Status Update and Feedback Requested on Anarkis & Pirate Guild LU Edition

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solarahawk
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Status Update and Feedback Requested on Anarkis & Pirate Guild LU Edition

Post by solarahawk » Mon, 11. May 15, 08:35

As I mentioned a few weeks back, I have been working on updating Serial Kicked's Anarkis scripts (Pirate Guild, Yaki Armada, ADS) for Litcube's Universe. I am using Nicoman35's Real Wings Edition as the base for this update. I wanted to share with you my current progress, so I could also ask for some feedback on a possible design change.

The Pirate Guild changes include:
  • * Full Support for LU's Export/Import routine
    * All wares, ships, and stations have been updated to support LU
    * Anarkis dynamic menus have been rewritten to use the LU Dynamic Menu system
    * All scripts have been audited and rewritten as needed. In some cases, old logic has been updated to leverage new scripts and MSCI commands added by LU
For future updates, I have also sketched out new and replacement missions using EMS:

As a Guild Member:
  • * Hunt the Hunters - take down the bounty hunters out for you and your brothers
    * Join Guild Raid
    * Defend a PB
    * Scout for Guild Invasion - plant satellite/jump beacon for a sector invasion
    * Trade Slaves
    * And More
When a Guild Foe or Holding Police License
  • * Smuggler Hunt
    * Escort Commonwealth Convoy
    * Weaken Guild
    * Hunt Guild Boss
    * Bounty Hunt
    * Plus others
Current Status:

I have the Pirate Guild up and running. It currently includes all the base functionality of the original system, and the Export/Import routine works well in restoring Guild assets. However: Anarkis Defense System (ADS) is not yet fully operational. Pirate Guild was designed to be playable without ADS, but some of the pirate base defense logic are pretty weak without ADS. (Patrol and defense behavior is pitiful, especially compared to LU's improved patrol job logic.)

So, PG really isn't ready to be released. Meanwhile, the Yaki Armada addon was never fully implemented and is missing quite a few basic features. I have begun the process of rewriting it and adding some of the functionality to bring it closer to parity with the Pirate Guild, but it really won't be worthwhile to release until I have finished that rewrite. For now, completing ADS is my top priority.

==============================

Your Feedback is requested!

ADS makes a big difference in NPC defense capabilities, but I am not sure it is as valuable for the Player in LU. Most of the features ADS provides are provided by MLCC. So I am considering adjusting ADS to make it an NPC-only system. Only the Anarkis Guilds would be able to use it (and it will probably be integrated as a core requirement to the guild system). The Player would continue to use MLCC for all carrier and fleet management. What do you guys think about this? Does anyone see the full ADS really worthwhile as an alternative to MLCC?

The main differences I see between MLCC and ADS are:
  • * MLCC's supply management system via Dockware Manager is superior to the ADS supply management system.
    * Both MLCC and ADS provide automated defense network functionality.
    * ADS allows for more manual control over automated carrier/station settings: when to launch fighter wings, ADS Radar Range, force damaged ships to retreat, how many ships to hold in reserve for defense, type of alert to send player when carrier/station threatened. MLCC just takes care of all this invisibly (and intelligently).
    * MLCC provides configurable Rules of Engagement
    * ADS includes Barracks for training marines
    * ADS provides Repair Bays to hire mechanics for repairing carriers and docked fighters.
What do you think?

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solarahawk
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Post by solarahawk » Wed, 13. May 15, 00:33

Incidentally, I have decided to proceed with trimming out the Player-oriented code in ADS and focus it on supporting NPC Guild-assets exclusively. This is proving to provide additional benefits. The main advantage is that this is leading to a more focused and leaner script-base which should improve performance. It is also making ADS more true to the spirit of LU.

Litcube has mentioned in the past that one of underlying principles of LU was to simplify, simplify, simplify. His goal was to try to achieve perfection marked by figuring out how much bloat can be removed and no more than that. I have become quite familiar with LUV's scripts--new and revamped--and I am very impressed with the efficiency of Litcube's design choices. (Has anyone ever noticed that the AP Race Response Fleets functionality is absent? I never did, and that's because the improved Military patrol jobs in LU are fully capable on their own of defending sectors against threats.)

So, I am trimming and streamlining ADS. This will probably be an iterative process as I figure out how best to fit and balance ADS and the Guilds into LU, but I hope I can approach the same efficiency while adding gameplay functionality to LU.

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Litcube
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Post by Litcube » Wed, 13. May 15, 00:52

Neat!

Crunk15
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Post by Crunk15 » Wed, 13. May 15, 03:25

while both MLCC and ADS have a defense network, i like that ADS has the option of automatically sortieng to defend sectors that contain your assets without requiring a command from you each time. would it be possible to implement this into the MLCC as part of this mod??

also if certain class ships (M2, M1) were configured as such, rather than returning to the MLCC after every fight, they would continue to defend different sectors until all sectors with your assests (stations) were safe, there arent any conflicts they fill they could win, or low on supplies i.e low on missiles, support ships, or remaining energy cells needed to return to base from current sector.

the balance would be an increase in cost proportional to fleet maintenence and deployment. the resupply of missiles and energy cells could potentially be astronomical along with the ships your likely to lose along the way. depending on how many enemy races and how spread out his stations are a player may not have the infrastructure to personally defend all his assests. also when requesting assistance your fleet wont always be in the best of shape depending on how much of it is currently on an extended sortie.

im not sure if any of this is worth your effort but its an idea, let me know what you think

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solarahawk
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Post by solarahawk » Wed, 13. May 15, 04:02

Hmm, I'll keep those points in mind. They may be feasible mod extensions to MLCC.

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