Anarkis Defense System - Real Wings Edition v1.16

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jack775544
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Post by jack775544 »

Nicoman35 wrote:And I told Cycrow that you told me to...
OH Noes!!
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
Nicoman35
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Post by Nicoman35 »

Mad_CatMk2 wrote:Hey Nicoman I was reading this thread...wonder if you'll make these changes they mentioned (for SMART integration)?
Hmm...should pe possible quite easy! But I have to get this resupply thing I have in mind ready first, or I'll :headbang: real hard.
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Post by Nicoman35 »

v 1.11 out
- Integrated smart cargo resupply for carriers wiht docked ships
- Smart turrets for fighters supported (see this thread), many thanks for giving help, anachron13 :)

Will see if I can do sometihing about autocarrier and al plugin issue next.
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joelR
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Post by joelR »

Nicoman35 - When using this, the Pirate Guild script doesn't recognize it as ADS.
VaporSnake
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Post by VaporSnake »

When I activate the Sector Defense command in my trading station, it just shows up on the list of of additional commands as "Unknown Command!".

Also, is there anyway to expand the menus a bit horizontally? If the station name is a bit long and I rename my ships according to station, the text pushes the cargo volume info off to the right. And what does it mean when my trading station can't hire mechanics because it's missing cargo life support? Do I just add the ware in or can only EQ docks and military outposts hold mechanics and marines?
Nicoman35
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Post by Nicoman35 »

VaporSnake wrote:When I activate the Sector Defense command in my trading station, it just shows up on the list of of additional commands as "Unknown Command!".
Will look into that.
VaporSnake wrote:Also, is there anyway to expand the menus a bit horizontally? If the station name is a bit long and I rename my ships according to station, the text pushes the cargo volume info off to the right. And what does it mean when my trading station can't hire mechanics because it's missing cargo life support? Do I just add the ware in or can only EQ docks and military outposts hold mechanics and marines?
I could make a choice if the menu is an info menu (expanded) or normal menu (slim). But there is no way of having individual sized menus - unfortunately.
Regarding trading stations - the game does not have the possibility to have marines or passengers in stations. Thus hiring of mechanics, barracks, repair section and crew management will not be available on stations.
Correct me if I am wrong.
joelR wrote: Nicoman35 - When using this, the Pirate Guild script doesn't recognize it as ADS.
Yes, I think I would have to look how PG works to alter that. This is not on the agenda atm. But if anyone would like to help me in this matter.... :roll:
Mad_CatMk2
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Post by Mad_CatMk2 »

Nicoman35 wrote:
joelR wrote: Nicoman35 - When using this, the Pirate Guild script doesn't recognize it as ADS.
Yes, I think I would have to look how PG works to alter that. This is not on the agenda atm. But if anyone would like to help me in this matter.... :roll:
I would love to help...but still really getting into the whole scripting dept. Programmer by trade, but the MSCI just makes my head spin :lol:

I'll try and find time to delve into PG3 scripts to see! Cheers :wink:
I fly an OWP. What about you?
VaporSnake
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Post by VaporSnake »

In ADS, stations could hire mechanics, but couldn't hold marines (AFAIK) even though Serial Kicked's document on carriers and stations mentions that marines could be trained in the barracks.
adrianx
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Thank you for further developing this

Post by adrianx »

I used ADS on TC a few months ago and it worked excellently once I'd installed bounce to stop the occasional kamikaze fighter so am very pleased to see somebody expand on it (in addition to anachron13's work).

I used the new automated upgrade on a griffon load of fighters and it was a sight to see (well, OOS, even more so perhaps IS), until I ran out of cash !
VaporSnake wrote:When I activate the Sector Defense command in my trading station, it just shows up on the list of of additional commands as "Unknown Command!".
I've also seen this trying to use "Automated Carrier" unfortunately. "Carrier Defend Mode" works but the Griffon stops when using this whereas the automated mode (IIRC from TC) just did its thing. I'd be grateful if you're able to look at this even though you don't use it yourself. Unfortunately, using Linux, so have had problems getting the two X3 editors to work using wine (although I've just upgraded it so maybe time to check whether they work better now).
Nicoman35
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Re: Thank you for further developing this

Post by Nicoman35 »

adrianx wrote:II used the new automated upgrade on a griffon load of fighters and it was a sight to see (well, OOS, even more so perhaps IS), until I ran out of cash !
It worked? YAY! :)
adrianx wrote:II've also seen this trying to use "Automated Carrier" unfortunately. "Carrier Defend Mode" works but the Griffon stops when using this whereas the automated mode (IIRC from TC) just did its thing. I'd be grateful if you're able to look at this even though you don't use it yourself. Unfortunately, using Linux, so have had problems getting the two X3 editors to work using wine (although I've just upgraded it so maybe time to check whether they work better now).
This is the next thing I focus: defense grid and automated carrier. Though, I fear it is quite complicated. Atm, I am working my way understanding what and how the responsible scripts are doing...
Lakz
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Post by Lakz »

Shame that the automated carrier function doesn't work well. I love the missile supply management offered by Real Wings.
Last edited by Lakz on Wed, 4. Dec 13, 16:16, edited 1 time in total.
Nicoman35
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Post by Nicoman35 »

Lakz wrote:Same that the automated carrier function doesn't work well. I love the missile supply management offered by Real Wings.
Not only the automanted carrier, but everythning related to this defense grid is buggy as hell. Not only caused by my version, but also on account of old bugs. I think this part was the last SerialKicked was working on when he abandoned.
I am just working my way through this. I'll try to get autocarrier working for player and npc in v1.12.
Mad_CatMk2
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Post by Mad_CatMk2 »

Nicoman35 wrote:
Lakz wrote:Same that the automated carrier function doesn't work well. I love the missile supply management offered by Real Wings.
Not only the automanted carrier, but everythning related to this defense grid is buggy as hell. Not only caused by my version, but also on account of old bugs. I think this part was the last SerialKicked was working on when he abandoned.
I am just working my way through this. I'll try to get autocarrier working for player and npc in v1.12.
Yeah defense grid was borked in SK's last version.
Hats off to you though to keep working on this :wink:
I fly an OWP. What about you?
Nicoman35
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Post by Nicoman35 »

Mad_CatMk2 wrote:Yeah defense grid was borked in SK's last version.
Hats off to you though to keep working on this
:)
I am doing what I can. After all, I would like to see ADS RWE fully functional one day....I hope I'll achieve it.
Mesthione
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Post by Mesthione »

Thanks for your work on this mod. I love the Defense Network and GUI of ADS more than CODEA and would greatly appreciate an update to the mod from someone as dedicated as yourself!
Nicoman35
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Post by Nicoman35 »

Released ADS - RWE v1.12
  • - Autocarrier now working! In contrast to the original, it is possible to order carriers to patrol the sector they are in, as well as multiple sectors. When fitted out with satellites (and ordered to), sectors will be reconned by placement of satellites.
    - Autocarrier uses MARS goblins to engage small threats such as freighters, M5 and M4
    - toggle renaming of wingships on/off
    - reworked long range combat with missiles
    - multi hotkey support: Various possiblities, read ingame descriptions by clicking the blue 'i' in the main menu.
    - bomber support: Possiblity to engage enemy capitals with bombers.
    - OOS, fighters will use drones to increase punch against enemies
    - reworked and replaced tactical setup
    - reworked almost every script for performance, stability and effectiveness
    - bugfixes, bugfixes, bugfixes
I made a cut here and released this version to not longer let you guys wait for the autocarrier feature. At the moment, it is only working for the player.
I constanly alter this mod, as well as I keep finding bugs :(, but if I wait untill everything is fixed, you and me die of old age. Well, report any inconvenience you may find....
Mad_CatMk2
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Post by Mad_CatMk2 »

woo new release!

psssst: i think we've stepped into a new year :lol: :wink:
I fly an OWP. What about you?
gastovski
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Post by gastovski »

Does this work perfectly with DCS2?.
Nicoman35
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Post by Nicoman35 »

@Mad_CatMk2
New year? Whats that? I don't know anything else anymore than :

Code: Select all

for each day in array past.60.days
    go to work
    work on ads at work
    working a bit
    go home
    eat
    work on ads
    tell the children I can't cuddle right now because I have to work
    work on ads
    sleep
end
Thanks for hint, that was an easy fix: turn 3 to 4 :)

gastovski wrote:Does this work perfectly with DCS2?.
I remember Dr. Bullwinkle said that they should work together, but having both active on the same carrier at the same time - NONO!
Though, you could try it and tell us the results.
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DrBullwinkle
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Post by DrBullwinkle »

Nicoman35 wrote:I remember Dr. Bullwinkle said that they should work together, but having both active on the same carrier at the same time - NONO!
What?! Why not? That's the whole point of DCS2's compatibility mode. DCS2 builds the fighters and ADS or CODEA runs the AI.

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