[SCRIPT] ACC: Anarkis Carrier Commands | v1.40 | 17 Oct 06
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Ok I gotto step out so ill try all that when I get back. In the meantime I have the following mods running:
Anarkis Carrier Commands 1.35
Cargo Delivery Service 1.02
Homebase Commands 1.20
LV's Cheats 1.2 (for that nice reset shields option)
Race Response Fleets 1.5
Salvage Claim Software 1.05
Station Trader 1.25a
Unlimited Salvage Insurace 1.00
Xia Corp Nav Override System 3.1.1
Anarkis Carrier Commands 1.35
Cargo Delivery Service 1.02
Homebase Commands 1.20
LV's Cheats 1.2 (for that nice reset shields option)
Race Response Fleets 1.5
Salvage Claim Software 1.05
Station Trader 1.25a
Unlimited Salvage Insurace 1.00
Xia Corp Nav Override System 3.1.1
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Those scripts should not conflict with ACC.
Oki, answered and now waiting for your savegame. Thanks
Oki, answered and now waiting for your savegame. Thanks

X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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It didn't
I just received the file succesfully. I will give it a look asap to see what is going on.
Cheers.

Cheers.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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It's definitively weird. No rogue script, no visible conflict, no bug due to a install of a previous ACC version, but yes shields don't autorepair when you dock your ships as they should (at least as they do in my game). I'll update the script (probably tomorrow) to restore the shield when ships are docked.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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v1.36 Released !
This version should correct the weird bug Annex is experiencing with the shields. However, already damaged fighters will not be repaired until they are used by ACC.
By the way, the "Set Homebase" command has been replaced by a menu called "Homebase Settings" (like the Battle Tactics menu). It allows you to set/unset the homebase for different class of docked ships.
Cheers.
This version should correct the weird bug Annex is experiencing with the shields. However, already damaged fighters will not be repaired until they are used by ACC.
By the way, the "Set Homebase" command has been replaced by a menu called "Homebase Settings" (like the Battle Tactics menu). It allows you to set/unset the homebase for different class of docked ships.
Cheers.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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No problem 

X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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just wondering why the script sends blank messages to the message log.
This is usually after i issue some sort of carrier command , like clear sector etc
i say blank thats not true they sometimes have like 1 or 2 etc but nothing else .
Im also assuming the auto pilot engage thing (and ship stopping engines) ,when an order is issued , is also built in and not a bug of the script
either way , your script does make controlling 40 fighters from a carrier much easier .(havent decided what the other 20 slots left on carrier will be filled with yet )
a thought i had since i carry nova vanguards and raiders plus a few disco's , a recon command eg fast ships (M5's M4's ) are sent out all over the sector , they go out and scout the sector ,
or a sector patrol command , much like the defend or attack command where u can select how many ships you send out
This is usually after i issue some sort of carrier command , like clear sector etc
i say blank thats not true they sometimes have like 1 or 2 etc but nothing else .
Im also assuming the auto pilot engage thing (and ship stopping engines) ,when an order is issued , is also built in and not a bug of the script
either way , your script does make controlling 40 fighters from a carrier much easier .(havent decided what the other 20 slots left on carrier will be filled with yet )
a thought i had since i carry nova vanguards and raiders plus a few disco's , a recon command eg fast ships (M5's M4's ) are sent out all over the sector , they go out and scout the sector ,
or a sector patrol command , much like the defend or attack command where u can select how many ships you send out
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Hi All,
I have edited the "equip all ships" to install ware. Have a look here, open the anarkis file and you can see my screenshot of the .xml showing the code line 016 changed to "install" ware.
But it doesn't install. I tried equiping some falcons with tempest missles. They just went to the cargo bay.
Any Ideas?
Thanks
DaveBC
Edit: link removed
I have edited the "equip all ships" to install ware. Have a look here, open the anarkis file and you can see my screenshot of the .xml showing the code line 016 changed to "install" ware.
But it doesn't install. I tried equiping some falcons with tempest missles. They just went to the cargo bay.
Any Ideas?
Thanks
DaveBC
Edit: link removed
Last edited by DaveBC on Sun, 13. Aug 06, 03:07, edited 1 time in total.
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The AI may uninstall them.DaveBC wrote:But it doesn't install. I tried equiping some falcons with tempest missles. They just went to the cargo bay.


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DaveBC : Do NOT make random changes to my scripts and moreover do NOT distribute those changes ! Changing the command by "Install Ware" won't work correctly as it'll install the ware from thin air. Making my script a cheat. Thanks. Moreover ACC since 1.35 install the wares correctly (except if something else is already installed).
Donsja : ACC by itself don't "unlock" TS/TP docking to M1/TL. But it's fully compatible with mods like XFP or DDRS that have M1 and TL with external docking bay for transport ships.
@davie_36 : About the logbook messages, it's probably a debug log i've forgotten to remove from the official release. I'll remove it asap.
Donsja : ACC by itself don't "unlock" TS/TP docking to M1/TL. But it's fully compatible with mods like XFP or DDRS that have M1 and TL with external docking bay for transport ships.
@davie_36 : About the logbook messages, it's probably a debug log i've forgotten to remove from the official release. I'll remove it asap.
Correct.Im also assuming the auto pilot engage thing (and ship stopping engines) ,when an order is issued , is also built in and not a bug of the script
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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Sorry,Serial Kicked wrote:DaveBC : Do NOT make random changes to my scripts and moreover do NOT distribute those changes ! Changing the command by "Install Ware" won't work correctly as it'll install the ware from thin air. Making my script a cheat. Thanks. Moreover ACC since 1.35 install the wares correctly (except if something else is already installed).
I searched for, and found the info in THIS thread![]()
Any way, I updated to your latest version. I meant no harm.
Thanks,
DaveBC
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Is there any chance that you can add the possibility of defining attack wings? Currently the "Attack wing against" command sends out a number of ships against a target, what I'd like to do is having a different command that sends out exactly the ships I want.
To be more specific, let's imagine you can have four attack wings for each cap ship, let's call them alpha, beta, delta and gamma. Assigning a ship to a specific attack wing could be done by a script which also sets the carrier as the fighter's homebase. So you could have a carrier command "Assign to carrier" that asks you to select the desired ship, and then via a message you could select the attack wing. Ideally I'd want to have a light squadron of M4's for light pirate duty, a heavy bomber wing against capships, a "jack of all trades" wing for various threats and so on.
The new command, let's call it "Deploy wing against" should then ask you for the target and then for the wing you want to deploy, let's say 1 for Alpha, 2 for Beta, 3 for Delta, 4 for Gamma and 5 for all fighter wings. The command should work for both docked and undocked ships.
Anyway, just an idea, I don't know anything about scripting but I think that this is doable. Great job so far with this script.
To be more specific, let's imagine you can have four attack wings for each cap ship, let's call them alpha, beta, delta and gamma. Assigning a ship to a specific attack wing could be done by a script which also sets the carrier as the fighter's homebase. So you could have a carrier command "Assign to carrier" that asks you to select the desired ship, and then via a message you could select the attack wing. Ideally I'd want to have a light squadron of M4's for light pirate duty, a heavy bomber wing against capships, a "jack of all trades" wing for various threats and so on.
The new command, let's call it "Deploy wing against" should then ask you for the target and then for the wing you want to deploy, let's say 1 for Alpha, 2 for Beta, 3 for Delta, 4 for Gamma and 5 for all fighter wings. The command should work for both docked and undocked ships.
Anyway, just an idea, I don't know anything about scripting but I think that this is doable. Great job so far with this script.
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Improved group management is on my todo list but it's not gonna happen soon as ACC is currently stable and i'm currently working on other projects.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station