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[SCRIPT] Anarkis Defense System - v2.65.1 - [2010-08-13]
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jack775544





Joined: 13 Dec 2011
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PostPosted: Fri, 27. Jan 12, 09:25    Post subject: Reply with quote Print

Probe1 wrote:
In Pirate Guild 3 do you get READTEXT named Pirate Carracks flying around? I get that
I don't get any read text errors but i don't think this is the correct thead to discuss the problem Smile


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Sk_2013





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PostPosted: Thu, 29. Mar 12, 03:43    Post subject: Reply with quote Print

Just wondering, but will nothing else be coming out as far as ADS is concerned? JW...

No clue how to improve IMHO. JW.


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Requiemfang





Joined: 16 Jul 2009
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PostPosted: Thu, 29. Mar 12, 04:07    Post subject: Reply with quote Print

there have been no improvements or updates FOR a very long time

the last news of Serial Kicked made on his website can be found here.

http://afmodding.comli.com/news/

pretty much no updates have been made for Pirate Guild, Yaki Armada and ADS.

These scripts are very outdated and still full of bugs that affect gameplay. Some bugs affect the way these scripts run. I can pretty much confidently say unless Sieral Kicked came back and says otherwise that these projects are done with for the moment.


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Sk_2013





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PostPosted: Thu, 29. Mar 12, 05:22    Post subject: Reply with quote Print

Ghar. He's not coming back until rebirth at the soonest.

I'll try to see what I can find. DAD drones needs updated big time, and I've got a half finished missile-switching script I might throw in.

I'm not offering to take over, just saying I'll look into it.

I really don't want ADS to die.

What issues are there (and what needs added?)
I'm not serial kicked, so I'm starting from scratch.

EDIT: Last I checked, he was working on some 8-bit RPGer. Grand Rogue Auto was the name of it.


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>>"How can a King expect his men to follow if he refuses to lead?" - Lelouch, Code Geass (CG)
>>"Bluffing is an important act of all strategies." - CG
>>"When will a war end? When someone wins." - CG
* “In any conflict between nations, there are three wars at any time, that of ships, that of commerce, and that of intelligence. Fall behind in any of these and failure will be inevitable.” - Sk_2013
Therefore: "All war is deception." - Sun Tsu
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Requiemfang





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PostPosted: Thu, 29. Mar 12, 05:51    Post subject: Reply with quote Print

can't remember what was wrong with ADS, but reading back through previous pages might give a clue for what's wrong. I know the major issue with ADS off the top of my head is that there was some issues with the fleet management part of ADS and the station defense response stuff.


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Orfevs





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PostPosted: Sat, 31. Mar 12, 03:26    Post subject: Reply with quote Print

I've had one annoying bug in particular, but easily solved:

The Problem: ADS:Dock all ships.

Jumpdrives engage and drain energy, but refuse to jump because it loops into 'retreat'. So your ship in Pluto starts the long trek to Kingdom End the old fashioned way.

The fix:
Remove homebase from the ships that annoy you, and use the above command again on the carrier. It is best to be OOS from the carrier.

Works for me.


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Nicoman35





Joined: 17 Nov 2005

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PostPosted: Sat, 30. Jun 12, 12:51    Post subject: Reply with quote Print

Continuing discussion from here.



Happyblue wrote:
Nicoman35 wrote:
I am skripting around on the SerialKicked's anarkis defence system. That thing is draining SO MUCH of my brainpower, that all other tasks run rather slow. Laughing
Nice work gnasirator! Thanks for the update.


I would love if someone updated ADS. I so miss those scripts. Sad


UH OH, I have to say, that

1. I am not good at scripting, for me its a bit of brain training. Atm I just have fun getting to know how ADS is working and trying to add one or two features.

2. As I have a lot of things to do irl, I lack the time I would like to have to work a little more on this.

3. The main reason I began changing ADS: I missed a feature where you could tell your defensive squad to concentrate on smaller ships. Because M1 and especialy M2 tend to finnish off the fighter support real quick.

When I got the changes ready, I will post the changed version here. Or will open a new thread. Already asked SerialKicked, but he did not answer me yet. Maybe a moderator coud give me an advice?

@ DrBullwinkle
Once, I ordered my fighters back and one of them got stuck in a loop somewhere. I think it has something to do with the hull and shield dependent retreat limit.
When a fighter reaches the limit and the script orders him to retreat, and then you order all ships back, I think then it could get stuck in al loop. Not certain about that.

cheers

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DrBullwinkle





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PostPosted: Sat, 30. Jun 12, 16:18    Post subject: Reply with quote Print

Happyblue wrote:
I would love if someone updated ADS. I so miss those scripts. Sad


What do you want updated? ADS works fine with AP and many people use it. The only active "bug" that I see is minor and there is an easy solution on page 20. (Or just use a different carrier).

Nicoman35 wrote:
3. The main reason I began changing ADS: I missed a feature where you could tell your defensive squad to concentrate on smaller ships. Because M1 and especialy M2 tend to finnish off the fighter support real quick.


I have never seen the "attack fighters" script work properly, so you would have to create your own autopilot script if you really want to change the behavior. It is not impossible, but you would be changing a vanilla script rather than ADS.

An easier solution is to use heavier fighters. I have had extremely good luck with Falcon Haulers as "multi-role fighters". They mine, they trade, and they rule the "sky" both In-Sector and OOS. For IS use I give them half ammo-based guns because they have small weapons generators. A wing of ten does a pretty good job of killing even capital ships.

Falcon Sentinels are even tougher than Falcon Haulers, if you don't need them to mine and trade.

Quote:
Once, I ordered my fighters back and one of them got stuck in a loop somewhere.


Fighters do that sometimes. Again, it is a vanilla issue; not ADS.

The cure is Gazz's Docking Lockup Fix.
.


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Happyblue





Joined: 14 Mar 2004
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PostPosted: Sat, 30. Jun 12, 19:41    Post subject: Reply with quote Print

I find that the Defense Grid does not work. I used to use it as an oos defense but no longer. I just gave your drone carrier scripts a try as a replacement and lol the swarm of drones is insane.


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Nicoman35





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PostPosted: Sun, 1. Jul 12, 00:27    Post subject: Reply with quote Print

DrBullwinkle wrote:
What do you want updated? ADS works fine with AP and many people use it. The only active "bug" that I see is minor and there is an easy solution on page 20. (Or just use a different carrier).


I've removed most "get true ammount" and replaced them by "get ammount".
Also, I made ADS available for M2 class.

DrBullwinkle wrote:
I have never seen the "attack fighters" script work properly, so you would have to create your own autopilot script if you really want to change the behavior. It is not impossible, but you would be changing a vanilla script rather than ADS.


I AM making one on my own. Smile. As soon as I have a stable version, you can have a look at it. Rolling Eyes

DrBullwinkle wrote:
An easier solution is to use heavier fighters. I have had extremely good luck with Falcon Haulers as "multi-role fighters". They mine, they trade, and they rule the "sky" both In-Sector and OOS.


I use Blastclaw prototypes. But I'll try falcons Smile.


As for the stuck fighter: No, it was no docking issue. The fighter was about 30km away from the carrier. It read "Retreating" (or similar), then, every 5 seconds or so, for a fraction of a second changing to ....something I could not read fast enough, then switched back to retreating.
But hey, I just had that once. And it was in the very beginning. Also, I use around 60 mods at the same time. Could easily be something else.

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Smimy





Joined: 10 Aug 2012



PostPosted: Fri, 10. Aug 12, 11:49    Post subject: Reply with quote Print

Is this script working with the last version of X3TC ?
Seems 2.7 is the last..

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jack775544





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PostPosted: Sat, 11. Aug 12, 00:51    Post subject: Reply with quote Print

I have played it on TC 3.1.1 and AP 2.0 and it worked fine. It should work on later versions as well but I haven't tried it.


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Smimy





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PostPosted: Sat, 11. Aug 12, 02:36    Post subject: Reply with quote Print

It works with v3.2 Smile

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anachron13





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PostPosted: Sun, 16. Sep 12, 09:58    Post subject: Reply with quote Print

Hello,

The script work in AP but i have a bug wich is annoying me. The hotkey to send a wing against my target is not working. The wing is correctly launched but it just attack anything in range instead of my target.

It seem to have something to do with anarkis.acc.hotkey.cmd.attack.xml, anarkis.acc.wing.attack.pl.xml or anarkis.acc.wing.attack.xml. Someone with enough scripting experience have time to look at it?

Thank you.

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anachron13





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PostPosted: Sun, 16. Sep 12, 22:05    Post subject: Reply with quote Print

Sorry for the double post, but if someone is interested, i have found a workaround.
In anarkis.acc.hotkey.cmd.attack, i have replaced the line
Code:
START = [PLAYERSHIP] -> call script 'anarkis.acc.wing.attack.pl' : target=$aim wing size=$count

by
Code:
START = [PLAYERSHIP] -> call script 'anarkis.ads.wing.attack.pl' : target=$aim

The hotkey now open the launch menu opened by the "[ADS] Launch wing against...." command in the ADS menu with my target preselected.

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