[SCRIPT] Anarkis Defense System - v2.65.1 - [2010-08-13]
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Hotfix 1 is out.
Active/Inactive issues should be resolved now, i forgot to disable some debug lines. Trade commands were ignoring active/inactive settings too, fixed.
Download the updated version (i haven't changed the version number), extract, and try again.
If you continue to experience the issue, open the ADS manager and select "Uninstall". Don't do what the message tells you, though. Just save and reload your game instead. It will reset ADS completely.
Edit: Polish translation is now up to date, thanks to Yacek.
Active/Inactive issues should be resolved now, i forgot to disable some debug lines. Trade commands were ignoring active/inactive settings too, fixed.
Download the updated version (i haven't changed the version number), extract, and try again.
If you continue to experience the issue, open the ADS manager and select "Uninstall". Don't do what the message tells you, though. Just save and reload your game instead. It will reset ADS completely.
Edit: Polish translation is now up to date, thanks to Yacek.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
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Since you mentioned that the M5 are useless. Any chance for option to use them as sensor range extension and recon (fly to designated point, report enemies, return) around the carrier.
Something that will make them maintain such position in 2 dimensions (or full 3D if you have more M5 and because Carriers are slow, there would be no need for real time resfresh of the coordinates), but not engage and run back to carrier when enemies close by to those M5.
"Sensor extension" might be complicated, but point recon command should be easy (select the point, coose the number of M5).
Something that will make them maintain such position in 2 dimensions (or full 3D if you have more M5 and because Carriers are slow, there would be no need for real time resfresh of the coordinates), but not engage and run back to carrier when enemies close by to those M5.
"Sensor extension" might be complicated, but point recon command should be easy (select the point, coose the number of M5).
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You tell meMad_CatMk2 wrote:What if I use ADS on carrier(s) for handling all fighter activities, and simultaneously activating CODEA for anything M6 or bigger (on the same carriers with ADS)?
As long as either scripts don't handle the same ships, they should coexist peacefully?

It means at least that two scripts will run in parallel, managing owned ships (even if different) against different foes. And as i've never read the codea script files, i can't answer out of the blue for sure. All i can say is, you can try. Just make sure you don't use that on your everyday savegame until you've tried it several times in large combat situations.
(i'm kinda interested by any output on this matter)
I'll quote myself on this onemr.WHO wrote:Since you mentioned that the M5 are useless. Any chance for option to use them as sensor range extension and recon (fly to designated point, report enemies, return) around the carrier.

ADS Wiki wrote: This setting is independent to the real radar range of your carrier. You may consider that as a cheat, but it's in fact to reduce CPU usage. As an example, other scripts like CODEA will deploy scout ships to increase the carrier's radar range. In my opinion, this is a waste of CPU resources especially for a fire and forget setting like the Automated Mode. As 9 times out of 10 you won't even see those said scouts as you're in another sector, it's kinda pointless and I achieve the exact same result with less micromanagement and a more straightforward coding. Moreover there's a few drawbacks if you change the setting to a too high value.
If you set this value to something like 100.000 (it's in meters) you will quickly notice that your fighters will have a very long road to follow to get to their target, they wont have the support of the Carrier when fighting, the carrier will more or less be defenseless, and fleeing damaged ships will have plenty of opportunities to be destroyed when going back to the carrier. For carrier ships, it's strongly advised to keep the value between 15.000 and 50.000 meters.
It's not really the issue here, to make them fly around the carrier in whatever formation is required is not really a big deal. The issue is they are decorative, they won't do any real useful job beside flying around. The carrier don't need them anyway from a coding point of view. But i admit it'd give a better sense of immersion to the player. At least, until he gets bored of those pesky M5 that slow down every carrier jump (yeah M5 can't jump by themselves so they need to dock first).mr.WHO wrote:Something that will make them maintain such position in 2 dimensions (or full 3D if you have more M5 and because Carriers are slow, there would be no need for real time resfresh of the coordinates), but not engage and run back to carrier when enemies close by to those M5.
"Sensor extension" might be complicated, but point recon command should be easy (select the point, coose the number of M5).
Beside, ADS is slowly moving from carrier manager to fleet/station manager so i'm more into "macro" than "micro" management right now

X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
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Ok you're right, there is no reason to maintain the decoration of M5 recon around the carrier if the script don't use them.
I presume that ADS carrier script work only in sector of designated carrier?
So what about making the M5 automated recon of the sectors nearby Carrier sector?
Like:
(command) send recon-->select sector --> select the number of M5 (more of them will scan sector faster).
M5 will launch, fly to selected sector, report enemies (report would be sent after performing of full scan or M5s death), fly back (if survived)
to base Carrier.
This would be useful for reducing micro in situation like: your Carrier is in sector near Xenon sector. You sent M5 to recon via this one command instead of manual (two commands - explore, then return home) orders for every M5 one by one.
This could be useful, exept that I don't know how M5s handle in OOS combat when they're not engaging (do they are able to get away from OOS combat? I mean in most situations? - coz M5 are cheap, so at least 50% survivability would be OK, if not then this wouldn't be useful at all).
I presume that ADS carrier script work only in sector of designated carrier?
So what about making the M5 automated recon of the sectors nearby Carrier sector?
Like:
(command) send recon-->select sector --> select the number of M5 (more of them will scan sector faster).
M5 will launch, fly to selected sector, report enemies (report would be sent after performing of full scan or M5s death), fly back (if survived)
to base Carrier.
This would be useful for reducing micro in situation like: your Carrier is in sector near Xenon sector. You sent M5 to recon via this one command instead of manual (two commands - explore, then return home) orders for every M5 one by one.
This could be useful, exept that I don't know how M5s handle in OOS combat when they're not engaging (do they are able to get away from OOS combat? I mean in most situations? - coz M5 are cheap, so at least 50% survivability would be OK, if not then this wouldn't be useful at all).
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It's not that i'm right, the other way around is also possible and works. It's the kind of issue that game designers have been fighting over for years. The limit between immersion and efficiency. There's no ideal solution as the "better one" vary a lot from an user to another.
Now, philosophical issues aside
Here are some of the future plans for ADS.
I do not plan on adding anything new until this is (mostly) done.
Don't get me wrong, i can see an use for such functions, but this is something i'm more likely to use for stations than for carriers and here again i would rather use satellites for this matter.
Btw, don't think i disregard your suggestions for the reason i don't like M5. I do understand that you are annoyed by the lack of use for this ship type and would like to see it fixed. And so do I. But most of the things I'd like to implement for them are impossible because of the specs of most if not all M5 (no M cargo type mainly) in the vanilla game.
Now, philosophical issues aside

Here are some of the future plans for ADS.
I do not plan on adding anything new until this is (mostly) done.
It's right. With default settings, carriers scan for enemies 20km around them, and stations 100km. No "outside current sector" scanning is done.I presume that ADS carrier script work only in sector of designated carrier?
The goal of the Automated Mode is to provide fighter defense and offensive capabilities to carriers, especially OOS where vanilla carriers are sitting ducks. Sector exploration and remote scanning is somewhat out of the script's scope.So what about making the M5 automated recon of the sectors nearby Carrier sector?
Don't get me wrong, i can see an use for such functions, but this is something i'm more likely to use for stations than for carriers and here again i would rather use satellites for this matter.
Btw, don't think i disregard your suggestions for the reason i don't like M5. I do understand that you are annoyed by the lack of use for this ship type and would like to see it fixed. And so do I. But most of the things I'd like to implement for them are impossible because of the specs of most if not all M5 (no M cargo type mainly) in the vanilla game.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
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No problem, I've just tried to make M5 somehow useful, but now I see the limitations of M5.
Anyway, I read ADS future changes and I'm very happy.
- Manual selection ship list for attack/defend command is preatty much what I wanted with my squadron idea, but even less complicated
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- Status split between "active" and "fighter" is also what I had in mind with custom squadrons (I thought they could create problem with squadron ship used by auto ADS carrier) , once again you figured out even less complicated method
- Defensive Grid - now that's most interesting, this thing can efectivelly reduce the number of patrol ship for multi-sector corporation. Fighters send to hold enemies till big guns arrive. You don't even need to set capital patrols anymore. Such active defence could be very interesting as long as ships use energy cells for jumps.
Kinda similar to Logain SSDN, but with big ships in place of drones.
Looking forward to next release
Anyway, I read ADS future changes and I'm very happy.
- Manual selection ship list for attack/defend command is preatty much what I wanted with my squadron idea, but even less complicated

- Status split between "active" and "fighter" is also what I had in mind with custom squadrons (I thought they could create problem with squadron ship used by auto ADS carrier) , once again you figured out even less complicated method

- Defensive Grid - now that's most interesting, this thing can efectivelly reduce the number of patrol ship for multi-sector corporation. Fighters send to hold enemies till big guns arrive. You don't even need to set capital patrols anymore. Such active defence could be very interesting as long as ships use energy cells for jumps.
Kinda similar to Logain SSDN, but with big ships in place of drones.
I hope that this also include M6 class and ADS controlled carriers?Any player owned big ship could be linked to the Grid. Like M7 and M2
Looking forward to next release

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About the defensive grid.
Anything from M6 to M2 will work. I'll also include TM ships as they can make nice sector defenders when coupled with ADS AutoMode.
If you are familiar with Pirate Guild, or RRF, the grid system will work more or less the same way.
You've narrowed down the main issue, to keep the ships supplied in energy. It's okay to cheat e.cells for AI ships, but not for the player. I guess the initial version will ask you to pay (a good price) for the energy cells that will be beamed whenever needed. Bugfixed / later versions will ask you to set a few refueling stations for the grid to work.
Yes, of course it will handle the ADS carriers, it would really be a shame if it didn'tI hope that this also include M6 class and ADS controlled carriers?

If you are familiar with Pirate Guild, or RRF, the grid system will work more or less the same way.
You've narrowed down the main issue, to keep the ships supplied in energy. It's okay to cheat e.cells for AI ships, but not for the player. I guess the initial version will ask you to pay (a good price) for the energy cells that will be beamed whenever needed. Bugfixed / later versions will ask you to set a few refueling stations for the grid to work.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
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About the SPK, it's not gonna happen, sorry.
Short answer would be that it would cause issues when installing / uninstalling / upgrading several of my scripts.
An uninstaller is provided anyway.
Short answer would be that it would cause issues when installing / uninstalling / upgrading several of my scripts.
An uninstaller is provided anyway.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
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X3 Scripting and Modding Station
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I have a some questions about this script package.
1) I'm currently using "Set Home Base" by Seedz, would you script do the same thing? i.e. Would I no longer need to this script if I use ADS?
2) Also. I have "PHQ and Military Outpost in Boron Shipyards" by apricotslice installed, Will this make the MO's owned by me more useful? If so, can my marines then be trained there?
3) Is there an SPK version for use with Cycrow's Plugin manager?
Thanks in advance.
1) I'm currently using "Set Home Base" by Seedz, would you script do the same thing? i.e. Would I no longer need to this script if I use ADS?
2) Also. I have "PHQ and Military Outpost in Boron Shipyards" by apricotslice installed, Will this make the MO's owned by me more useful? If so, can my marines then be trained there?
3) Is there an SPK version for use with Cycrow's Plugin manager?
Thanks in advance.
My mods for X3TC & X3AP
Been with the X-series from the beginning. If it happens in the X_Universe I've been there done that several times over.
Been with the X-series from the beginning. If it happens in the X_Universe I've been there done that several times over.
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1) Dunno. ADS allows to mass assign homebase for ships docked at a carrier or a station.
2) Depends. If the so called "M0" is in reality a M1, M7 or TL and has docking bays then all commands described in the manual will be available. If it is a M2 (or of course if it hasn't a docking bay) you can't use ADS commands on it.
However in the 2.60, that should be out soon, a new system called "Defense Grid" will be available, allowing ADS to manage your patrols. A short description of this system is already in the manual.
For the "marines" part, i don't know what you are talking about.
3) Read my previous post about the SPK.
2) Depends. If the so called "M0" is in reality a M1, M7 or TL and has docking bays then all commands described in the manual will be available. If it is a M2 (or of course if it hasn't a docking bay) you can't use ADS commands on it.
However in the 2.60, that should be out soon, a new system called "Defense Grid" will be available, allowing ADS to manage your patrols. A short description of this system is already in the manual.
For the "marines" part, i don't know what you are talking about.
3) Read my previous post about the SPK.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
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Sounds like the answer to #1 is that I could get rid of the one I am currently using if I install this as it does the same thing, only more.
For #2, not an M0 (ship), guess I should have spelled it our, a player owned Military Outpost is what I am talking about. And, even it marine training is not offered at it, I will still be able to use it as a Hanger for my patrol wings.
At least once 2.60 is available, from the way it sounds.
#3, not a problem, I'm already using others that are not in SPK. Sorry, my mistake for not reading the whole thread, I had read the OP and was just wondering about a few things.
Thanks
For #2, not an M0 (ship), guess I should have spelled it our, a player owned Military Outpost is what I am talking about. And, even it marine training is not offered at it, I will still be able to use it as a Hanger for my patrol wings.
At least once 2.60 is available, from the way it sounds.
#3, not a problem, I'm already using others that are not in SPK. Sorry, my mistake for not reading the whole thread, I had read the OP and was just wondering about a few things.
Thanks
My mods for X3TC & X3AP
Been with the X-series from the beginning. If it happens in the X_Universe I've been there done that several times over.
Been with the X-series from the beginning. If it happens in the X_Universe I've been there done that several times over.
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No problem, I'm not stupid enough to expect people to read the whole topic 
About point 2.
Oki, you meant M-Ohhhh and not M-zero, that changes everything
Well, ADS doesn't add marine training to the Military Outpost. Dunno if it's possible, but i'll give it a look for next version.
However, ADS handle MO very well. Basically, you put a bunch of fighters in the MO. Setup those fighters using the ADS manager, and enable the "Sector Defense" (or "automated mode") command for the said outpost. Once you're done (basically 2 minutes of setup), ADS will use the fighters homebased at the MO to defend the sector.
You could think the MO as a carrier with zero speed.
2.6 will add support for all "big ships" (M6 and bigger), but i'll explain that better once it's released
Cheers,
SK.

About point 2.
Oki, you meant M-Ohhhh and not M-zero, that changes everything

Well, ADS doesn't add marine training to the Military Outpost. Dunno if it's possible, but i'll give it a look for next version.
However, ADS handle MO very well. Basically, you put a bunch of fighters in the MO. Setup those fighters using the ADS manager, and enable the "Sector Defense" (or "automated mode") command for the said outpost. Once you're done (basically 2 minutes of setup), ADS will use the fighters homebased at the MO to defend the sector.
You could think the MO as a carrier with zero speed.
2.6 will add support for all "big ships" (M6 and bigger), but i'll explain that better once it's released

Cheers,
SK.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
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Cool, think I'm going to give it a go. This should allow me to effectively cut-down the number of ships I have on constant patrol in my home sector.
Since my fighters can sit docked at my outpost until they are needed.
Thanks my good man.
EDIT:
@ Serial Kicked,
Messed around with this script package last night, just want to say Great job! I like the way it's setup, the layout of the menu is great.
You mentioned you may look into adding marine training, if you do here's an idea. Maybe make it cost time, money and materials, like food stuffs, cloth rimes and maybe some of those hand weapons that are int the game but have no real use at the moment.
Since my fighters can sit docked at my outpost until they are needed.
Thanks my good man.
EDIT:
@ Serial Kicked,
Messed around with this script package last night, just want to say Great job! I like the way it's setup, the layout of the menu is great.
You mentioned you may look into adding marine training, if you do here's an idea. Maybe make it cost time, money and materials, like food stuffs, cloth rimes and maybe some of those hand weapons that are int the game but have no real use at the moment.
My mods for X3TC & X3AP
Been with the X-series from the beginning. If it happens in the X_Universe I've been there done that several times over.
Been with the X-series from the beginning. If it happens in the X_Universe I've been there done that several times over.
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@TEKing66:
Thanks, glad you liked the manager, it was painful to code tbh but i'm kinda happy with the result too
About the marine thingy. I don't really want to put too much work into that. Moreover it's not very easy to script. If i can add the usual marine training to Player owned station, i will do it in next version because it's 2 lines of code. If it's not possible to do so for player owned stations because of hard-coded limitations, then it would require tons of coding i'm not really interested in. So in this case, we'll see about at a later stage, as my "todo" list is already full.
----
In other news
For those who don't follow my website, let's say that the Defense Grid system is nearly completed. If you don't know what it means, and don't want to click on a link, it's basically the same as the "Race Response Fleet" plugin, but for player owned ships. And if you still don't know what i'm talking about, click the link
The manager has been expanded, so you can monitor all the sectors where you have factories. It will also allow you to give quick orders to all your big ships (M6 and bigger) instead of carriers only.
The carrier setup menu is scheduled to be moved to the manager but this feature will be released later, as you'll already have plenty of opportunities to break this beta version (yeah it will be a beta version) without this addition.
It will also correct a few remaining minor issues you can't spot if you're not a scripter yourself, so i won't go further in explaining those. Let's just say it will make my job easier.
That's about all for the v2.60 beta release. Should be available next week.
Next plans:
- Better AI and new orders for M8 and M7M ships. By default, and when handled by the AI they try to dogfight and are killed by their own missiles. I'll try to correct that (at least a little bit).
- Merge the Manager's "view owned ships" and the carrier setup "setup docked fighters" commands. And basically merge all the carriers' settings with the manager so everything stays in one single menu (updated in real time i want to stress that).
- As this script will soon become mandatory if you want to use Pirate Guild or any of my other AL plugins (and btw, using PG without ADS is kinda cheating), it will also become an AL plugin. So the player, you, will be allowed to choose between using ADS as usual (with the manager and all the fluff) or as a simple library for (my) other scripts (no additional commands).
EDIT//
And yeah i forgot:
- Handling of custom M1 (from mods) that can handle big ships in their docking bays. It should have been handled in the first place, and it was in Reunion, but when adapting the code for TC i disregarded that issue.
Thanks, glad you liked the manager, it was painful to code tbh but i'm kinda happy with the result too

About the marine thingy. I don't really want to put too much work into that. Moreover it's not very easy to script. If i can add the usual marine training to Player owned station, i will do it in next version because it's 2 lines of code. If it's not possible to do so for player owned stations because of hard-coded limitations, then it would require tons of coding i'm not really interested in. So in this case, we'll see about at a later stage, as my "todo" list is already full.
----
In other news
For those who don't follow my website, let's say that the Defense Grid system is nearly completed. If you don't know what it means, and don't want to click on a link, it's basically the same as the "Race Response Fleet" plugin, but for player owned ships. And if you still don't know what i'm talking about, click the link

The manager has been expanded, so you can monitor all the sectors where you have factories. It will also allow you to give quick orders to all your big ships (M6 and bigger) instead of carriers only.
The carrier setup menu is scheduled to be moved to the manager but this feature will be released later, as you'll already have plenty of opportunities to break this beta version (yeah it will be a beta version) without this addition.
It will also correct a few remaining minor issues you can't spot if you're not a scripter yourself, so i won't go further in explaining those. Let's just say it will make my job easier.
That's about all for the v2.60 beta release. Should be available next week.
Next plans:
- Better AI and new orders for M8 and M7M ships. By default, and when handled by the AI they try to dogfight and are killed by their own missiles. I'll try to correct that (at least a little bit).
- Merge the Manager's "view owned ships" and the carrier setup "setup docked fighters" commands. And basically merge all the carriers' settings with the manager so everything stays in one single menu (updated in real time i want to stress that).
- As this script will soon become mandatory if you want to use Pirate Guild or any of my other AL plugins (and btw, using PG without ADS is kinda cheating), it will also become an AL plugin. So the player, you, will be allowed to choose between using ADS as usual (with the manager and all the fluff) or as a simple library for (my) other scripts (no additional commands).
EDIT//
And yeah i forgot:
- Handling of custom M1 (from mods) that can handle big ships in their docking bays. It should have been handled in the first place, and it was in Reunion, but when adapting the code for TC i disregarded that issue.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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I forgot, is this compatible with CODEA? I remember reading it some where but wanted to make sure before I installed it for pirates guild. Thanks.
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney
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"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine