[SCRIPT] Anarkis Defense System - v2.65.1 - [2010-08-13]
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Trying to setup my defense grid here. I've got a military outpost in elenas fortune with 2 skirons docked and set to active with automatic defense enabled but the ships don't launch when there's enemies about....
Threat trigger level is set to 1. In 'view recent events' it records as having lauched the ships but in reality they've not budged...
What am I doing wrong here ?
Threat trigger level is set to 1. In 'view recent events' it records as having lauched the ships but in reality they've not budged...
What am I doing wrong here ?
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There's 2 reasons, one is a bug, and the other one a misunderstanding 
Ships added to the defense grid have to be flying (not docked) for the grid system to work on those. That is the bug and i will correct it in next version.
I guess you are using the "sector defense / automated mode" on your military outpost. If so, ships homebased at this outpost won't join the defensive grid. Ships used by your Automated outpost are for sector defense only. I'll add a check in the menu to prevent this or warn the player in next version.
I should have explained that better in the documentation, i will update it when i have some free time
(read: when i have finished the starcraft 2 campaign
)
Other possible reasons for a ship not to jump to a sector:
- Too far away (the limit is currently 6 sectors, it will be configurable in next version)
- Not enough free cargo to host the energy cells.

Ships added to the defense grid have to be flying (not docked) for the grid system to work on those. That is the bug and i will correct it in next version.
I guess you are using the "sector defense / automated mode" on your military outpost. If so, ships homebased at this outpost won't join the defensive grid. Ships used by your Automated outpost are for sector defense only. I'll add a check in the menu to prevent this or warn the player in next version.
I should have explained that better in the documentation, i will update it when i have some free time
(read: when i have finished the starcraft 2 campaign

Other possible reasons for a ship not to jump to a sector:
- Too far away (the limit is currently 6 sectors, it will be configurable in next version)
- Not enough free cargo to host the energy cells.
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Thanks for the quick reply SK
Sector defense will do for the moment so I've disabled the defense grid and removed the ships from the defense grid list. Still can't get this to work though.
What exactly is the process for starting the sector defense ?
I'm guessing its:
1. Dock skirons to outpost
2. Activate Sector Defense in additional commands on the outpost
3. Start sector defense setup in additional commands, make the skirons active, and edit the automated carrier settings.
4. That should be it ?
Does it matter that I'm using m6s instead of m3/m4/m5s ?
Sector defense will do for the moment so I've disabled the defense grid and removed the ships from the defense grid list. Still can't get this to work though.
What exactly is the process for starting the sector defense ?
I'm guessing its:
1. Dock skirons to outpost
2. Activate Sector Defense in additional commands on the outpost
3. Start sector defense setup in additional commands, make the skirons active, and edit the automated carrier settings.
4. That should be it ?
Does it matter that I'm using m6s instead of m3/m4/m5s ?
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Thanks to you, i just found a bug in the automated mode, yes it was supposed to work, but there's a small error in one of my files. As it's a very minor change, i have already updated the files.
Re-download and extract the archive, and your M.O. should handle any kind of ship correctly from now on
This said, be sure to have set the radar range of your station to a large value and the alert level to something lower than 15 if you want it to intercept all enemy ships.
Release Note 2.60 Hotfix 1
This versions is able to handle carriers hosting big ships correctly. It also fixes an issue in the "docked ship setup menu" that was causing a reset of the carrier/station's configuration.
Note that ADS Automated Mode primary function is to handle fighter wings. Performances of auto carriers/stations handling big ships may be weaker than those handling fighter wings. The defensive grid is supposed to take care of the big guns.
(there's absolutely no changes in text files, and the script won't show the usual "updated!" window as the changes are minor)
Re-download and extract the archive, and your M.O. should handle any kind of ship correctly from now on

This said, be sure to have set the radar range of your station to a large value and the alert level to something lower than 15 if you want it to intercept all enemy ships.
Release Note 2.60 Hotfix 1
This versions is able to handle carriers hosting big ships correctly. It also fixes an issue in the "docked ship setup menu" that was causing a reset of the carrier/station's configuration.
Note that ADS Automated Mode primary function is to handle fighter wings. Performances of auto carriers/stations handling big ships may be weaker than those handling fighter wings. The defensive grid is supposed to take care of the big guns.
(there's absolutely no changes in text files, and the script won't show the usual "updated!" window as the changes are minor)
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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Apparently it's just you
(or my web-host was in a bad mood when you tried to download the script)
I just tried to download, and i've tested the archive with both 7Zip and WinRar, it works correctly.

(or my web-host was in a bad mood when you tried to download the script)
I just tried to download, and i've tested the archive with both 7Zip and WinRar, it works correctly.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
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I have been using this with the defence grid enabled and saw something odd tonight. I was doing a build mission from Brennans Triumph and placed a Hornet missile fab in Olmenketslats Treay, which immediately turned red on me, since the pirates hate my guts. No surprise there, but there was a couple of pirate Blastclaws in system and two of my limked in defence ships jumped in to attack them as though the grid thought the recently deposited factory was still mine. Could this be a bug?
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Interesting,
It seems that the station is detected as player owned for a few seconds before being taken over by the pirates (i guess it's during the "cutscene"). And it coincided with the grid's scan for enemies. I don't think the grid will continue to defend the sector after this one jump, though.
I will see what i can do to prevent this behavior in the next version.
It seems that the station is detected as player owned for a few seconds before being taken over by the pirates (i guess it's during the "cutscene"). And it coincided with the grid's scan for enemies. I don't think the grid will continue to defend the sector after this one jump, though.
I will see what i can do to prevent this behavior in the next version.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
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Heya, I'm having trouble as well downloading ADS, it only downloads 100kb of 883kb and says that its finished, then why i try to open it, it tells me the folder is invalid! I really needz my carriers to be more smarter =P Is there possibly an alternate download location? Or is this just a problem with my crappy terrible 56k internet?
thanks ^_^

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option two, try again a bit later (not 10 seconds later, but 1h or 2 later).
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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Independent Game Development
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v2.65 should be out this week.
Will add:
Global ADS setup menu
[ external image ]
So "ignore race" will be moved to a global setting, so you don't have to set it for each carrier. This setting will works for both the defense grid and automated carrier /stations. You can also setup your "defense grid" settings, and set default values for each new ADS auto carrier or station.
Improved Manager
[ external image ]
A bunch of menus have been upgraded to be more user friendly.
Marine Training Center
M1 class ships will be able to provide a training center for your marines. Skilled hackers / engineers / mechanics will be able to share their knowledge with new recruits. And you'll also be allowed to train your marines in combat situation. Combat training as downfalls, marines may get hurt. This module won't make marine training cheap or fast, but it will allow you not to need a friendly race to recruit and train marines.
Defense Grid
Better handling of auto carriers. Send a more appropriate response to each threat. Grid ships will jump at the neareast possible location of the enemy. Possible workaround for the issue related to vanilla "build mission".
--
I'll be away between the 15 and 30, so no update 'till September.
Will add:
Global ADS setup menu
[ external image ]
So "ignore race" will be moved to a global setting, so you don't have to set it for each carrier. This setting will works for both the defense grid and automated carrier /stations. You can also setup your "defense grid" settings, and set default values for each new ADS auto carrier or station.
Improved Manager
[ external image ]
A bunch of menus have been upgraded to be more user friendly.
Marine Training Center
M1 class ships will be able to provide a training center for your marines. Skilled hackers / engineers / mechanics will be able to share their knowledge with new recruits. And you'll also be allowed to train your marines in combat situation. Combat training as downfalls, marines may get hurt. This module won't make marine training cheap or fast, but it will allow you not to need a friendly race to recruit and train marines.
Defense Grid
Better handling of auto carriers. Send a more appropriate response to each threat. Grid ships will jump at the neareast possible location of the enemy. Possible workaround for the issue related to vanilla "build mission".
--
I'll be away between the 15 and 30, so no update 'till September.
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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The renaming issue is fixed now - thanks!
Still one annoying niggle though...
The ADS dock all command overrides all other commands until it is complete and it seems to affect all owned ships - even inactive ones.
e.g. I had a supply TS which is home based to my carrier in another sector on its way to collect energy cells. It's inactive in ADS. When I hit the dock all ADS command to dock all my fighters, the TS also gained the "retreat" command.
There was nothing I could do to stop it or override the command. If I changed the order to none, or dock elsewhere, within a few second it reverted to "retreat" - frustraiting to say the least. All I could do was wait for it to complete docking procedures or use the cheat script to dock it to my carrier instantly.
So can we have the dock all command only affect active ADS ships?
Also is there anyway of not having the ADS command override all subsequently issued commands?
A "stop all commands" option in ADS would be a good idea too - a panic button if you will. Just some way of overriding ADS incase you don't want all your ships to go through docking procedures.
Thanks
Still one annoying niggle though...
The ADS dock all command overrides all other commands until it is complete and it seems to affect all owned ships - even inactive ones.
e.g. I had a supply TS which is home based to my carrier in another sector on its way to collect energy cells. It's inactive in ADS. When I hit the dock all ADS command to dock all my fighters, the TS also gained the "retreat" command.
There was nothing I could do to stop it or override the command. If I changed the order to none, or dock elsewhere, within a few second it reverted to "retreat" - frustraiting to say the least. All I could do was wait for it to complete docking procedures or use the cheat script to dock it to my carrier instantly.
So can we have the dock all command only affect active ADS ships?
Also is there anyway of not having the ADS command override all subsequently issued commands?
A "stop all commands" option in ADS would be a good idea too - a panic button if you will. Just some way of overriding ADS incase you don't want all your ships to go through docking procedures.
Thanks
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ADS v2.65 released
ADS v2.65 has been released
Release Notes
General Settings have been added. It allows you to set the default settings for your automated carriers and stations. You can setup the Defense Grid here, and the option to Ignore Faction has been moved to this menu too.
Basic Marine support added. You can now use your Docks and M1 (and M1 only) to train your marines either in theoretical or combat training. This option costs money (refer to the manual for additional details). Marines with a high mechanical or Engineering skill will help with ship repairs, granted they are not training on your ship. This feature is not yet balanced, and will probably need some improvement.
The menu system has been altered to be more user friendly, this is especially visible in the General Settings, Attack/Defend wing orders and the Automated Carrier Settings. There's still a few things to improve.
Now, you can enable the "Automated Mode" on the [playership]. Use this option with caution. Don't put your docking bay next to an asteroid for example.
Several issues related to the Grid System have been corrected. Also, docking orders will now take the Transporter Device into account correctly.
As usual download link and changelog available in the first 2 posts. By the way, the online documentation is up to date.
Enjoy
Notes to translators
A lot of lines have been added at the end of file. Use the files provided in this archive (there's a few changes i made you'll probably miss otherwise).
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@paulwheeler:
That's basically the next step for ADS. What you're asking will be added when I'm done implementing the new "Hangar" system (discussed a few pages ago). Basically, ships will be sorted between "auto, trade only, manual, inactive" instead of "active, inactive". When done, it will be easier to issue several commands in a row without "overlapping" between ships and to give manual orders to automated carriers.
Dock All is intended as a "panic button". All orders should be canceled correctly and ships will quickly jump back to the carrier (especially now as the Transporter Device detection bug has been fixed).
By the way, Dock All can't be canceled. It has been written this way to work around a few bugs in the game engine, it's also a library used by all my scripts (no matter if using ADS or not). Changing the way it works would cause issues i don't want to deal with atm

General Settings have been added. It allows you to set the default settings for your automated carriers and stations. You can setup the Defense Grid here, and the option to Ignore Faction has been moved to this menu too.
Basic Marine support added. You can now use your Docks and M1 (and M1 only) to train your marines either in theoretical or combat training. This option costs money (refer to the manual for additional details). Marines with a high mechanical or Engineering skill will help with ship repairs, granted they are not training on your ship. This feature is not yet balanced, and will probably need some improvement.
The menu system has been altered to be more user friendly, this is especially visible in the General Settings, Attack/Defend wing orders and the Automated Carrier Settings. There's still a few things to improve.
Now, you can enable the "Automated Mode" on the [playership]. Use this option with caution. Don't put your docking bay next to an asteroid for example.
Several issues related to the Grid System have been corrected. Also, docking orders will now take the Transporter Device into account correctly.
As usual download link and changelog available in the first 2 posts. By the way, the online documentation is up to date.
Enjoy


A lot of lines have been added at the end of file. Use the files provided in this archive (there's a few changes i made you'll probably miss otherwise).
------------
@paulwheeler:
That's basically the next step for ADS. What you're asking will be added when I'm done implementing the new "Hangar" system (discussed a few pages ago). Basically, ships will be sorted between "auto, trade only, manual, inactive" instead of "active, inactive". When done, it will be easier to issue several commands in a row without "overlapping" between ships and to give manual orders to automated carriers.
A command to halt all owned ships from doing what you ordered them to do ? Well, yes, i could add that somewhere in the manager (not gonna use a command slot for that), even if i don't really see why you'd need this option.A "stop all commands" option in ADS would be a good idea too - a panic button if you will. Just some way of overriding ADS incase you don't want all your ships to go through docking procedures.
Dock All is intended as a "panic button". All orders should be canceled correctly and ships will quickly jump back to the carrier (especially now as the Transporter Device detection bug has been fixed).
By the way, Dock All can't be canceled. It has been written this way to work around a few bugs in the game engine, it's also a library used by all my scripts (no matter if using ADS or not). Changing the way it works would cause issues i don't want to deal with atm

X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
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Any chance of allowing ADS to be active on M6 class flights SK? Some of them (in my game with SRM) allow ships to dock, and many M6 I have access to allow Marines. While I won't have it launch "wings" per-se, having the software running for other reasons (marine training, ship repairs, etc).
I wouldn't personally want it to run on anything smaller (like M3+/M3), but having it available for M6 and higher would be a benefit.
Cheers.
I wouldn't personally want it to run on anything smaller (like M3+/M3), but having it available for M6 and higher would be a benefit.
Cheers.
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hmm, Yes and no.Jaga_Telesin wrote:Any chance of allowing ADS to be active on M6 class flights SK? Some of them (in my game with SRM) allow ships to dock, and many M6 I have access to allow Marines. While I won't have it launch "wings" per-se, having the software running for other reasons (marine training, ship repairs, etc).
I wouldn't personally want it to run on anything smaller (like M3+/M3), but having it available for M6 and higher would be a benefit.
Cheers.

Next version will enable ADS commands on all ships (except fighters) providing a docking bay. It will also make several change to the accessibility of the various features.
Marine training will mostly stay the same (available to M1 and stations only), it's an arbitrary design choice. I'm still unsure about the repair bays, I consider the M6 too "light" in my book to host that feature. It will probably only be available on your m6 "carriers".
Notice that M7 and TM carriers, while not being able to train marines, can still use experimented marines to repair the docked ships (even if it's not displayed on any menu yet).
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
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