The CTD is random and doesn't happen very often... At most, once per second hour or something. But it only crashes if I got a carrier with ACC, and what I've found out so far, during intense battles (with automated carrier(s)).This CTD thingy is puzzling me. I have 20 M1 running ACC 1.4 across my galaxy and i never had any issue in days of gaming Oops
If you load your savegame after a CTD, does the CTD still happen at the same time, or is it random ?
[SCRIPT] ACC: Anarkis Carrier Commands | v1.40 | 17 Oct 06
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Doesn't seems to happen in vanilla, though. at least not with my current version.
I've made a test recently, spawning 2 M1 in every sector of the map, running ACC, fully kitted with ships & weapons. Set all races as enemies. And waited the night SETA x10 { how to kill the whole XUniverse in a few hours
}. And I've not experienced any CTD in my (sort of) vanilla game.
Anyway, i've made some bugfixes and updated a few lib. files, on the version i'm about to post in a few days. So *maybe* it will fix your problem. But i can't really promise.
I've made a test recently, spawning 2 M1 in every sector of the map, running ACC, fully kitted with ships & weapons. Set all races as enemies. And waited the night SETA x10 { how to kill the whole XUniverse in a few hours

Anyway, i've made some bugfixes and updated a few lib. files, on the version i'm about to post in a few days. So *maybe* it will fix your problem. But i can't really promise.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
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Hey SK,
I have been hearing raves about your ACC script for ages now, but have never really felt the need to install it before, however 2 days ago I found myself up against a number of khaak ships, they had hammered the hell out of my medusa, so i called for re-inforcements, my Collosus!
It arrived in sector, and soon engaged the khaak, however as we all know M1/M2's are awful against fighters (doesn't have FAA yet), so I waited for it's wingmen to launch, they didn't (thought I had managed to get them to auto respond, but clearly not).
In the end I was issuing individual orders to 30+ ships, and I thought I need a carrier/group script.
I've checked all the options and yours appears to be the best (IMO) and I intend to download it when I get home.
Just a quick question though, is there anyway to exclude certain ships that are docked with the carrier from being used by the script? I.e not setting their homebase to the carrier makes the attack/defend/clear scripts ignore them?
I ask because I like to keep a selection of 'personal' craft in each carrier, for my own specific use, should I ever find myself on/near that ship and in need of a good fighter, and I don't want to risk these ships.
I could easily undock my personal ships, use your command to set all M3/M4/M5 ships homebase to the carrier, then redock my personal ships, but is this how it works?
I have been hearing raves about your ACC script for ages now, but have never really felt the need to install it before, however 2 days ago I found myself up against a number of khaak ships, they had hammered the hell out of my medusa, so i called for re-inforcements, my Collosus!
It arrived in sector, and soon engaged the khaak, however as we all know M1/M2's are awful against fighters (doesn't have FAA yet), so I waited for it's wingmen to launch, they didn't (thought I had managed to get them to auto respond, but clearly not).
In the end I was issuing individual orders to 30+ ships, and I thought I need a carrier/group script.
I've checked all the options and yours appears to be the best (IMO) and I intend to download it when I get home.
Just a quick question though, is there anyway to exclude certain ships that are docked with the carrier from being used by the script? I.e not setting their homebase to the carrier makes the attack/defend/clear scripts ignore them?
I ask because I like to keep a selection of 'personal' craft in each carrier, for my own specific use, should I ever find myself on/near that ship and in need of a good fighter, and I don't want to risk these ships.
I could easily undock my personal ships, use your command to set all M3/M4/M5 ships homebase to the carrier, then redock my personal ships, but is this how it works?
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Hi Serial,
I posted here a couple of months ago about experiencing system crashes and freezes while using ACC. At the time, I thought it was due to the plethora of scripts I had installed. Since then I restarted a new game with a completely clean install and have just got to the stage where I have an elephant that needs a nice fighter wing. I installed ACC 1.4 again, and bingo, exact same thing. Whenever I set the homebase settings in ACC it crashes. After experimenting with this a bit, it seems that setting "All docked ships" works fine but, but setting "docked fighters" or "docked transports" (when one or more of each are docked: I use the DockTS script to dock transports) causes the game to crash. I have tried this with minimal other scripts installed (some I have to leave on, like the satellite limited Mk3 script, as turning it off causes a crash), and find the exact same results as when I have a full swathe of scripts installed. Not really sure what is going on with those 2 commands, but for me at least, they cause an instant crash. All other commands appear to work fine though. Do you think this is just a problem specific to my system?
Cheers,
Mike
I posted here a couple of months ago about experiencing system crashes and freezes while using ACC. At the time, I thought it was due to the plethora of scripts I had installed. Since then I restarted a new game with a completely clean install and have just got to the stage where I have an elephant that needs a nice fighter wing. I installed ACC 1.4 again, and bingo, exact same thing. Whenever I set the homebase settings in ACC it crashes. After experimenting with this a bit, it seems that setting "All docked ships" works fine but, but setting "docked fighters" or "docked transports" (when one or more of each are docked: I use the DockTS script to dock transports) causes the game to crash. I have tried this with minimal other scripts installed (some I have to leave on, like the satellite limited Mk3 script, as turning it off causes a crash), and find the exact same results as when I have a full swathe of scripts installed. Not really sure what is going on with those 2 commands, but for me at least, they cause an instant crash. All other commands appear to work fine though. Do you think this is just a problem specific to my system?
Cheers,
Mike
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ACC conflict TCF
When assiging ACC homebase from a carrier (TL in this case) for landed ships or ships in sector enmass, ACC will change the TCF names of all ships to the carrier name, and change the pilot name too.
WTF! most annoying.
WTF! most annoying.
Player of computer space games since 1975!
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docking at homebase
Can TS ships as a supply ship doc at a carrier or TL?
Player of computer space games since 1975!
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I love it. Really. Except...
I tested this neat script on one of my carriers, fully equipped with ships. I installed the ACC main thingy in the command slot, and then configured the carrier with the setup script (in the other free command slot). I even assigned all docked ships to be based there.
Now whatever command i click, its the same: The status changes from "none" to ACC: Clear Secor (for example), then, after 1-2 seconds, back to "none", but it does launch fighters, which will happily swirl around the ship for some minutes, then redock.
If i order the ship to be refueled with energy cells, like, 1k or so, the happy bees undock, fly around, nothing happens.
What am i missing?
And how does the replacement work?
Also, i shot one happy bee with mass driver into half hull, and it did no retreat. This either means:
- My setup is bugged
- ACC stubbornly demands that shields go down first, and until they are down, ignore hull,
- ACC ignores friendly fire
Any help would be awesome!
-Chris.
I tested this neat script on one of my carriers, fully equipped with ships. I installed the ACC main thingy in the command slot, and then configured the carrier with the setup script (in the other free command slot). I even assigned all docked ships to be based there.
Now whatever command i click, its the same: The status changes from "none" to ACC: Clear Secor (for example), then, after 1-2 seconds, back to "none", but it does launch fighters, which will happily swirl around the ship for some minutes, then redock.
If i order the ship to be refueled with energy cells, like, 1k or so, the happy bees undock, fly around, nothing happens.
What am i missing?
And how does the replacement work?
Also, i shot one happy bee with mass driver into half hull, and it did no retreat. This either means:
- My setup is bugged
- ACC stubbornly demands that shields go down first, and until they are down, ignore hull,
- ACC ignores friendly fire
Any help would be awesome!
-Chris.
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Are you using the "Automate Carrier Command" on a ship you are flying?
The automate is for carriers that are on patrol etc and not the ones you are flying.
Think thats why its not working right for you.
The commands all work fine for the ship you are flying but don't enable the Automate command.
Hope that helps.
The automate is for carriers that are on patrol etc and not the ones you are flying.
Think thats why its not working right for you.
The commands all work fine for the ship you are flying but don't enable the Automate command.
Hope that helps.
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Re: ACC conflict TCF
You can change that rather easily. All mine are now named (for example) LX-01, LX-02, etc).bunk wrote:When assiging ACC homebase from a carrier (TL in this case) for landed ships or ships in sector enmass, ACC will change the TCF names of all ships to the carrier name, and change the pilot name too.
WTF! most annoying.
When I get home, I'll pop up the line that you can edit to change it from adding the name of the carrier to the ship names.
[Edit]
What I did was, in anarkis.cmd.makewing
Changed:
Code: Select all
039 if $x < 10
040 $n1 = $n1 + ' - ' + $class + ' - 0' + $x
041 else
042 $n1 = $n1 + ' - ' + $class + ' - ' + $x
043 end
To:
Code: Select all
052 $n1=$class + '-0' + $x
053
054 else
055
056 $n1=$class + ' - ' + $x
057
058 end
I don't think SK will mind if you do, as it's on your machine. Just don't redistribute it without asking him first.

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I love this carrier script, but I was wondering if it would be possible to expand it a bit?
I really think this script would benefit from the following new additions:
An Escort Command, which queries the number of ships you wish to assign, then a target, and sends your specified number to escort the vessel in question.
A Patrol Command, which again queries the number of ships you wish to assign, then a target sector(s), then sends your specified fighters to patrol the sector(s).
A Search and Destroy Command. Again, queries number, then target sector, and sends your specified fighters to sweep the sector of all hostiles.
Each of these commands are meant to increase the ability of your carriers to project their fighter craft beyond the system they're in, and I think, would make carriers even more useful.
Another command of sorts I think would be useful would be to designate which class of ships you would allow the carrier to use for refueling. I find that when I order the carrier to refuel large numbers of wares, such as E-cells, it launches pretty much EVERYTHING to get them. (Since I'm using the BSG Pegasus with 48 Viper MKVIIs and 8 Raptors, this can make a sector very messy in a short while!)
I really think this script would benefit from the following new additions:
An Escort Command, which queries the number of ships you wish to assign, then a target, and sends your specified number to escort the vessel in question.
A Patrol Command, which again queries the number of ships you wish to assign, then a target sector(s), then sends your specified fighters to patrol the sector(s).
A Search and Destroy Command. Again, queries number, then target sector, and sends your specified fighters to sweep the sector of all hostiles.
Each of these commands are meant to increase the ability of your carriers to project their fighter craft beyond the system they're in, and I think, would make carriers even more useful.
Another command of sorts I think would be useful would be to designate which class of ships you would allow the carrier to use for refueling. I find that when I order the carrier to refuel large numbers of wares, such as E-cells, it launches pretty much EVERYTHING to get them. (Since I'm using the BSG Pegasus with 48 Viper MKVIIs and 8 Raptors, this can make a sector very messy in a short while!)
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TCF conflict
Thank you fud. Seems SK doesn't come here anymore. Or he does not like t answer questions about how ACC works, would rather we go in to read the code to divine answers. And again, thank you. Bunk
Player of computer space games since 1975!
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Yep, me too. It has happened before but always comes back ok. I would just keep trying.jpkidwell75 wrote:The download link doesn't seem to be working any more. I get a permission forbidden error.
I could send you version 1.36 if you want to PM me an email address. Sorry I don't have 1.4 yet though I don't think there is much difference. Or maybe some kind soul can help you out with 1.4.
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