[SCRIPT] ACC: Anarkis Carrier Commands | v1.40 | 17 Oct 06
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Quick fix to remove the logbook debug messages (several "1" and "2" when some commands are run). Just redownload the SPK or the RAR archive. Yes it's still 1.36, i've not changed the version number as this is a trivial change.
Cheers.
Cheers.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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Num. of figthers
Hi Serial: Can I use this with any number of figther in the carrier or have to have the full complement?
Those this script take care of the support ships too? (like the M2's and M'6)
Those this script take care of the support ships too? (like the M2's and M'6)
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- Joined: Tue, 15. Aug 06, 17:16
Hi! I must say that this script makes fighter management a lot easier for me (I fly an Elephant with a small wing of 3 fighters and switch between that and an M3 during battles).
But just some feedback... could be bug... or not.
1) When I switch to an docked M3 which has the carrier as homebase, I will die during launch. Somehow I think ACC is trying to enforce some action or limiting the position? The solutions I've found are : a) unassign the M3 (which is troublesome as I often use the "refuel carrier" command to make the M3 fetch stuff). b) buy a teleporter for the carrier. then I'll first launch the fighter as defend wings and then teleport to it.. (works nice with freight transporter too, so I don't really have to dock the fighters unless I'm jumping.)
2) Is it intentional that refuel carrier will only search for single stations? Say, I want to stock up 8 APACs, but somehow the stations only have 5 max, though there are more than 8 APACs in total, refuel will fail? Also, is it intentional that only single trips are made? e.g. I have all fighters except 1 as defence wing, then I want to send the last one out for energy, but it's capacity is a lot less than what I need. So it only made one trip (fetching like 150 energy out of the 1000 I requested). ended up having to issue multiple times with more fighters and watch out for when they return so that I can issue the order again. would be nice if there is an option to make them reruns until the quota is met?
3) This may involve a more fundamental change, but would be VERY useful if implemented. The biggest current problem I see with ACC (don't get me wrong, I like it and use it a lot, just that I tot there is a lot more potential), is that most of the commands actually fights the player for control over the fighters. E.g. when in automated mode, I can't even issue orders because the fighters would be forced to dock as soon as they launch. I was thinking of an idea I was toying with when I posted the idea of Hierarchical Command : priority. i.e. make all fighters keep track of the priority of their current task. The automated carrier can also smartly override its priorities if needed. Player issued commands should take higher precedence (e.g. priority=100) so that their orders will not be overridden by automated carrier. for e.g. Automated carrier is keeping all fighers docked at a priority of 50. When player issued a "refuel" command at 100, two M3 got launched to do the shopping. The automated carrier, when checking for and keeping the fighters docked at a preset priority of 50 (I assume that this is what it does as I haven't looked at the code) will :ignore: these two M3 as their priority is higher. Also, this can apply when making attack wings. Say I have 10 fighters and 5 are on defence wing. I want to attack this bugger with say 7 fighters. The current way of doing is probably to dock all fighers, launch another defence wing of 3 and making the attack with 7. with priority, we can make player ordered defence wings at priority=100 (automated carrier will not dock these. if defence wing is automated carrier issued, the priority will be lower, say 50). When player issued attack priority, it can be given priority=110. meaning that it WILL call reserves from the defence wings nearby or any other task that are of lower priority if there is not enough number. So for the original example where there are 5 fighers docked and 5 fighers on defence. When I ordered an attack wing of 7, the 5 docked fighers will launch, and 2 of the defence fighters will join them. Talk about synergy between man and machine
4) more functions??? e.g. protect wing (protect a target with n fighers). Auto refuel list? (adds a list that automatically refuels class of fighers with missiles and ammo when they land)
5) this is not specifically with ACC. But I was trying to see if something like this is feasible. If successful, it will change the way future fleet-related stuff are organized and allow much more challenging AI, both on player's side and on the enemies' side). Given your experience with x3script (evident in the rock-solid ACC script) any advice would be welcomed.
thanks for both your time and the great scripts.
But just some feedback... could be bug... or not.
1) When I switch to an docked M3 which has the carrier as homebase, I will die during launch. Somehow I think ACC is trying to enforce some action or limiting the position? The solutions I've found are : a) unassign the M3 (which is troublesome as I often use the "refuel carrier" command to make the M3 fetch stuff). b) buy a teleporter for the carrier. then I'll first launch the fighter as defend wings and then teleport to it.. (works nice with freight transporter too, so I don't really have to dock the fighters unless I'm jumping.)
2) Is it intentional that refuel carrier will only search for single stations? Say, I want to stock up 8 APACs, but somehow the stations only have 5 max, though there are more than 8 APACs in total, refuel will fail? Also, is it intentional that only single trips are made? e.g. I have all fighters except 1 as defence wing, then I want to send the last one out for energy, but it's capacity is a lot less than what I need. So it only made one trip (fetching like 150 energy out of the 1000 I requested). ended up having to issue multiple times with more fighters and watch out for when they return so that I can issue the order again. would be nice if there is an option to make them reruns until the quota is met?
3) This may involve a more fundamental change, but would be VERY useful if implemented. The biggest current problem I see with ACC (don't get me wrong, I like it and use it a lot, just that I tot there is a lot more potential), is that most of the commands actually fights the player for control over the fighters. E.g. when in automated mode, I can't even issue orders because the fighters would be forced to dock as soon as they launch. I was thinking of an idea I was toying with when I posted the idea of Hierarchical Command : priority. i.e. make all fighters keep track of the priority of their current task. The automated carrier can also smartly override its priorities if needed. Player issued commands should take higher precedence (e.g. priority=100) so that their orders will not be overridden by automated carrier. for e.g. Automated carrier is keeping all fighers docked at a priority of 50. When player issued a "refuel" command at 100, two M3 got launched to do the shopping. The automated carrier, when checking for and keeping the fighters docked at a preset priority of 50 (I assume that this is what it does as I haven't looked at the code) will :ignore: these two M3 as their priority is higher. Also, this can apply when making attack wings. Say I have 10 fighters and 5 are on defence wing. I want to attack this bugger with say 7 fighters. The current way of doing is probably to dock all fighers, launch another defence wing of 3 and making the attack with 7. with priority, we can make player ordered defence wings at priority=100 (automated carrier will not dock these. if defence wing is automated carrier issued, the priority will be lower, say 50). When player issued attack priority, it can be given priority=110. meaning that it WILL call reserves from the defence wings nearby or any other task that are of lower priority if there is not enough number. So for the original example where there are 5 fighers docked and 5 fighers on defence. When I ordered an attack wing of 7, the 5 docked fighers will launch, and 2 of the defence fighters will join them. Talk about synergy between man and machine

4) more functions??? e.g. protect wing (protect a target with n fighers). Auto refuel list? (adds a list that automatically refuels class of fighers with missiles and ammo when they land)
5) this is not specifically with ACC. But I was trying to see if something like this is feasible. If successful, it will change the way future fleet-related stuff are organized and allow much more challenging AI, both on player's side and on the enemies' side). Given your experience with x3script (evident in the rock-solid ACC script) any advice would be welcomed.
thanks for both your time and the great scripts.
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- Joined: Sat, 27. Dec 03, 18:11
Hi Serial,
Just a small question if I may..........
Does the new bonus pack from Ego, which includes Commercial agent by Lucike, mean that the conflict "<t id="1231">COMMAND_TYPE_SHIP_31</t> - (Anarkis Carrier Commands - Set Battle Tactics by Serial Kicked) + (Commercial Agent (Config) by Lucike) **Conflict** " doesn't exist anymore?
I would like to use the CA if I can but not at the expense of removing your excellent Carrier command script which I totally depend on.
Just a small question if I may..........
Does the new bonus pack from Ego, which includes Commercial agent by Lucike, mean that the conflict "<t id="1231">COMMAND_TYPE_SHIP_31</t> - (Anarkis Carrier Commands - Set Battle Tactics by Serial Kicked) + (Commercial Agent (Config) by Lucike) **Conflict** " doesn't exist anymore?
I would like to use the CA if I can but not at the expense of removing your excellent Carrier command script which I totally depend on.
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- Joined: Wed, 6. Nov 02, 20:31
serial kicked, i have a question regarding your anarchis carrier command script??
Will this script work well, with the standaard patrol commands from egosoft ?? Will i be able to use auto acc with my current carrier guarding the sector ??
thanks in advance,
Will this script work well, with the standaard patrol commands from egosoft ?? Will i be able to use auto acc with my current carrier guarding the sector ??
thanks in advance,
System spec: Pentium (R) D 2.66 Ghz, Ram : 2048 DDR, HD : 250 GIG 7200 RPM intern 8 MB cash
Videocard : Nvidia Geforce 8800 GTS 320mb : Realtek
Laptop : AMD athlon 64 3200 + 1024 DDR 80 gig HD Conexant AMC Audio, Ati mobility Radeon Express 200
Videocard : Nvidia Geforce 8800 GTS 320mb : Realtek
Laptop : AMD athlon 64 3200 + 1024 DDR 80 gig HD Conexant AMC Audio, Ati mobility Radeon Express 200
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- Posts: 423
- Joined: Sat, 27. Dec 03, 18:11
D_Zorro wrote;
Not an official answer but I took this from first post;
P.S. It also kicks ass when you go into battle in your own personal carrier.
Hope that helps.
jlehtone wrote;
This is exactly what I use this script for. I have many standard patrols(Elephants) running with ACC enabled. I have one Elephant for example, full of Nova's, that patrols Omicron Lyrae and the neighbouring sectors which often get Xenon P & friends passing through. This works extremely well.Will this script work well, with the standaard patrol commands from egosoft ?? Will i be able to use auto acc with my current carrier guarding the sector ??
Not an official answer but I took this from first post;
So I think this might be exactly what you need.ACC: Automate Carrier
The ship will automatically attack and defend itself according to the enemies in the sector. It'll also send you a warning message when there's too many dangerous enemies near it. Very useful when you set your carrier on patrol.
P.S. It also kicks ass when you go into battle in your own personal carrier.

Hope that helps.
jlehtone wrote;
I think this script would be excellent as part of the game i.e signed. It works perfectly and adds so much needed fleet commands. With X3 being a more fleet orientated game, I couldn't play it without this script.Could this script meet the requirements of a signed script?
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- Joined: Wed, 6. Nov 02, 20:31
Thanks for the reply, will try it out with my current carrier.
System spec: Pentium (R) D 2.66 Ghz, Ram : 2048 DDR, HD : 250 GIG 7200 RPM intern 8 MB cash
Videocard : Nvidia Geforce 8800 GTS 320mb : Realtek
Laptop : AMD athlon 64 3200 + 1024 DDR 80 gig HD Conexant AMC Audio, Ati mobility Radeon Express 200
Videocard : Nvidia Geforce 8800 GTS 320mb : Realtek
Laptop : AMD athlon 64 3200 + 1024 DDR 80 gig HD Conexant AMC Audio, Ati mobility Radeon Express 200
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- Joined: Thu, 27. Feb 03, 22:28
Just a thought...
Would it be possible to adapt parts of this script to control the ships belonging to a player owned trading station? With both the Argon & Teladi Trading Stations having, as far as I'm aware, pretty much limitless docking capacity for M5 to M3 craft it'd certainly make them a force to be reckoned with in a sector... Having your own Trading Station full of 100's of fighters with wings launching as threats are detected would be quite cool.
Scoob.
Would it be possible to adapt parts of this script to control the ships belonging to a player owned trading station? With both the Argon & Teladi Trading Stations having, as far as I'm aware, pretty much limitless docking capacity for M5 to M3 craft it'd certainly make them a force to be reckoned with in a sector... Having your own Trading Station full of 100's of fighters with wings launching as threats are detected would be quite cool.
Scoob.
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SK, I once again altered your fine script for my own evil purposes. 
Now when equipping docked ships (fixed that by the way*), it'll set the rear turrets to missle defense. I found it a pain in the ass manually setting the turret command on 40-50 M3s.
Now if only there was a way to order the 10 fighters you just bought to dock at the carrier with one command....
*I noticed in your latest version (or the latest one I had), that it was still set to equip $ware instead of install $ware. I also noticed that it wasn't removing the equipment from the carrier. So I fiddled with both aspects.
Hope you don't mind.

Now when equipping docked ships (fixed that by the way*), it'll set the rear turrets to missle defense. I found it a pain in the ass manually setting the turret command on 40-50 M3s.
Now if only there was a way to order the 10 fighters you just bought to dock at the carrier with one command....
*I noticed in your latest version (or the latest one I had), that it was still set to equip $ware instead of install $ware. I also noticed that it wasn't removing the equipment from the carrier. So I fiddled with both aspects.
Hope you don't mind.

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SK is unfortunately away from the forum for a moment Fud - Hope he'll be back soonfud wrote:SK, I once again altered your fine script for my own evil purposes.
Now when equipping docked ships (fixed that by the way*), it'll set the rear turrets to missle defense. I found it a pain in the ass manually setting the turret command on 40-50 M3s.
Now if only there was a way to order the 10 fighters you just bought to dock at the carrier with one command....
*I noticed in your latest version (or the latest one I had), that it was still set to equip $ware instead of install $ware. I also noticed that it wasn't removing the equipment from the carrier. So I fiddled with both aspects.
Hope you don't mind.

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- Joined: Wed, 25. Jan 06, 14:26
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Great script. This thing saves me lots of time. I do have a question though. When I command them to All Dock why do half of them just disappear and magically return to my carrier? Only a few actually fly back and do the whole docking procedure. This was when I was watching my carrier in 3rd person view.
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SK, fud, I've noticed that this excellent script does not seem to work with M0 class carriers, which, I'm using in the Extended Mod. As the M0 class is going to make an official appearance with the new Egosoft Bonus pack coming hopefully soon, is there anyway to alter this script so that it works with this new class of ship? My XTM Leviathan, an M0 class, holds 32 ships (including M6), but the ACC commands don't show up in the Orders / General tab.
Thanks!
PS: fud, you mentioned ordering several fighters at one time to dock. Anyone make any script to do so? Buying ten fighters, and telling them individually to dock is time consuming.
Thanks!
PS: fud, you mentioned ordering several fighters at one time to dock. Anyone make any script to do so? Buying ten fighters, and telling them individually to dock is time consuming.