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

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Serial Kicked
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Post by Serial Kicked »

@jmdorropio : Yup, it's more likely the turret script the culprit. As I can't reproduce it on my savegame with ACC only.

v1.30 Released !

This update should kill all docking and turret issues found in previous versions. It also correct some minor bugs like the [auto.carrier] command displaying unwanted messages and a small glitch with the [attack.wing] command.

By the way, for those using mods allowing the docking of TS/TP/M6 ships on carriers : TS and TP won't go to war anymore, and M6 will be used like any other fighter.

As a feature for the XFP mod, this script can now be run on NPC carriers without issues.


Important : If you have any "ACC: Automate Carrier" command running in your game, you'll have to stop this command and run it again to see any change.
Last edited by Serial Kicked on Tue, 4. Jul 06, 05:31, edited 1 time in total.
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Post by DarthVain »

Awesome Serial, I look forward to the implementation in XFP :thumb_up:
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Post by Lethal Mitch »

Thanks for the update Serial, appreciated. :thumb_up:
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Post by Saint-Ashley »

Sounding great, thanks for your support. :wink:

It might even be a good idea to use M6's as more of a defensive line on the carrier they belong to, IMO. :)
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Post by Serial Kicked »

NP guys :)
Saint-Ashley wrote:It might even be a good idea to use M6's as more of a defensive line on the carrier they belong to, IMO. :)
Yup, i know, i'll probably improve this a bit in later versions :)

I also think i'll add a feature for NPC ships only, by slowly restoring hull on docked fighters to avoid having escort ships that slowdown the whole fighter group. I won't add this for player carriers as hull repair systems are already available from other scripters.
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Carrier and its fighters' commands

Post by SirDeity »

I know there are a few scripts out there to enhance commands, but is there already a way to automatically have all the ships in a particular carrier, with the carrier set as their home base, to scramble and attack anything attacking the carrier (protect it automatically)? Or do I have to manually tell each ship inside my carrier to undock and defend its homebase one by one by one....etc? I have the prometheus with 20 f-302 fighters inside and I want to use the carrier to escort me around some hostile areas.... but having the carrier's fighters automatically launch to defend it if it comes under attack.

Do I need a script to do this? Please give me an elaborated answer.

Thank you! =)
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Post by DarthVain »

Yes, use the Anarkis Carrier Commands v1.30 (the latest) by Serial Kicked that will do the trick :wink:
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Post by Serial Kicked »

lol yes, you"ve exactly summarised what my script does in your question :)
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Post by DarthVain »

Maybe I'm pushing the issue here but is it possible to implement a command that will give you the option to select which fighter type will go out on various tasks when requested? Something like all M3s to protect and all M4 clear sector for example? :D
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Post by Serial Kicked »

I could but i'm not sure i will :p

I'd rather like to see ACC smartly choosing the ships for each kind of action (will make things easier on NPC carriers btw). It's not yet the case, except that the carrier won't launch M4/M5 on OOS as those ships are useless OOS, but i think i'll go in this direction.

Anyway, I'll maybe add a similar customization in the "battle tactics" menu, but it's not on high priority in my todo list :)

___


Btw, notice that this version has not yet been fully tested on carriers that mix docked TS/TP and fighter ships, but afaik it should work, or at least it will only need very few adjustements. Reports are more than welcome.
Last edited by Serial Kicked on Wed, 5. Jul 06, 01:40, edited 1 time in total.
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Post by NeverSnake »

Nope, I believe ships with their homebase set to a larger ship will automatically launch and protect it if it comes under attack.
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Post by jlehtone »

NeverSnake wrote:Nope, I believe ships with their homebase set to a larger ship will automatically launch and protect it if it comes under attack.
Armed and homebase set. A fighter without guns will not launch. And they probably need the Fight Software that adds the "Attack all enemies and land" command?
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Post by garrry34 »

just out of curiosity is it posibble to create an option on its own in the command menu for the carrier commands instead of using the general option?
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Serial Kicked
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Post by Serial Kicked »

You beliefs are wrong..

In the default game, without any carrier handling script, they won't launch anything OOS (at least before it's too late). And In Sector they will only be launched when the carrier has been damaged, not even able to detect incomings before they hit..And the probability that the ships will dock to the carrier after the fight is next to zero.
Last edited by Serial Kicked on Wed, 5. Jul 06, 04:25, edited 1 time in total.
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Post by Serial Kicked »

No, it's not possible.
Commands menu can be renamed but can't be added.
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Post by garrry34 »

hi , just a thought, would it be possible to make the fighters automatically for 3 man wings, so there is more organisation during battle, instead of the free for all, lol, im just wondering.

ps this script rules
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Post by Serial Kicked »

To be honest, both the attack.wing and the auto.carrier commands have been tuned to handle battle groups / fleet formations (if needed). The only command that may need such improvement is the "clear.sector" command, that is basically using the "attack.all.enemies" egosoft script on all docked fighters.

And honestly after a hell lot of test battles, using battle groups or not doesn't change a lot. Maybe the player will loose one more ship than it could be in a perfect world. But honestly, an Argon carrier running the ACC script, fully loaded with M3 will clean a whole Xenon sector, including many M2, M1, stations and a hell lot of fighters, both OOS and In Sector (IS ?) without much loss (about 20 to 50%), so i guess that my script is currently strong enough to deal with any threat ;)
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Post by NeverSnake »

That's all the author wanted. Commanding them all to dock is simple enough.
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Serial Kicked
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Post by Serial Kicked »

Something that doesn't work is what the OP want ? Err... no.

The OP wants a script to handle carriers efficiently, and the default game is totally unable to correctly handle them without going through 10 different commands. period. Now he can try both Fleet Orders from arch2 and ACC from me. No need to rant.
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Post by Knusern »

Is it possible to stop sertain crafts onboard from launching?
i have your script and it works wonderfully, exept that damaged\shield less, ships also launch.

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