[SCRIPT] ACC: Anarkis Carrier Commands | v1.40 | 17 Oct 06

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Serial Kicked
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Post by Serial Kicked »

Download link seems to work fine.
http://anarkis.fxnetworks.org/downloads ... arrier.rar

Thanks for your offer of translation, but i've already found someone for this task. I'll update the archive soon with a full german translation :)
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Blacky_BPG
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Post by Blacky_BPG »

...Page can not be displayed
...File not exist
...Connection Timeout

Sorry, however, I can't load any file and your page is not accessible.
I use this link to your page http://anarkis.fxnetworks.org/forum/viewtopic.php?id=13!

Ok, then I do not need to translate it.
BlackRazor
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Post by BlackRazor »

Blacky_BPG wrote:...Page can not be displayed
...File not exist
...Connection Timeout

Sorry, however, I can't load any file and your page is not accessible.
I use this link to your page http://anarkis.fxnetworks.org/forum/viewtopic.php?id=13!

Ok, then I do not need to translate it.
I just tried and it works perfectly, it's something on your side mate :D :wink:
"For the love of the Fish-Queen!"
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Serial Kicked
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Post by Serial Kicked »

I'll send it to you via email. But your problem to get access to my files is weird :?
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Blacky_BPG
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Post by Blacky_BPG »

Serial Kicked wrote:I'll send it to you via email. But your problem to get access to my files is weird :?
Yes, that is it in fact.
I restart my machine and connection, no success.
I tested it with different browsers, no success.
I do not know, however, why, I can visit really else also every webpage...except yours [ external image ]


EDIT:
Thanks for the Files via email !
EntropyDF
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Automate Carrier question

Post by EntropyDF »

First - awesome script. This has saved me a world of pain just in keeping my TLs in jumpfule. Awesome!

Is there a way to change the way the ACC: Automate Carrier command works? The only problem I have is that I need to disable it if I want to do anything use the Refuel Command or send off damaged fighters for hull repair. If I do either with Automate Carrier enabled then the ACC script re-docks the fighters as soon as I launch them.

Another idea which I did not see on the roadmap – is a way to have the carrier auto repair damaged fighters by sending them to a local shipyard. That way fighters rotated out for damage can be fixed up and put back into business.

Again, thanks for a great script.
Mordis
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Post by Mordis »

serial great mod made my commanding of my carrier alot easier, but i have a question, what does automate carrier do? i know dumb question, but for somereason after i installed it, i didnt get any popups or messages telling me how everything worked, i had to go and figure it out, tho i did get the message saying that the anarkis carrier commands are working.
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TiggerBandit
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Post by TiggerBandit »

I know you said this should work with the DDRS scripts, and to a degree it does, however several of his new fighter types have 2 turrets, and it seems to set the upper turret to undefined command and the lower turret to attack enemies.
Can you fix this up, as otherwise I enjoy using this script, it certainly makes carrier and fighter maintenance easier.
Maybe make it set both turrets to missile defence ?
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Serial Kicked
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Post by Serial Kicked »

@EntropyDF: Doh! My fault, sorry. I'll find a way to disable the ACC when you're using another command. About the repair.at.shipyard idea, yes i'll probably add such a command :)


@Mordis: This command allow the carrier to automatically manage the docked ships. In other word, when enemy ships are found in the sector, the carrier will automatically send wings of fighters to kill the bad guys. The only message sent is when the carrier is overwhelmed by enemy ships.

@TiggerBandit: Thanks for the report, i'll investigate and correct this right now :)
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Post by Serial Kicked »

1.22 is out !

Issues with turrets on various mods should now be fixed. German support has been added, thanks to 'Unknown object 003' from the german board. Look at the original posts for a full changelog. :)

Cheers.
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Mordis
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Post by Mordis »

thank you for your reply, i never noticed it doing that.. lol i was oos and watched my carrier engage a m6 (i had m7 mod) and i had set automate carrier on and it didnt luanch anything and nearly died to the m6...
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Serial Kicked
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Post by Serial Kicked »

About the various "rebalance" mods like the M7 mod, I do not support them and don't use them. So, if they work with my scripts, that's great, but if not, too bad :p

The main possible issue, is that the "Automate" command will probably make errors when trying to evaluate the threat from enemy ships.
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Post by Mordis »

well. im probablynot going to use the m7 mod anymore, its a well made mod, its just.. i went into xenon 101 and normaly theres 3-5 cap s hips there... now.. theres 6 capships and like 5 of the new m7s.... and im starting to see masive numbers of these enemy m7s everywere.

Whats odd, is when i opened my script installer and uninstalled it, it also uninstalled all the other scripts i had running even tho it said there still there,, when i loaded my game my general menu was gone and the script editor was disaled and the bbs stuff/merc stuff was gone..
Puruco
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Post by Puruco »

Serial Kicked wrote:Absolutly.

Let's say you have 60 ships in your carrier, you can send 10 wings of 6 ships against 10 different targets. Each wing will return when the target is destroyed or when ships are too badly damaged. You can also use the order "dock all ships" to recall all your ships.

Sending multiple defense wings isn't necessary, the script will be more efficient if you use one big wing to defend the carrier instead of 2 smaller wings.

Cheers :)
Hi Serial: How I can make what you said above if their is one command only? One for attack one specific target and the other to clear the sector.
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Some Minor Tweeks

Post by EntropyDF »

Serial,

Thanks for the reply on the other items. I have a couple of more items for your update/fix list if I may:

1. Even with a full carrier (60 ship Argon M1) running an Automate Carrier mode, I keep getting the messages "You don't have enough ships in <carrier name> to clean a sector. At least 5 are needed." It looks like the carrier fires off all its fighters to take care of issues and then wants more. If it could know how many it has it would be good. If not, then an option to disable the message would be good.

2. Can you change (or allow us to change) the Threshold for the "<carrier> is in danger and could request your attention" messages? A full carrier should not be worried about a standard Xenon raiding party (1P, 4Ls, and 4 Ms) and should just get to it without bothering me. :)

3. The refuel script seems easily confused, and often results in fighters being left docked in stations or docked in the carrier with the product they where sent to fetch. This usually happens with larger numbers (ie 5k Energy Cells), but occasionally with smaller numbers of things like missiles.

Thanks again for a wonderful script.

DF
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Serial Kicked
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Post by Serial Kicked »

@Puruco : Run the "Attack Wing" command multiple time. Send 10 of your ships against target1 and then 10 other ships against target2.

@EntropyDF :

1) Yup, sorry about that. I noticed this small issue yesterday, and i'll correct that in the next version. Notice that the carrier still works correctly, but the message is displayed by error.

2) Nice idea, i'll include that in the Battle Tactics menu with an "emergency" jump feature.

3) I know, the Refuel command is a quick and dirty script. Someone gave me an improved version on the official topic of this script, i'll check it and probably use it in the next version.


No fixed ETA for the next version as I've to finish the Yaki Armada first. So let's say about one or two weeks.
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Deta7
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Post by Deta7 »

I really like the idea - will give it a shot once I got my frist M1 :)
3) I know, the Refuel command is a quick and dirty script. Someone gave me an improved version on the official topic of this script, i'll check it and probably use it in the next version.
You MIGHT want ro check out Xai Corps FSUP (Fleet Supply) - I use it very much and it works great. The Author also states it can be used freely and included in script packages IICR (readme) and just asks for credit that it's in use ;)
Puruco
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Post by Puruco »

Serial Kicked wrote:@Puruco : Run the "Attack Wing" command multiple time. Send 10 of your ships against target1 and then 10 other ships against target2.

@EntropyDF :

1) Yup, sorry about that. I noticed this small issue yesterday, and i'll correct that in the next version. Notice that the carrier still works correctly, but the message is displayed by error.

2) Nice idea, i'll include that in the Battle Tactics menu with an "emergency" jump feature.

3) I know, the Refuel command is a quick and dirty script. Someone gave me an improved version on the official topic of this script, i'll check it and probably use it in the next version.


No fixed ETA for the next version as I've to finish the Yaki Armada first. So let's say about one or two weeks.
Thanks Serial...
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Serial Kicked
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Post by Serial Kicked »

Small upgrade.

A bug preventing a correct docking of the slow M3 at the carrier when the player is in the same sector should know be fixed. Sorry it took so much time.
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Post by D_Zorro »

Serial Kicked wrote:Small upgrade.

A bug preventing a correct docking of the slow M3 at the carrier when the player is in the same sector should know be fixed. Sorry it took so much time.
A quick question ?? when i download the spk of the front page, it says version 1.22 not version 1.23 ?? :? Am i missing something here ???



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