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

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Orfevs
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Post by Orfevs »

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
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Post by Nicoman35 »

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. :lol:
Nice work gnasirator! Thanks for the update.
I would love if someone updated ADS. I so miss those scripts. :(
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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Post by DrBullwinkle »

Happyblue wrote:I would love if someone updated ADS. I so miss those scripts. :(
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.
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.
.
Happyblue
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Post by Happyblue »

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.
Nicoman35
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Post by Nicoman35 »

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. :). As soon as I have a stable version, you can have a look at it. :roll:
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 :).


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.
Smimy
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Post by Smimy »

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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Post by jack775544 »

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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Post by Smimy »

It works with v3.2 :)
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anachron13
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Post by anachron13 »

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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Post by anachron13 »

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: Select all

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

Code: Select all

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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joelR
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Post by joelR »

anachron13 wrote: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: Select all

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

Code: Select all

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.
Excellent. Thank you.
aleks2098
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Post by aleks2098 »

does this mod work with Albion Prelude?
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anachron13
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Post by anachron13 »

most of it yes, but some functions doesn't work properly.
TouchMyNipple
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Post by TouchMyNipple »

@anachron13
mind to post your tiny fox for ap here? I hope Serial won't mind... Mind help other ppl...
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anachron13
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Post by anachron13 »

I don't really understand what you mean by 'your tiny fox' (sorry english is not my native language).

I have posted a workaround for the attack hotkey problem a few post ago, i could post the edited file if you want.

I also have modified the original clear sector hotkey to take into account docked M6 (i'm using XRM) separatly from the other fighters. IE launch wings of 5 fighters and wings of 2 M6. It will also try to focus on player target first if it's not too far and it's an enemy. I think i could post that this evening if anyone is interesting. But has i'm not really using the automated mode, i'm not sure if this will not cause problem.

I haven't do much more on ADS itself. I'm working on something similar to the actual clear sector hotkey that i called "Scramble Launch" wich instead of just launching the wings with an "attack all ennemies" command, will try to smartly engage ennemies in radar range (as defined in the ADS setup menu) and will escort the carrier until further instructions when all ennemies in range are destroyed. But it's quite in alpha stage for now.
TouchMyNipple
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Post by TouchMyNipple »

Sorry, was posting that in a bit of a hurry.
I meant your *fix* :lol:
And if get you right m6s are not controled by standart ADS? If not, then you can call those modified files an unofficial XRM-compatability fix 8)
Would be pleased if you post them somewhere around as i think codea is just too much of rocket science for me. In fact i don't play that much to actualy get time to learn all options codea offer so using ADS just suits my playstyle.

Thanks in advance!
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anachron13
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Post by anachron13 »

They are controled by standard ADS if set to active in the hangar menu but they are treated the same way as the fighters. Meaning that when standard ADS generate a wing, he will just randomly pick 5 active ships of the carrier, without knowing if this is a M6 or a fighter. You will then have a mixed wing like 4 fighters and a M6, wich i found not really effective. In most of the case, the M6 will just lag behind the M3s so i prefer to separate them.
I will upload the files when at home.
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anachron13
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Post by anachron13 »

Here it is : ads_fix.zip

There is two xml files in the zip archive, just extract them and overwrite in your scripts folder. If you have any problem, just re extract the same file from the original ADS archive.

The anarkis.acc.hotkey.cmd.attack.xml script is the script modified with the workaround described in this post .

The anarkis.acc.wing.clearsector.xml included in the zip just add the M6 management (as described in my previous post, fighters will be sent in wings of 5 just like in the original script, and M6 will be sent in wings of 2).
I have not much tested this one in this state so feel free to report any bug you may encounter, i will see if i can correct it.

Obviously, all credits goes to Serial Kicked.
TouchMyNipple
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Post by TouchMyNipple »

only yesterday i realised that ADS seemed a bit dumb with XRM and M6 docked on carrier. In other times i just blamed fighters being too weak :lol:

You've saved hundreds of fighters! Hurray)
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anachron13
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Post by anachron13 »

Hello,

If anyone is interested, i have developped a 'module' for ADS called ANCC Scramble.
New thread here
Last edited by anachron13 on Sat, 6. Oct 12, 15:30, edited 2 times in total.

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