later
Last edited by Serial Kicked on Tue, 10. Aug 10, 18:52, edited 10 times in total.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

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Post by Logain Abler » Thu, 14. May 09, 18:25

Sounds awesome and a much needed feature :)

LA

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Post by Ninebreaker » Thu, 14. May 09, 18:33

i have been waiting for the TC carrier commands so i can relaunch my conquest of the x-universe with galactica. Glad its back. keep up the good work
I'm Slough Town till they die, It'll be before i do

fud
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Post by fud » Thu, 14. May 09, 19:46

Awesome. Been wondering when this one would be done.


Cheers.

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joelR
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Post by joelR » Thu, 14. May 09, 19:55

Finally!

Now my life is complete!

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Serial Kicked
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Post by Serial Kicked » Thu, 14. May 09, 19:56

Hi fud :)

Yeah long time no see, (i won't steal gazz's topic :p). I'm cut off the internet, so you won't see me a lot, i'm hijacking a friend's computer atm. But i should come once in a while to post updates.
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fud
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Post by fud » Thu, 14. May 09, 19:58

Well, welcome back in any case, even if it's going to be brief. :)

Marodeur
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Post by Marodeur » Thu, 14. May 09, 20:07

Hi Serial.

I finished the translation (yeah, i can be fast... :D )

Only one word left. I need the context.

Code: Select all

 <t id="228">Verbose</t>
Where do you use that word? 1:1 translation doesnt make sense here. :D

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Post by fud » Thu, 14. May 09, 20:13

Verbose

Verbal
Vocal
Voice
???

Does that help.

Marodeur
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Post by Marodeur » Thu, 14. May 09, 20:17

Not really. In german verbose means "speak with many words" and such things.

Maybe its the setting to get spoken messages/warnings but i dont know for sure. Could be for "long messages" too. :)

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Post by fud » Thu, 14. May 09, 20:26

Yeah, I would assume it meant to get vocal confrimation on commands.


Kinda like "Verbose ship computer" in the audio settings. No, and Betty doesn't give you the life story on everything you target/select. :)

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Post by Marodeur » Thu, 14. May 09, 20:29

Thanks for the help. :)

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Post by MutantDwarf » Thu, 14. May 09, 22:13

Not really. In german verbose means "speak with many words" and such things.
That's exactly what verbose means in English. Long-winded, wordy, what have you. Verbal vocal and voice don't mean the same thing as verbose at all.

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Post by Marodeur » Thu, 14. May 09, 22:32

During the translation i found a minor text-bug.

If i transfer wares from the carrier to the ships it writes "xxx unloaded from yyy" in the report.

Code: Select all

 <t id="542">\033W%s %s\033X transfered to \033Y%s\033X</t>
 <t id="542">\033W%s %s\033X unloaded from \033Y%s\033X</t>
I think the second id should be 543 and in the script for the ship to carrier transfer you have to change the id to 543 too. Have that changed already and it works for me now. ;)

@MutantDwarf:
I have found that entry in the game now. I think "Messages" or "Advices" would be a better description.

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Post by Serial Kicked » Thu, 14. May 09, 22:49

Marodeur wrote:During the translation i found a minor text-bug.

If i transfer wares from the carrier to the ships it writes "xxx unloaded from yyy" in the report.

Code: Select all

 <t id="542">\033W%s %s\033X transfered to \033Y%s\033X</t>
 <t id="542">\033W%s %s\033X unloaded from \033Y%s\033X</t>
I think the second id should be 543 and in the script for the ship to carrier transfer you have to change the id to 543 too. Have that changed already and it works for me now. ;)

@MutantDwarf:
I have found that entry in the game now. I think "Messages" or "Advices" would be a better description.
woops thanks for the info (and translation)

Dunno how to translate verbose exactly and it was probably not the correct word. I guess i used it for "debug" or text/audio output or something like that ^^.
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Marodeur
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Post by Marodeur » Thu, 14. May 09, 23:05

Yeah, its the menu headline for the message settings.

And about the translation:
Do you want the t-file to integrate it in your zip or should i open a new thread in the german board for it?

And to translate your good manual will be a work for another 2 or 3 days. ;)



And another problem:
The general commands are ok, but the station and ship commands collide with some scripts/mods/MD missions. That happens in both languages (but with different scripts :D ).

I will change them in the german t-file to ID 1126, 1127 and 1226, 1227. That should work for the english friends too. If i see it right i have to change the setup-script too because these numbers are not in the t-file to read them out?

German list: http://forum.egosoft.com/viewtopic.php?t=216571
English list: http://forum.egosoft.com/viewtopic.php?t=216690

Troubleshooter11
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Post by Troubleshooter11 » Fri, 15. May 09, 01:35

Hiring mechanics...hmm does that require interacting with a NPC station? CODEA for example requires docking with a Military Outpost in order to hire personnel.

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Post by Marodeur » Fri, 15. May 09, 04:12

No, it doesnt need direct interacting. You hire them within the ADS menu. But if i am right there has to be a friendly trading station in the sector.

kelmen
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Post by kelmen » Fri, 15. May 09, 10:20

does this help correct/improve the OOS combat?

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