OH Noes!!Nicoman35 wrote:And I told Cycrow that you told me to...
Anarkis Defense System - Real Wings Edition v1.16
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Hmm...should pe possible quite easy! But I have to get this resupply thing I have in mind ready first, or I'llMad_CatMk2 wrote:Hey Nicoman I was reading this thread...wonder if you'll make these changes they mentioned (for SMART integration)?

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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.
- 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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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?
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?
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Will look into that.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 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.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?
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.
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....joelR wrote: Nicoman35 - When using this, the Pirate Guild script doesn't recognize it as ADS.

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I would love to help...but still really getting into the whole scripting dept. Programmer by trade, but the MSCI just makes my head spinNicoman35 wrote: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....joelR wrote: Nicoman35 - When using this, the Pirate Guild script doesn't recognize it as ADS.

I'll try and find time to delve into PG3 scripts to see! Cheers

I fly an OWP. What about you?
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Thank you for further developing this
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 !
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 !
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).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!".
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Re: Thank you for further developing this
It worked? YAY!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 !

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...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).
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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.Lakz wrote:Same that the automated carrier function doesn't work well. I love the missile supply management offered by Real Wings.
I am just working my way through this. I'll try to get autocarrier working for player and npc in v1.12.
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Yeah defense grid was borked in SK's last version.Nicoman35 wrote: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.Lakz wrote:Same that the automated carrier function doesn't work well. I love the missile supply management offered by Real Wings.
I am just working my way through this. I'll try to get autocarrier working for player and npc in v1.12.
Hats off to you though to keep working on this

I fly an OWP. What about you?
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Released ADS - RWE v1.12
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....
- - 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 constanly alter this mod, as well as I keep finding bugs

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@Mad_CatMk2
New year? Whats that? I don't know anything else anymore than :
Thanks for hint, that was an easy fix: turn 3 to 4 
Though, you could try it and tell us the results.
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

I remember Dr. Bullwinkle said that they should work together, but having both active on the same carrier at the same time - NONO!gastovski wrote:Does this work perfectly with DCS2?.
Though, you could try it and tell us the results.
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What?! Why not? That's the whole point of DCS2's compatibility mode. DCS2 builds the fighters and ADS or CODEA runs the AI.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!
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)