[LU][AL Plugin] Anarkis Defense System - LU Edition (v2.70LU)

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solarahawk
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[LU][AL Plugin] Anarkis Defense System - LU Edition (v2.70LU)

Post by solarahawk »

Anarkis Defense System: Advanced Carrier Management - LU EDITION (v2.70LU)

Latest Update: [2016-02-28]

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This is an updated version of the Anarkis Defense System by Serial Kicked. It has been reviewed and updated to work with Litcube's Universe only (currently v.1.6.2). As requested by Serial Kicked, this updated package is based on the final version of his plugin v2.65.1.

From Serial Kicked's ADS homepage:
There is a lack of carrier related commands in the X-Universe series, and ADS tries to fill this hole. The script adds various commands for the M7, M1, TM and TL class ships to easily 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 carrier for your patrols, fighters will be repaired (if you hire mechanics) wings will be sent against foes automatically and warnings will be sent to the player when the carrier is in danger. Player owned Trading Stations, Equipment 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: 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 patrolling 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 personal 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
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LU Edition Updates

New Features:
  • * All references for wares, ships, and stations have been updated to support LU
    * All scripts audited and adjusted as needed for LU (including disabling all references to MARS)
    * All MLCC docks and ships are excluded from ADS command functions
This is an initial release focusing on establishing compatibility with LU. To ensure no conflicts between MLCC fleets and ADS features, all ADS commands and automated services (automated carriers/stations, grid security) will not run on MLCC assets. This means when you install MLCC on a dock, it and all ships homebased with that dock will no longer be able to run ADS carrier/station commands or be configured to participate in ADS automated services.

NOTE FROM THE MANUFACTURER: It may be possible to bypass these security blocks by activating ADS services on a carrier or station prior to installing MLCC. Please avoid doing so, as it will void your warranty with Anarkis Federation. Anarkis Federation does not guarantee the reliability of their software systems when used improperly with other fleet management systems.

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Download

Zip Archive (Mediafire):
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To Do (a/k/a Someday)

* Add support for LU's Export/Import system (high priority)
* Refactor the ADS dynamic menus to use LU's Dynamic Menu system (low priority)

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Installation:

Copy the addon\ folder in the archive into your X3 root directory. ADS will automatically be installed/upgraded when you load your game. Successful installation of the plugin will result in a system message displayed in-game.

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Credits:

Credit for this plugin is entirely due to Serial Kicked and his original plugin. The original plugin release thread is available here: http://forum.egosoft.com/viewtopic.php?t=246767
Last edited by N8M4R3 on Sun, 2. Apr 23, 19:41, edited 1 time in total.
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solarahawk
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Post by solarahawk »

Reserved
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solarahawk
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Post by solarahawk »

Just to explain a bit further, this is the first step for me towards releasing an updated version of the Pirate Guild for LU.

Since I needed to start from scratch for this project, it gave me a chance to rethink some of my decisions from last time around. I decided to keep all of ADS' functionality intact, including the player-oriented carrier commands and automated functions. Because why not? They are pretty cool, and even though MLCC is awesome, it would be nice to have an automated defense grid that responded to sector threats across the universe.

I took a very conservative route for handling conflicts between MLCC and ADS, and I tried to make ADS exclude MLCC assets from all command functions. MLCC stations and carriers will still appear in various status screens (they will be clearly labeled as MLCC), but you will not be able to issue any ADS-related commands to those assets. If you happen to find an issue or command I missed, please let me know.

I have more adjustments I would like to make to ADS-LU, as time permits, to fully adapt it into LU. The Import-Export functionality is top priority. Further down the road, I would really like to refactor the menus to use Litcube's amazing Dynamic Menus framework. That has to wait a while though, because Serial Kicked's ADS menus are complex, and I broke the plugin several times trying to refactor his menus.

Anyway, I will be working on the Pirate Guild soon, and I will release it once it is ready for consumption. For now, enjoy!
BlackArchon
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Post by BlackArchon »

Yay, I'm really loking forward to a working Pirate Guild for LU. :)
Thank you for your work!
Joubarbe
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Post by Joubarbe »

Hmm, very interesting. A nice alternative/complement to MLCC, especially when you use a lot of TM like me (although they will be upgraded in 1.7.0).

Thanks for your work ; looking forward for the E/I compatibility ; have fun with that :)
Taylor2008
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Post by Taylor2008 »

Thanx ! :)
Great work .
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OneOfMany
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Post by OneOfMany »

Joubarbe wrote:Hmm, very interesting. A nice alternative/complement to MLCC, especially when you use a lot of TM like me (although they will be upgraded in 1.7.0).
Oh really?

Do tell :)
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dizzy
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Post by dizzy »

It's on the public Changelog: http://litcube.xtimelines.net/wiki/index.php/Change_Log
* (-) Changed: TMs now have the ability to teleport dock built in
* (-) Changed: Teleport dock on M7Ms now require Carrier Command Sosftware, Transporter Device, Docking Transporter Extension
Thus this provides some incentive to use TMs, depending on how expensive the M7M+Docking Transporter Extension ends up to be :)
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
[ external image ]
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OneOfMany
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Post by OneOfMany »

Ah I see.

Once the ship is teleported into the TM, does it become invisible or can you see it from an external view?
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dizzy
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Post by dizzy »

I think that depends on the TM type, i.e. internal vs external docking? No idea...
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
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OneOfMany
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Post by OneOfMany »

Hi memeics,

what I meant was, sometimes when a TM docks with a few fighters aboard, when it un docks the fighters can't be seen inside their cradles any more when viewing the ship in 3rd person.

It's nothing major just a small graphic glitch.
BlackArchon
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Post by BlackArchon »

I noticed this also in X3:AP vanilla (the graphics of docked ships sometimes disappear), so this probably isn't so easy to fix.
Joubarbe
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Post by Joubarbe »

[ external image ]

So far so good...
Joubarbe
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Post by Joubarbe »

[ external image ]

All menus are done! :)

That was quite some work... Many many changes to come. I will do a custom edition of this, because I've added and removed some important stuff. The Defense Grid for instance, has some new settings.

Anyway, I will gladly let anyone steal my menu! It's a rather complex all-in-one 2000 code lines LU menu.
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OneOfMany
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Post by OneOfMany »

To Do (a/k/a Someday)

* Add support for LU's Export/Import system (high priority)
* Refactor the ADS dynamic menus to use LU's Dynamic Menu system (low priority) - Dank as **** Joubarbe 8)
Joubarbe
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Post by Joubarbe »

I will also do E/I of course! :) Shouldn't be hard. The hard thing is to test everything, because ADS is bugged as hell (but also awesome).
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solarahawk
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Post by solarahawk »

Impressive, Joubarbe! There is a ton of code behind those menus. And yeah, testing ADS is tedious. :P
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OneOfMany
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Post by OneOfMany »

I have a bit of spare time over the Easter holiday and would be happy to help with the testing.

Just PM me with a link to the latest build and let me know what you want looking at.
worsin
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Post by worsin »

Do you think this will work with LU 1.7?

I know it just came out :)
Joubarbe
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Post by Joubarbe »

ADS, whether it is this version or mine has its complete own set of scripts. It's independent, and therefore compatible with 1.7.0.

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