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

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AntoineS
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Post by AntoineS »

How big of a differance is this carrier script compared to CODEA. Going to gte me a Carrier soon so i wonder which will be more/better suited for X3TC.

Thanks in advance,
Antoine
Marodeur
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Post by Marodeur »

Good question.

CODEA is more than a carrier script. You can manage huge battlegroups with frigates and corvettes in it to defend the carrier. Or you can use the corvettes for long range missile attacks. Than you have M8 bomber squadrons, Reconnaissance wings, use your ships for salvage, etc..

But it needs much more personel management because ADS only use mechanics, not pilots. You can hire the mechanics without docking at a military outpost and there is no rank system (recruit, petty officer, etc.).

ADS concentrates on the carriers itself and the docked ships. So you can use the carrier(s) for patrols, clear whole sectors or defend you stations. Its not for the whole battlegroup.

So CODEA offers much more options but needs more micro management too. :)

I hope that helps. :D
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Serial Kicked
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Post by Serial Kicked »

I'm a bit in a hurry right now, but:

Yeah i know about the command slots, but as i'm offline it's kinda hard for me to check the correct slot, change them go back here to upload and see that the new ones are already taken (already happened), so too bad for the other scripts. At least until a get back a true internet connection.


About CODEA. Codea offers more micromanagement, and a bunch of functions i will never put in ADS cause i don't like/want them in my own scripts (like TS/M8 docking). ADS is much more efficient in kill/death ratio and is easier to setup. And ADS runs on stations too, not codea.

Mechanics can be hired in any sector with a friendly trading station. The system may be altered in next versions.

No it doesn't change OOS battle mechanics, can't be done without altering official egosoft scripts. However fighters wings have a clear advantage over big ships OOS so it's not really needed :p

Cheers

SK.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

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Marodeur
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Post by Marodeur »

Not to mention the scripts that arent in the list because the scripters dont care about it... like codea... ;)
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Serial Kicked
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Post by Serial Kicked »

I do care :p but i'm unable to comply until i get a real connection.

And i forgot to answer to your previous question:
And about the translation:
Do you want the t-file to integrate it in your zip or should i open a new thread in the german board for it? [/qoute]

It will be easier for me to let you make your own package for the german board. Please don't use SPK files however, it would cause issues if someone use your SPK and then download a zip file for another of my plugins.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

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AntoineS
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Post by AntoineS »

@Marodeur

Thanks for the explenation, after reading i think this script will be more for me since all this micro management isnt my game.

I will try this script in a later state. My battle group will consist of

A carrier, 2x Tyr, 4x agememnon, 8 HCP and all i want is that the carrier will do is defend itself :)

I am using MARS for the turrets so that will help alot.

Regards,
Antoine
CraterFace
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Post by CraterFace »

Nevermind, got it :)
Last edited by CraterFace on Sun, 17. May 09, 11:32, edited 3 times in total.
"Various empirical models (intelligent approximations based on intuition, guesswork, and fiddling adjustable constants)."
Marodeur
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Post by Marodeur »

Serial Kicked wrote:I do care :p but i'm unable to comply until i get a real connection.

And i forgot to answer to your previous question:
And about the translation:
Do you want the t-file to integrate it in your zip or should i open a new thread in the german board for it? [/qoute]

It will be easier for me to let you make your own package for the german board. Please don't use SPK files however, it would cause issues if someone use your SPK and then download a zip file for another of my plugins.
Ah ok. Good that you say that i am a fan of spk-files. Makes Skriptmanagement more easy. :D
But for you i will make a zip. ;)

The script is running fine with the new IDs (and after altering nearly all setup-files with the notepad++. I thought the main file would be enough... :shock: ) . I will reserve them in the german board for me. If you want to use them too i can change the IDs in the english t-file and they can download the new zip from my t-online webspace. The typo i mentioned earlier would be corrected too. ;)
Arnaud3385
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Post by Arnaud3385 »

salut j ai bien réusi a installer mais quand je vais sur scripts editor je ne trouve pas le scrips nommé " anarkis.cheat.* " quesque je doit faire merci d avance....
BlackRain
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Post by BlackRain »

you can use both Codea and this, I do. They serve different functions in my fleet.
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ezra-r
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Post by ezra-r »

Hey Serial, nice script with some adjustments to the config is working great.

Btw, I notice the Debug option is enabled by default, maybe you want to de-activate that by default in future versions.

About the rest, great job.
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ezra-r
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Post by ezra-r »

More..

Just asking if Im saying some idiotic thing just let me know.

Sometimes I see there are hostiles outside of specified range and I dont want the carrier ships to attack but I dont want them to dock either as I cant afford the carrier to waste time stopping to wait the fighters to dock, to for example, undock minutes later again and maybe the carrier firepower is needed also and a stop will prolly get it killed before all fighters dock..

Could there be a way to make the fighters retreat but instead of docking just do carrier defense until I confirm the order of docking?

I had this example in a XI mission, just when the fighters were retreating for docking a Xenon K among fighter escort and M6's spawned very near the carrier, neither the fighters did anything, neither the carrier as it was waiting for the ships to dock and the ships wouldnt change the "retreat" order until docked.

Sometimes you have controlled the situation but you dont want the fighters to dock just yet because you know hostiles are incoming and you cant afford the carrier to wait for fighters to dock (when it is protecting another ship) and it also seems the fighter wont react to anything when they are retreating, maybe the change of Retreat to Protect the carrier is the best option to reduce this effect.

Is it possible and easy (I dont want to bug) to implement a option in the config or something similar that for instance says:

Retreat = Go back + Dock or Go back and Defend (the carrier), until new order is issued by the carrier or me?

thx in advance and hope the feedback helped.
Marodeur
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Post by Marodeur »

Hm, how about a timer which you can alter in the carrier-setup?

If the sector is clear the carrier gives the fighters the order to defend the homebase until the adjusted time is over. Then the carrier sends the retreat command. So you can set the time to zero for immediate retreat or set a time in seconds.

Only an idea. ;)
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Serial Kicked
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Post by Serial Kicked »

Hi there,

New update available v2.05

This version introduces two very useful carrier commandd: 'Sell Wares' (to sell your loot) and 'Buy Wares' (to refuel and rearm). Those commands allows the carrier to buy/sell cargo using its docked ships from/to stations in nearby sectors.

These commands aren't 'perfect' as they don't check for Xenon sector between you and the stations but they are more than enough efficient to usual 'sell my loot' and 'refuel/rearm my ships' tasks :)

Automated Carrier and Sector Defense have been rewritten so they are now more efficient, especially OOS and when you set the targeting mode to 'Auto'.

Several minor issues have also been corrected. It's also much easier to
implement the script in 3rd party plugins like Pirate Guild. As usual, check the first posts for detailed changelog.

------

@Marodeur:
The script is running fine with the new IDs (and after altering nearly all setup-files with the notepad++. I thought the main file would be enough... Shocked )
Usually altering script files with anything else than the script editor is a big no no unless you perfectly know what you are doing, and you know what <scriptarray> and <codearray> means.

Anyway thanks for the translation and the ID changing.

-----

@Arnaud3385:
Ce n'est pas un cheat pack, ce sont des commands supplementaires pour les M1,M7,TM,TL.

-----

@ezra-r
Btw, I notice the Debug option is enabled by default, maybe you want to de-activate that by default in future versions.
woops it's probably still the same here but it won't change much anyway. It doesn't slow the game.

Sometimes you have controlled the situation but you dont want the fighters to dock just yet because you know hostiles are incoming and you cant afford the carrier to wait for fighters to dock (when it is protecting another ship) and it also seems the fighter wont react to anything when they are retreating, maybe the change of Retreat to Protect the carrier is the best option to reduce this effect.
Good post.
Well you've found the weak spot of the automated carrier :)

The main issue here is that you're using auto.carrier for a situation where you should manually manage the carrier using the [general] 'attack this / defend that' or 'clear sector' commands. AutoCarrier is very efficient OOS for patrols. In sector, it's less efficient and i can't do much about it. I still have to improve clear sector, and that's probably what i will do in next edition.

About the docking issue. Well the carrier has to stop when the fighters are docking (that's egosoft code, that i could alter/hijack) because if the carrier doesn't stop while the fighters are docking, they will crash on it (at least in sector).

And yes the carrier is using the the retreat command instead of return home, that's a (minor) bug, retreat should only be used on damaged fighters. I'll correct it.
[...] Retreat = Go back + Dock or Go back and Defend (the carrier), until new order is issued by the carrier or me?
The issue is : Even if I order a ship to "protect" the carrier using the default egosoft scripts it will dock anyway unless the carrier is under attack. So i'll have to write my own protect script. I will do so (as i'm on my way of rewriting most of the default commands to my liking) but i've other things to finish first :p

-----

@Marodeur:

Heyy, not bad. It would solve most of the issue elegantly (and make most of this post useless :p).

Thanks !
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

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Marodeur
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Post by Marodeur »

Serial Kicked wrote: @Marodeur:
The script is running fine with the new IDs (and after altering nearly all setup-files with the notepad++. I thought the main file would be enough... Shocked )
Usually altering script files with anything else than the script editor is a big no no unless you perfectly know what you are doing, and you know what <scriptarray> and <codearray> means.

Anyway thanks for the translation and the ID changing.
:D ;)

No problem.

I searched for the entries and altered them directly in the codearray to solve my problems with the ID because changing it only in the main setup file with the script editor hasnt changed enough. So i used notepad++ to speed things up. :D
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ezra-r
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Post by ezra-r »

Serial Kicked wrote: ...The issue is : Even if I order a ship to "protect" the carrier using the default egosoft scripts it will dock anyway unless the carrier is under attack. So i'll have to write my own protect script. I will do so (as i'm on my way of rewriting most of the default commands to my liking) but i've other things to finish first :p
Well, thx for the work and quick replies!

Just a lil' note. Correct me If I am wrong but if you order them to protect the carrier with the ego scripts they may land, but Im sure I can broadcast an order to do something else and they will comply, when they are in "Retreat" I cant.

Prolly what you say is the correct approach but I can't really help in that because I know nothing of scripting and don't know 100% how the commands for fighter ships assigned to a carrier do bit by bit, all I find out is from seeing them react in battle (and I'm very demanding with them always!, heheheh :lol: )

Anyways, keep up the great work!
MutantDwarf
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Post by MutantDwarf »

Question: When docking, do all of the fighters try and dock at once (thus doing nothing if an enemy shows up in sector and starts shooting at them or the carrier), or do only the small number that can go and dock right away try and dock? I mean, most carriers can only handle, what, three ships docking simultaneously? If you limit the number of ships attempting to dock at once to three, and have the rest set to patrol around the carrier until it's there turn to dock, then you won't have too much trouble with your fighters all hanging around doing nothing.
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Serial Kicked
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Post by Serial Kicked »

Yop,

@MutantDwarf:

First of all you have to know that the docking process in *all* egosoft X games is buggy as hell. That's the reason why there is no carrier commands in the vanilla game. Even with a 100% fail proof script you'll always have about 1-5% of buggy ships that will end up doing nothing instead of docking. That's why codea, ads and many other scripts are using various tricks to do the job. btw that's a bug that egosoft still refuse to admit (sic) even if it has been reported several times by scripters and casual users. So when i try to dock my ships, well i dock the ships, i can't do anything fancy during the process.

@ezra-r: Well i suffered a major sytem crash 'cause of a f*ck*ng virus that i cleared from one of my customer's computer but not from my usb key. But anyway the next version (when i have to write again) of the auto.carrier script should fill your needs. The 'timer' idea from marodeur works very well and avoid me from a bunch of additional coding.


Btw, i'm still looking for reports from people using the script on stations. I'm pretty sure the thing has some bugs that i'm missing (apart from text issues in the config menu).
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ezra-r
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Post by ezra-r »

Ill give it a try
fud
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Post by fud »

SK, I think I'm doing something wrong...


I have the carrier on "Auto", it gives the alert, launches fighters, then they do nothing.


The wing leader's name is "Wing leader [etc, etc] <no target>"...

Looking at their commands, they're set on "Attack all enemies" and action is "Idle", when they're km from hostiles (did it with pirates at xenon).


The same thing happens when I use the clear sector command. They launch, then do nothing...


???

Is there a setting I'm missing? I set the minimum threat to 1 to test, and the radar range to 100000. Pirates are set to foe, but they just idle around aimlessly.

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