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

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muttertron
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Post by muttertron »

@muttertron:

It wasn't the ancestor of ADS.
I don't plan to add that at the moment, sorry.

Not that i won't do it a day or another, but right now i've other things to add.
Shame, ThisIsHarsh has something similar to what I'm looking for already, but missing a few things, intergration, or at least some kind of cross script interface of that by ADS would remove a huge huuuuge amount of tedium and time sinkage when managing defensive fleets. Especialy with the ability to buy its own replacements, or snag them from a PHQ if available.

Actually, I think that would remove all the really frustrating tedious bits.
Sevrent
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Post by Sevrent »

Is there going to be an SPK version of this so I can just use the plugin manager with it? or is there one already and I overlooked it?
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Serial Kicked
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Post by Serial Kicked »

@muttertron:

I know, slow depletion of carriers' fighters is annoying to an extent. And when i will find that more annoying than the other things i want to fix I will probably add it. Meanwhile, you'll have to do without or use a 3rd party script :p
Sevrent wrote:Is there going to be an SPK version of this so I can just use the plugin manager with it? or is there one already and I overlooked it?
Not gonna happen. Unzip it. Uninstaller provided.
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Thrandisher
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Post by Thrandisher »

@muttertron


I use Player Workshops by Pelador for ship replacement. You can set that up auto buying/equiping ships you have to replace. It just uses the default warez tho, weapons and shields you have to do yourself. Ill useally leave a newly replace ship without shields, get weapons, once i get shields then i know its gtg. And can set it up for paying more % of the ware price if you feel the need to have some offset for easy equiping.

Link for it http://forum.egosoft.com/viewtopic.php?t=244052

@SK I think i found a bug with eather ADS or PG. I had a few ships set up on my ADS carrier set up as active, i docked em at a PG and gave them the ship.

I could look at my ADS carrier and see the ships i gave away as owned, but in white color, and off in there new sector. Took a few hours and they were killed/gone, but thought id mention it in case it hasnt been said.
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Serial Kicked
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Post by Serial Kicked »

Thanks for the reports, it has something to do with PG, i'll look into it.
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Nazzet
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Post by Nazzet »

I have a question/bug-report about Barrack.

I have 10 Marines on my Colossus and I've successfully trained their technical skills to 100 with standard training. But when I switch to Combat training, no skill were gained for more than a few days game play (Let's say 20 hours+ in real life). I don't know if it still cost me credit or not but that isn't the matter.

In addition, Marines in "Combat training" mode will boost ship repair rate. I have 1 mechanics on board and My Colossus's hull was down to 31% (Yeah epic pirate guild war is fun. Thanks for that mod as well, Serial Kicks:twisted: ). I tried to switch my Marines's barrack mode between "Combat Training" and "Crew Quarter" to see what happen. the repair rate of my Colossus is about 400/min and 15/min respectively. Shouldn't Marine boost repair rate when they are in "Crew Quarters" only?

Could you please take a look? I really like the ideas of your mods, esp. the Marines part. Thank you. :D
Last edited by Nazzet on Fri, 10. Sep 10, 01:07, edited 1 time in total.
rbettele
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Post by rbettele »

Sevrent wrote:Is there going to be an SPK version of this so I can just use the plugin manager with it? or is there one already and I overlooked it?
You can make your own with plugin man lite. I do Works fine for me. Takes about 10 seconds! +/- :D
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Serial Kicked
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Post by Serial Kicked »

@ALL:

Sorry, i am behind schedule, because of a lot of (minor) bug fixing and also because i've "registered" to a few unrelated projects that slow me down. So, basically, forget about the ETA, it will be done when it will be done. Won't take very long imho, but meanwhile please be patient.


@Nazzet:

Thanks for the report.

Yeah "marine training" is experimental, expect better in future versions. The plugin itself is stable, but each time i add a completely new feature, it's bound to have a few issues.

I have 10 Marines on my Colossus and I've successfully trained their technical skills to 100 with standard training. But when I switch to Combat training, no skill were gained for more than a few days game play (Let's say 20 hours+ in real life). I don't know if it still cost me credit or not but that isn't the matter.
Weird, but i don't think i tried to switch from a mode to another before release. I think it works if you do the opposite (combat first, general later). I'll give it a look anyway.
In addition, Marines in "Combat training" mode will boost ship repair rate. I have 1 mechanics on board and My Colossus's hull was down to 31% (Yeah epic pirate guild war is fun. Thanks for that mod as well, Serial Kicks:twisted: ). I tried to switch my Marines's barrack mode between "Combat Training" and "Crew Quarter" to see what happen. the repair rate of my Colossus is about 400/min and 15/min respectively. Shouldn't Marine boost repair rate when they are in "Crew Quarters" only?
Theorically, only marines with the sufficient engineering or mechanical skill that ARE NOT training are supposed to help with the repairs. From what i understand with your two bug reports, something is broken in the logic when switching between combat and general, marines seem to be in a state of "no no! I'm training, promise!" while drinking vokda in their crew quarters :mrgreen:. It's probably nothing to fix, and it will be next version.

Could you please take a look? I really like the ideas of your mods, esp. the Marines part. Thank you. :D
Of course I'm going to :)
And hopefully, the training menu will be much friendlier too.

--

Currently known bugs:

(-) Grid Defense ships will eat all the energy cells they have at each jump. But they will give you back money for what they have stolen.
(-) Automated fighters won't leave a note in the logbook when destroyed (instead you get an empty message)
(-) Docked automated carriers are buggy
(-) A few bugs in the marine training system
(-) not possible to train marines on stations

Most of these bugs are already fixed in the development version i am currently working on.
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TrixX
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Post by TrixX »

Serial Kicked wrote:Grid Defense ships will eat all the energy cells they have at each jump. But they will give you back money for what they have stolen.
LOL time to build more Solar Plants in the Aldrin sectors...
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Serial Kicked
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Post by Serial Kicked »

In fact this bug is nearly an infinite money cheat code sadly.

ADS is supposed to charge you twice the average value of e.cells when not enough is found in the cargo bay. The bug do the same, it will pay you twice the value of the amount of e.cell you have in surplus. So if you give your M2, 2000 ecell. Granted the average price is 10 (to simplify), you'll get 40.000 credits at its first jump.

Yeah you won't become rich exploiting this temporary bug and you can do better exploiting vanilla cheats anyway :p

Still, don't do it, it's baaad, and will be corrected (obviously) in next version.
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Infekted
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Post by Infekted »

Edit: Had a problem, trying updates version to see if it persists or is fixed :)
Edit2: No its doing the same thing with the latest version. Which is this:

I'm having issues with the automated carrier. I'm not sure what is going on but it doesn't seem to be registering red pirates as enemies?
Here's the situation:
I have a carrier with 60 spitfyres, set to autocarrier. On the defense grid, patrolling a couple of sectors. A pirate patrol pops into one of my sectors within the 6 range limit. I've basically used the hub to allow it to reach all of my crucial sectors.
Defense grid correctly jumps the carrier to the trouble sector. It rinses all its energy but that's a bug you've noted already. Then it just sits there until the pirates leave the sector. If I order it to clear sector, all the fighters launch then immediately dock. If I turn automated carrier off, then order a clear they correctly hunt down the pirates.
I have the carrier set to pirates as foe.
I have the fighters set to pirate as foe.
My global is friend for now, would prefer to keep it that way. I guess I could set global to foe if I really had to, I will be at some point anyway. But its odd how the defense grid is reacting, but the autocarrier is not.

Even if I manually order it toa sector with red pirate ships in and order a sector clear. If autocarrier is on, the launched fighters immediately redock. If autocarrier is off they kill all the pirates.
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Serial Kicked
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Post by Serial Kicked »

ADS is not linked to your F/F settings, it will look if a ship is hostile and if it's going to attack player owned assets. As those ships did not show any hostile behavior, the carrier has not deployed its ships.

The Offensive/Defensive switch that will replace the Targeting Mode in next version will "fix" this behavior

Offensive = if I find it red, deploy
Defensive = if it's aggressive, deploy

This said, yes, apparently there's a few inconsistencies in the enemy detection process, not sure i'll fix them all before release, though. As ADS is used by all my scripts, I don't want to touch something that may break PG or YA without proper debugging.
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Post by Infekted »

Ok well I'm glad it wasn't me doing something dumb.

I shall wait for the next version then. I like the sound of the offensive/defensive behavior. I primarily want to use it for keeping crucial sectors totally clear of red things.
Although I think most people would prefer it avoid "non-problem" pirates if at all possible.
I presume all this applies to defense stations as well?
Coruskane
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Post by Coruskane »

Hi,

Just to say, I think that transferring wares to ships through the management menu does not actually install them (where appropriate, eg with guns)

It would be great if you could implement a way of selecting a target template ship then the transferred wares would be installed accordingly.

E.g.1) Currently, transferring an additional 4 HEPTs over to each fighter ends up with the fighter having 8 in the freight bay, but only 4 installed

E.g.2) It would be nice to be able to transfer over 1 IRE per fighter and somehow designate it to be installed in a turret and not main guns (Turret0)

ditto for missile resupply settings.

I can workaround this using Weapon Select Extension by Winds Of Boreas and broadcasting a weapon profile to the sector, or using Auto Prep Ships by ThisIsHarsh but it would be nice to have this integrated into the otherwise superlative carrier management system that is ACC :)

(p.s. cant wait to try Aran + 30 HCPs :twisted:)

..............

Also, can you keep dynamic renaming enabled on a manually controlled carrier? I find it extremely useful when an auto carrier labels all its fighters according to their targets and wings etc, but unfortunately this is not the case for a manually given "attack wing against" or "clear sector" command etc.
Last edited by Coruskane on Sat, 11. Sep 10, 12:35, edited 1 time in total.
Requiemfang
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Post by Requiemfang »

Well Serial I'm a bit impressed with this... I never took the time to read the documentation fully until now... I've been fighting myself about if I should install CODEA back in my game or not until I read the documentation for ADS... it's simpler and less complicated from the looks of it and from reading as much as I have... the instructions about setting the system up for your ships is also easier to read and the instructions are much clearer.

Aside that I still used some of the mods that are compatible with CODEA like MEFOS, the military transports, jump beacons and what not. I find the accuracy of MEFOS to be a bit more above MARS but I have so far haven't seen a comparison between the two otherwise to see which one is better over the other
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Post by Coruskane »

Requiemfang wrote:Well Serial I'm a bit impressed with this... I never took the time to read the documentation fully until now... I've been fighting myself about if I should install CODEA back in my game or not until I read the documentation for ADS... it's simpler and less complicated from the looks of it and from reading as much as I have... the instructions about setting the system up for your ships is also easier to read and the instructions are much clearer.

Aside that I still used some of the mods that are compatible with CODEA like MEFOS, the military transports, jump beacons and what not. I find the accuracy of MEFOS to be a bit more above MARS but I have so far haven't seen a comparison between the two otherwise to see which one is better over the other
Personally, I use CODEA for a single battle group, just because I fin it fun to have one group where I have to worry about pilots etc.

ADS is as effective carrier-for-carrier, anD it is more effective for patrolling anD other general AI

Also, I prefer MARS as enemies use it...massively more interesting fights.
Infekted
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Post by Infekted »

Coruskane wrote:Hi,

Just to say, I think that transferring wares to ships through the management menu does not actually install them (where appropriate, eg with guns)
I noticed this. I also noticed that if I took all the weapons off the fighters manually (yawn), or started with blank fighters, and then used the autotransfer, the weapons installed.
But yes, a more comprehensive arming and setting menu would be nice.
- Be able to remove installed weapons from all fighters.
- Be able to equip one fighter, make a tamplate and copy to all fighters.
- Be able to set ammo settings for all fighters (Missiles, MAML, EBC).
- Be able to set FoF for all fighters
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Serial Kicked
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Post by Serial Kicked »

So,

You've decided to wait for 2.65 to list all the (small) bugs you've found? That's nice and all, and i don't blame you (on the contrary). But next version will be a general bug fix one instead of adding new features. Some of the features i intended to add will have to wait a bit as i particularly hate to leave bugs behind me. So, yeah, next version will be 2.67 instead of 2.70 in order to keep things consistent with my todo-list. Not that you care much about that, but i do :p

anyway
Infekted wrote:Although I think most people would prefer it avoid "non-problem" pirates if at all possible.
I presume all this applies to defense stations as well?
Yes, it applies to both, they are using the exact same script.
Coruskane wrote:Just to say, I think that transferring wares to ships through the management menu does not actually install them (where appropriate, eg with guns)
I know, "add ware" will be replace by "install ware" in next version.
It would be great if you could implement a way of selecting a target template ship then the transferred wares would be installed accordingly.
Not gonna happen anytime soon, sorry. Ware transfer / resupply will get a way to save/load presets in a future version, but not in next one.
Also, can you keep dynamic renaming enabled on a manually controlled carrier? I find it extremely useful when an auto carrier labels all its fighters according to their targets and wings etc, but unfortunately this is not the case for a manually given "attack wing against" or "clear sector" command etc.
I like this feature too, and i'll see what i can do about that. Here again it won't be put in next version (bug fixing, all that), but yeah added to todo list.


@Requiemfang: Thanks, yeah ADS has heavily improved over the last few months. I'm quite happy with the manager and the grid system. Also, notice that the grid is able to use player owned jump beacons, granted you've got a script to lay such beacons. Ships will favor jumping on the beacon instead of the nearest gate when available.
Infekted wrote:- Be able to remove installed weapons from all fighters.
- Be able to equip one fighter, make a tamplate and copy to all fighters.
- Be able to set ammo settings for all fighters (Missiles, MAML, EBC).
- Be able to set FoF for all fighters
1 and 2. Not gonna happen anywhere soon, sorry
3. Will do as soon as i'm done with the new "docked ship" manager
4. Pointless as it's not used by ADS anyway, the only F/F setting that will matter (in offensive mode) is the carrier's setting.
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Post by Infekted »

Hehe sorry, only started playing with this recently xD

1+2. Well from what I can see, an install ware feature will negate most of the need for these anyway.
3 - Awesome :D
4 - Cool :)
Coruskane
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Post by Coruskane »

Yeah, purrfick. Cant wait :)

By the way, will an auto-carrier linkeD to the ADS wait for its fighters to lanD before jumping back to its original sector?

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