Anarkis Defense System - Real Wings Edition v1.16
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- anachron13
- Posts: 144
- Joined: Tue, 2. Nov 10, 23:41
Oh, another miss of mine. I use MDM if it is installed to protect the wingships. MDMc (convoy protection) is started on the leadership, all followers have the normal version. Normally, when MDM runns on a ship belonging to the player, and no suitable missiles are to be found by MDM, a 'mosquitos missiles not installed' will be heared. You do not have to sit in that ship to hear the message. On my PC, I changed this behaviour of MDM. Now, I only hear that message if MDM does not find any missile on the PLAYERSHIP.
I forgot about that in the meantime . Will fix that in the next version by making an extra check before activating MDM on wingships. Sorry for that hassle.
I forgot about that in the meantime . Will fix that in the next version by making an extra check before activating MDM on wingships. Sorry for that hassle.
Carrier command software installed?BrandonM3 wrote:I'm having an issue with it not detecting my Cerberus. It works for my Magnatar just fine. I was poking thru the scripts to see if the cerberus is something different than an M7 but I couldn't find an obect group that it might be in instead. However my knowledge of scripting in x3. Is very limited.
- anachron13
- Posts: 144
- Joined: Tue, 2. Nov 10, 23:41
This is probably because Pirate Guild 3 detect ADS based on is version variable which as changed in rwe. This is not necessarily a bad thing as i think the auto carrier part needed by Pirate Guild 3 is actually not working correctly. You should wait for a new version.
Last edited by anachron13 on Fri, 4. Oct 13, 09:27, edited 2 times in total.
Yeah, I think Anarchon is right. Serial Kicked's Pirate Guild 3 And Yaki Armada 2. Are also quite big mods, they use to a certain extent the same files as ADS. One would have to look at that mods how they work and then make changes to get them working with ads.
When I think of the necessary work I *shudder*.
But there might be a simple solution though.
When I think of the necessary work I *shudder*.
But there might be a simple solution though.
- anachron13
- Posts: 144
- Joined: Tue, 2. Nov 10, 23:41
Since the last version, my wing were named 'null null'. After a bit of investigation it seems that you only call the 'anarkis.lib.get.wingnames' script in the setup if there was no previous version of ADS RWE, not in a case of upgrade. Maybe you should check if the global variable is still properly set on upgrade to avoid this.
Thanks for feedback, check, if the nex fix does - well - fix this.anachron13 wrote:Since the last version, my wing were named 'null null'. After a bit of investigation it seems that you only call the 'anarkis.lib.get.wingnames' script in the setup if there was no previous version of ADS RWE, not in a case of upgrade. Maybe you should check if the global variable is still properly set on upgrade to avoid this.
- anachron13
- Posts: 144
- Joined: Tue, 2. Nov 10, 23:41
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- Posts: 711
- Joined: Tue, 20. Jun 06, 02:29
Is this bug fixed in your current version? Are there any major issues left, or is it stable enough to use?anachron13 wrote:This is probably because Pirate Guild 3 detect ADS based on is version variable which as changed in rwe. This is not necessarily a bad thing as i think the auto carrier part needed by Pirate Guild 3 is actually not working correctly. You should wait for a new version.
Sounds like a great mod, I think I might reinstall X3 just to try this. I used to use Codea, which is great for fleet management but the downside is that it takes too long to train up good pilots and then after that it still takes just a bit too much micro management. I always loved the idea of Anarkis but it never kept up with the game updates.