- Anarkis Defense System -

An up to date documentation file is available the website

Offline 2.50 Documentation

Written by Serial Kicked [Anarkis Federation]
- Carrier Management and Sector Defense Script for X3 Terran Conflict -
(previoulsy known as Anarkis Carrier Commands)



  1. Technical Details
    1.1. Installation details
    1.2. Upgrade from a previous version
    1.3. Uninstallation details
    1.4. Compatibility Notes
  2. Anarkis Defense System
    2.1. Script Description
    2.2. General Carrier Commands
    2.3. Carrier Settings
    2.4. Automated Carrier
    2.5. Sector Defense System
  3. Other Details
    3.1. Compatibility details and notes to scripters and modders
    3.2. Full Changelog
    3.2. Libraries
  4. Copyright



Technical Details

1.1 Installation Details

  1. Unzip / Install in your X3:TC folder (should be already done by now)
  2. Run X3 and load your save game (or start a new game, as you wish)
  3. If you haven't activated the Script Editor yet
    1. Rename your player name to " Thereshallbewings " (notice the big 'T' and the 2 small 'L')
    2. Save your Game
    3. Reload your Game
  4. A window will appear when the loading is completed
1.2 Upgrade from a previous version
  1. Unzip / Install new version in your X3:TC folder
  2. Run X3, Load savegame
  3. Follow instructions if any
1.3 Uninstall the Plugin
  1. Run the "uninstall ads.bat" file in your X3:TC Directory or use Cycrow's Plugin Manager if you've used a .spk

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 :
  • ADS: Sell Wares ....
    Orders docked fighters (or ts/tp in mods) to sell wares from the carrier to the factories in range, ships will use the jumpdrive if needed.
  • ADS: Buy Wares ....
    Orders docked fighters (or ts/tp in mods) to buy a given amount of a ware to the nearest factory, ships will use the jumpdrive if needed.
  • ADS: Dock All Ships 
    This command will order all the ships with this carrier set as an homebase to return home immediatly. Ships with a jumpdrive and correct settings will try to jump back when a distant sector. Ships with a teleporter device at less than 5km of the carrier will be beamed in immediately.
  • ADS: Send Defensive Wing to ...
    This command will send a wing to protect the selected object from enemies. Works for both ships and stations.
  • ADS: Send Offensive Wing against ...
    This command will send a wing to attack the selected target.
  • ADS: Clear Sector !
    The carrier will launch all his ships and clear the sector from enemies. Damaged ships will automatically try to dock back to the carrier.
In addition to those basic commands you will find two advanced commands in the additional command slots of your carriers:
  • ADS: Carrier Settings
    This command will display a setup menu. It will allow you to change your docked ships settings, setup the Automated Carrier logic, hire/fire and use mechanics. Read below for additional documentation.
  • ADS: Automated Carrier
    The carrier will automatically send wings against enemies and protect itself from incomings based on your settings. Excellent fire and forget command on patroling carriers. Read below for additional documentation.

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.
  • 2.3.1 Hangars


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).

  • 2.3.2 Repair Bays
 

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.


  • 2.3.3 Ship Supplies

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 :)

  • 2.3.4 Automated Carrier Setup


- 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.
  • ADS: Setup Defense System
    This command will display the same setup menu as for your carriers, default settings are changed (basically the scanning range is increased, and the threat level reduced).

  • ADS: Sector Defense
    This command will start ADS on this station, and its functions are similar to the Automated Carrier command. Meaning that the station will launch fighter wings to obliterate any enemy ship found in sector and warn you with a message if the situation is critical. You will also need at least 3 undamaged and active fighters for this command to work properly.



Other Details

3.1 Frequently Asked Questions


  1. Can you allow me to manage my fighter wings myself ?
    Well, yes i could add a bunch of menus for this, and you could spend hours using them, but i probably won't because it's much more efficient and fast to let ADS dynamically pick the best method according to the situation itself. You can however prevent ADS from using some of your docked ships.

  2. Can you allow ACC to dock TP/TS/whatever to a carrier ?!
    I don't want to include this (cheaty) feature in my script. However, if you're using a mod with true docking bays for TS/TP ships on carriers (afaik it's possible), then ADS should handle these just fine (trade commands will use the transport ship instead of a bunch of fighters).

  3. There's not enough trade commands
    Indeed, but I don't care, i just loot :)

  4. Some of my ships seems to be teleported in and out of the carrier without using the docking bays
    Ain't a bug, it's a feature :) Fighters with the Teleporter Device installed are able to teleport inside the carrier when located at less than 5km from it. Same thing applies when wings are sent from the carrier.

  5. ADS or CODEA on my carriers ?
    Both are good and may be complementary. Codea has more settings, supply related commands, and wing management settings, there's also features related to the docking of non fighter class ships that I will never put in my own carrier script. On the other hand, ADS is easier to setup, offer quick access to basic wing commands, and is stronger in brute force (read kill/death ratio during patrols). 

  6. Can i include Anarkis Defense System in my mod ?
    Yes, as long as compatibility issues with the other scripts included in your mod are your concern. Be sure to read the part [3.2] of this document.

  7. Can I use ADS as a library in my own script ?
    Yes, it has been designed to be easily used by any 3rd party plugin or script, you should take a look at the Pirate Guild source code to see how to do it properly.

  8. It doesn't work ! Nothing happen ! What's a .zip file ?! where is my X3 folder ? and what's a folder anyway ?
    Find someone who know how computers work, and even if he never played X3 before, i'm pretty sure he'll be able to at least install this script in less than five minutes :p

3.2 Compatibility Notes for Scripters and Modders

  • Tasks between 890 and 900 (included) are reserved by all my scripts and plugins on any ship or station.
  • You can check the global variable anarkis.acc.plugin to see if ACC is currently enabled