[SCRIPT] ACC: Anarkis Carrier Commands | v1.40 | 17 Oct 06

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Kelval
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Post by Kelval »

Hi,

Thanks for the link, FADMFred, it'll be usefull :).

On another note, it seems obvious to that the turret problem isn't fully cleared: none of my turrets seem to work. By this, I mean that the back turret of my M3 won't work, but also all the turrets from all my ships. It's pretty much a pain in the ass at the "warrior" level ( getting missiled every 20 secs is annoying, really :p). Not to mention it kills half the usefullness of my centaurs...

I have uninstalled the whole game and mods, and will reinstall everything one by one, and test, but I am pretty sure it's this mod :S .
Lethal Mitch
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Post by Lethal Mitch »

Hi Kelval,

The turret problem in your Nova.

Is that a Nova thats part of a fleet assigned to a carrier that has the problem or a Nova that you fly personally?
Lethal Mitch
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Post by Lethal Mitch »

Thanks for the pointers Redspot.

This has indeed cleared up my problem with the Colossus' from turrets and everything else seems to be working fine :)
DarthVain
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Post by DarthVain »

Is there a way I can stop a TS and TL from going out as a defence or attack wing? 'cause the command asks how many ships you wish to use.

It hasn't got a selection where you can pick fighters only.
Another one bites the dust!!

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fud
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Post by fud »

Noticed something last night. I launched the "clear sector" command. Everything went as planned, except 5/6 fighters flew to a spot and parked. I tried ordering "all wingmen to attack all targets", but they just sat there.

Is this a side effect to the scripts, or a glitch in the game? It's no fun losing 1/5th your deployed carrier force, only to have it park and be a sitting duck.
DarthVain
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Post by DarthVain »

fud wrote:Noticed something last night. I launched the "clear sector" command. Everything went as planned, except 5/6 fighters flew to a spot and parked. I tried ordering "all wingmen to attack all targets", but they just sat there.

Is this a side effect to the scripts, or a glitch in the game? It's no fun losing 1/5th your deployed carrier force, only to have it park and be a sitting duck.
Have had that problem myself. What I found was that by selecting the "clear sector" command, all ships went out no problem but unless they had immediate scanning range, they would just circle around the Cap ship and eventually try to return home. Now this happened because I had 120 fighters in my Galactica and all 120 went out. Some ships went searching, others remained within the convines of the Cap ship then docked or as you have said, just sat there. For those idle ships to return, I moved my Cap a short distance and eventually those idle ships 'woke up' and reacted. It may well be a glitch at both ends.

Although the 'clear sector' command is great to have, it should also have an option for you to select how many ships you want sent out to clear the sector.
Another one bites the dust!!

DarthVain
fud
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Post by fud »

You know, that should be very possible, since you can assign how many ships you want in a defense wing.....
Lethal Mitch
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Post by Lethal Mitch »

Must admit I've had a few go and park after issueing the clean sector command myself. They were a bugger to get to dock afterwards as well. They seemed to have the order to dock but just sat there. They did come around after a while somehow.

Only had it happen in a normal sector i.e It happened in Emperor's Wisdom. I often go and clean out Loominstaaks though and all goes well. I sometimes wonder if its because I have went interfering with other ships orders that aren't in my carrier that causes it.

I tend to use the defensive wing mostly, or attack wing against. They seem to work without any problems.
fud
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Post by fud »

Cool. I may fiddle with it, and put the "Number of ships" option in the Clear Sector command.


Hope Serial Kicked won't mind. I'va already made a slight alteration to it anyway: ;)

[ external image ]
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Matt Armada
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Post by Matt Armada »

fud wrote:Cool. I may fiddle with it, and put the "Number of ships" option in the Clear Sector command.


Hope Serial Kicked won't mind. I'va already made a slight alteration to it anyway: ;)

[ external image ]
All i can say is i hope to god that he makes this standard XD
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Serial Kicked
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Post by Serial Kicked »

@fud : No problem, as long as you do not redistribute a modified ACC edition on the board or the web :)

Could make it standard btw :)
Is this a side effect to the scripts, or a glitch in the game? It's no fun losing 1/5th your deployed carrier force, only to have it park and be a sitting duck.
Script engine bug. I found a way to avoid this in Yaki Armada, and i'll use this method in ACC aswell when i'll have enough free time :)
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DarthVain
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Post by DarthVain »

@ Serial.

Now that many M1s can also dock TPs and TSs, is there a way the script can be modified so that only fighters respond to the commands and not all ship types that are docked on a M1?
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Serial Kicked
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Post by Serial Kicked »

Not currently, i've to update the script for that, i'll had it on next version.
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fud
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Post by fud »

I was just playing. I've only released one script to the masses, and I wouldn't "release" someone else's. :)
Lethal Mitch
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Post by Lethal Mitch »

Can't wait for further develpments of the ACC script Serial, especially if you take it where you imagined.

I simply just couldn't play without it anymore.

Works beautifully with my Colossus in pirate alley and with my sector patrol Elephants. :)

Easy to setup/use and effective, just what we need.
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Serial Kicked
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Post by Serial Kicked »

Thanks :)

The development of ACC has been heavily slowed down by my work on the Yaki Armada and Pirate Guild plugins. But i'll definitively improve this script again when i'll have enough free time (and motivation).
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jmdorropio
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Post by jmdorropio »

I use this great script, the 1.23, but the script do something strange, when i dont have enemyes around and i'm close to some gate, all my ships start firing to the gate and never stop. I think is the script who do that, someone see the same on yours games ?
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Serial Kicked
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Post by Serial Kicked »

They atttacked a gate ? :o

I would like additional feedback for bugtesting.

- Did you hit the gate in any way ?
- Kind of ships you were using (carrier and fighters) ?
- What command(s) the carrier was running in this situation ?
- Were you in a sector considered as an enemy for your ships ?

Thanks.
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jmdorropio
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Post by jmdorropio »

Serial Kicked wrote:They atttacked a gate ? :o

I would like additional feedback for bugtesting.

- Did you hit the gate in any way ?
- Kind of ships you were using (carrier and fighters) ?
- What command(s) the carrier was running in this situation ?
- Were you in a sector considered as an enemy for your ships ?

Thanks.
Mods i have instaled :
EMP 1.4 and Capital Rebalance by Galaxy613

Scripts instaled :
RS.TurretDefencev3.15
ACC : Anarkis Carrier Commands 1.23
KhaakHunter script
BountyHuntersGuild-V2.60-07.02.2006.spk
RaceMilitary-V1.03-22.03.2006.spk
Extra_Missions_Pack_v1.20.spk
StevioWeaponsDealer-V1.22-04.06.2006.spk
StevioShipyard-V1.11b-30.05.2006.spk
StevioCombatFabs-V2.82-02.03.2006.spk
convoyb1.spk
OvertuneBBS-V1.41.spk
cheats1.2.spk

Ships :
M2 Titan and TL Elephant

Weapons :
Because my Capital ships have the RS.TurretDefencev3.15 script, they choose the GPPC (Titan) and the BPPC (Elephant) to attack the gates.
I think is because the weapons range, i dint try to put close to the gate and see if they change weapons.
The turrets are to Attack all enemies.

Sectors were this happen :
Only in enemies sectors.

Actions :
They hit the very center of the gate, but only if the weapons range can hit the gate, if the weapons cant hit, the ships dont move closer to the gate.
And the turrtes only hit when no enemies are in range, the gates allways are the last target.
The M2 dont have your script but the TL have.

Note :
After i write this reply i think is not your script have this bug but maybe the RS.TurretDefencev3.15 script, what you think ?
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Serial Kicked
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Post by Serial Kicked »

Honestly, i don't think it comes from my script but i'll check that this week and eventually make a corrected version.

Thanks for your report.
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