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

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Serial Kicked
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Post by Serial Kicked »

@stealthhammer:

If you use it only for compatibility with my plugins, there's no issue.
Nor with CODEA nor with any other script i can think of.

If you want to use specific ADS commands on your carriers be sure you don't use those on ships handled by CODEA.



@Vivicector:

Yeah I'll put back a better catapult retriever in next release. It should be out during next week as I've more or less finished the Defense Grid system and manager :)
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stealthhammer
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Post by stealthhammer »

Ya, I was thinking it would be fine if it was used on separate carriers. Also love the pirate guild.

Only wish it had m7ms that it used... Anyhow that's better said in the guild thread.
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Nho
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Post by Nho »

Heya SK

Not sure if it comes from your script, the cargo space available appearing next to the carrier name? Also I must admit I haven't read all pages of this thread, so sorry if it was discussed before.

If it comes from this script, is there a way to disable this available cargo space next to the ship name, or just disable the colors? It is actually quite useful having this number next to the ship's name, it's just the "no message" bug that is annoying me.
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Serial Kicked
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Post by Serial Kicked »

For the cargo thingy, no, i never added such a thing to my script. About the "No message" bug i don't recall that bug either :p
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Post by Nho »

Ok, wrong thread then. I'll have to do some more searching :D
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Post by BlackRazor »

Nho wrote:Ok, wrong thread then. I'll have to do some more searching :D
From the MARS manual:
In the MARS menu you can enable cargo collection to show free cargo space.
The number (added to the ship name) can be
- green: Goblins active but not necessarily collecting cargo
- yellow: enemies close
- red: no drones or could not collect last container
- grey: moving, no cargo to collect, docked... boring.
I'd say MARS is the "culprit" here :D
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Nho
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Post by Nho »

Wow, thanks! Why I haven't looked there in the first place I don't know :oops:
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Post by paulwheeler »

Just realised that the ADS doesn't seem to pick up the Woden as a carrier. Is this intentional?

Thanks

Paul
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Serial Kicked
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Post by Serial Kicked »

paulwheeler wrote:Just realised that the ADS doesn't seem to pick up the Woden as a carrier. Is this intentional?
It does in my game (no reason why it shouldn't, it's a M1).

Be sure your Wooden has a Carrier Command Software installed or else ADS commands won't show up :)
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Post by paulwheeler »

Serial Kicked wrote: Be sure your Wooden has a Carrier Command Software installed or else ADS commands won't show up :)
That'll be the one - I'm a damn fool! :x

Thanks
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Serial Kicked
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Post by Serial Kicked »

Yay, 2.60 is out. Technically it's beta, but don't worry, the "beta" part (defense grid) is optional.

= v2.60 Release Notes =

The Defense Grid mechanism has been added. You can enable/disable this feature using the ADS Manager, which now includes a sector list.

The Defense Grid system will monitor every sector the player has a factory in for enemies. ADS Compatible stations will still send squadrons to defend their own sectors, but in addition, ships you have linked to the grid will jump to defend endangered sectors.

Ships linked to the defense grid will continue to do their business as usual when there’s no alert. If a sector is under attack, those located in a 6 jump radius will jump in to deal with the threat, jump back and resume previous order/patrol. If you have a M2 patrolling in Argon Prime and an alert is occurring in Ore Belt, it will jump to Ore Belt, kill the enemies, jump back to Argon Prime and resume patrol.

Energy cells will be directly bought from player’s money account and beamed to the ships at increased cost (x2). Any player owned big ship can be linked to the Grid, this includes M6, M7, M2, M1, and TL ships.

Also, “send defensive wing” order has been added to the ADS Manager. You can give order to all ship types using the manager now. Both Attack and Defend wing orders now comes with a menu allowing optional manual selection of fighters.

[ external image ]

Automated mode “should” handle better carriers that can hold big ships, untested.

-----

This said, Defense Grid support is basic. You can't change default values for the grid (jump range, alert level) except by directly altering anarkis.ads.task.maingrid. The grid also ignores the "ignore faction(s)" tag you can put on ads carriers. I'll add that later. A "view sector" (kind'of) menu will be added to the ads manager too at a later stage.

Bug reports / comments on new features are more than welcome :)

Enjoy :mrgreen:



-----

Note to translators

A bunch of new things to translate near the end of file.
I'm looking for an up to date german translation.
Last edited by Serial Kicked on Mon, 19. Jul 10, 10:22, edited 1 time in total.
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russbo
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Post by russbo »

Instead of using energy cells, will the ships jump if they are equipped with other script's versions of hyperjump?
Requiemfang
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Post by Requiemfang »

easy way to fix the energy cell thing to make it so it's not expensive is to use Logan's Capital Ship Energy Cell Generator :D
russbo
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Post by russbo »

Its not the expense (when you have two billion credits...).

It's the aggravation of getting the ships supplied.
Last edited by russbo on Mon, 19. Jul 10, 09:45, edited 1 time in total.
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Serial Kicked
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Post by Serial Kicked »

Ships are automatically refueled as long as you have credits. But they try to use their own fuel reserves first. So if you are using a 3rd party script that automatically refuel your military fleet, it will probably work.

By the way, if you have a script able to build "player owned jump beacons", those will be used by ships from the grid (will use those instead of gates).
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russbo
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Post by russbo »

SK, I was referring to some of the scripts that allow jumping, but don't use energy cells. Like Cycrow's advanced hyperdrive, I think Loky's excellent hyperdrive script, etc.

Does your script automatically feed energy cells to capital ships if you have credits in your account? Is that what you're saying?
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Serial Kicked
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Post by Serial Kicked »

I wrote:Energy cells will be directly bought from player’s money account and beamed to the ships at increased cost (x2).
I couldn't be clearer.

1. Ships need a jumpdrive installed
2. Energy cells are automatically provided if you have the money
3. This is completely transparent to the player.

ADS doesn't care about any "magic" jumpdrive scripts. Ships linked to the grid will buy e.cells if they don't have enough in the cargo bay, and use them to jump no matter what you're using.

I have no plans in adding support for such scripts if this is what you are wondering :p
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Post by russbo »

Yes, it was clear.

I just didn't go back and read the newly revised first post.
Infekted
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Post by Infekted »

Nice script, I'm not usually a fan of things like this but I am serious tempted to give this one a spin.



russbo - Since the bonus pack resupply is very easy.. I use CLS to keep every TL I own at 5k energy and every M1 and M2 at 1k energy. Its easy to set up, pretty cheap and pretty safe.
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Serial Kicked
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Post by Serial Kicked »

Thanks :)

The main goal of ADS is to reduce micromanagement (and to serve as a library for my other "faction" scripts, but that's not what matters here).

I can explain, here, what's the training will look like.
A screenshot would be better, but the menu system isn't finished yet.

Marine training will work as follow:

A "barrack" section will be added to the menu controlling M1 and Docks, in this menu you'll see the list of your marines with full stats. Marines with a skill above 4 stars (80+ points) can act as teachers for the other ones. One teacher maximum per category (fight, engineering, hacking, mechanical) and slowly teach the others until they reach the value of their teacher. Teachers will also slowly improve skills while teaching, but at a much lesser rate than students.

Of course, teachers will have to be paid (will cost a bit less that training at a foreign center, though), and it will take approximately the same time as in vanilla.

Another goal is to allow the player to be more independant from the other factions, so you don't need to stay friend to a faction for training purpose only.

Hopefully it will be released before i go in vacations (15 august).

Cheers,
SK.
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