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

Yup, i know, i'll probably improve this a bit in later versionsSaint-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.

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
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! =)
Do I need a script to do this? Please give me an elaborated answer.
Thank you! =)
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lol yes, you"ve exactly summarised what my script does in your question 

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I could but i'm not sure i will 
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
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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.

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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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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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?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.
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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.
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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No, it's not possible.
Commands menu can be renamed but can't be added.
Commands menu can be renamed but can't be added.
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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
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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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.
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.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
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