Technical Details |
1.1 Installation Details
1.4 Compatibility Notes This plugin is compatible with any other scripts and plugins as long as they do not use the same command slot. However some scripts doing more or less the same thing like CODEA may cause issues. You can use both, but do not run any CODEA command on an ADS carrier, nor the opposite. |
Anarkis Defense System |
2.1 Script Description There is a lack of carrier related commands in the X-Universe series, and ADS tries to fill this hole. The script adds various commands for the M7, M1, TM and TL class ships to easily manage docked ships. You can easily rename, assign homebase to, and setup your docked fighters in a few clicks. You can also send offensive and defensive wings, clear a sector, or dock all your ships at once. Moreover, you can have fully automated carrier for your patrols, fighters will be repaired (if you hire mechanics) wings will be sent against foes automatically and warnings will be sent to the player when the carrier is in danger. Your carrier needs the "Carrier Command Software" installed for ADS to be enabled on your carriers. This script is complementary to the M.A.R.S. (Motion Analysis Relay System) turret and drone script. Use both ADS:AutoCarrier and MARS:auto-collect-loot commands in a Xenon sector to see what I mean. ADS also allows to setup docked ships turrets to MARS easily. Moreover, player owned Trading Stations, Equipement Docks and military outposts now have a real use as you can enable ADS on them to protect your sector from any enemy activity. 2.2 General Carrier Commands ADS adds the following commands in the [general] ship's command menu to any TL/TM/M1/M7 with the "Carrier Command Software" installed :
2.3 Carrier Settings The Carrier Settings menu allow to setup both your docked ships and your carrier. Most of this script advanced features can be found here: ![]() The [Hangars] allows you to setup your docked ships. The [Repair Bays] allow you to repair both your carrier and your docked ships. [Automated Carrier] is used to setup the carrier's battle logic. [Ship Supplies] is used to transfert wares from and to the carrier. And with [Carrier Report] you can locate and setup all your carriers at once.
![]() ![]() The hangar is the place where you can setup your docked ships in mass. You can also select which ships will be used or not by the commands and tasks. Damaged ships will always be ignored. The [Setup Docked Ships] menu allows to set the missile usage, the jump and turret settings. If the MARS turret script is installed, you can even setup your docked ships' turrets to this system. Ships without the Motion Analysis Relay System will fall back to standard turret settings (mars offense = attack enemies | mars defense = missile defence).
![]() You can hire mechanics to keep your carrier and fighters at full strength. However, they will cost you money, even when they are not doing anything. To hire a new mechanic, your carrier needs to be in a sector with a friendly trading station and you will need to pay 50.000 as an initial hiring cost. This initial fee paid, each mechanic will cost you 1.000 credits per hour when off-duty, and 15.000 credits when on-duty. If, for a reason or another you don't have enough money, they will immediately quit the carrier, so pay attention to you finances when using this features. Mechanics are very cheap, but they are also really slow : 15 hull point per minute per mechanic. It would take about 10 game hours for a single mechanic to repair a 90% damaged Nova, on the other hand it will only cost you 150.000 credits (instead of 10 times more at a shipyard). You can't have more than 20 mechanics on the same carrier. Notice that if you allow to repair both the carrier and the docked ships, mechanics will always start with the carrier. Repairing a M1, M7 or a TL - even lightly damaged - can take ages so you may want to disable carrier repairs temporarly to do your fighter wings first.
![]() ![]() This is where you can transfert wares between your carrier and your docked ships. Like everything else the whole process is intuitive and menu driven :)
![]() - Minimal Threat Level : This is where you can modify how the carrier will act in 'Automated' mode. You can set the minimum threat level that will trigger a launch of fighters. To understand how the level system work, you'll need to know the "threat" values used for each kind of ship and you should also know that the carrier will always send ships if an enemy M1/M2 ship is spotted. Fighter drones are ignored. Here's the values for each class: M5: 1 - M4: 2 - M3: 5 - M8: 10 - M6: 14 - M7: 35 - TL: 15 - TM: 8 - TP/TS: 2 - Radar Range : You can also select the radar range (in meters). Setting this value too high may not be a so good idea as fighters will have a long road ahead without support from the homebase, the carrier beeing much slower than the fighter wings. You should keep the radar range between 15.000 and 50.000 meters. - Force damaged ships to retreat : You can allow fighters sent by the carrier to retreat when shield is below 10% or when the hull is damaged. If the retreating ship successfully evades taking hull damages, as soon as his shield is above a decent level, it will resume the assault. If you disable this feature, fighter wings will fight to death. This feature also works with manual commands like "Send attack wing against" or "Clear Sector'' - Attack Mode : You can select the default attack mode for the automated carrier. If you let ACC decide what's best, it will attack the strongest if an enemy capital ship (M7 or bigger) is found, and it will attack the nearest in the other scenarios. - Defense Ship Count : When the automated carrier is in battle it will deploy some ships with the mission to protect the carrier itself. You can set here how many ships you want to be used for this task. - Ignore Factions : With this list you can allow your carrier to ignore all ships from one or more faction, even hostile ones. It will fight back when under attack, but it won't intercept non aggressive red ships. This is especially useful if you try to stay friendly to the Pirate faction, as some pirate ships spawn red no matter your current standing toward this faction. - Display Warning Message : Allows your carrier to send you a message when in danger so you can react before anything really bad happen. You can ask for 3 kinds of warnings: a text popup, an audio message, or a subtitle message (with a beep). 2.4 Automated Carrier This command has mainly be designed to be used on you patroling carriers. When toggled ON, your carrier will start sending wings against detected enemies using the settings you've set in the previously explained menu. However, for various (good) reasons (like dock/undocking fighters going boom) this feature cannot be enabled on your own personal ship. You will also need at least 3 undamaged docked fighters (set as active) for this command to do anything. 2.5 Sector Defense System Two new commands are added to your docks. Notice that 'dock' means Trading Stations, Equipement Docks or Military Outposts. Factories aren't docks and cannot hold enough fighters anyway.
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Other Details |
3.1 Frequently Asked Questions
3.2 Compatibility Notes for Scripters and Modders
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