Actually I'm using MARS with CODEA and MEFOS. MARS takes care of automatic weapon switching etc, while I use MEFOS to change between different main laser configurations for my hyperion. Works quite well so far.Migl00 wrote:Just a little question before installing and trying CODEA, is there any compatibility problems or restrictions with an other great script: M.A.R.S?
The chance to be able to recruit a mechanic is quite low. After several unsuccessful attempts, I saved the game at the destination station of the MEFOS personnel freighter just moments before it landed. Then simply reload until you get a good selection of personnel. Eventually I got a freighter with 3 mechanics available for hire.How do I get mechanics
Here is the first draft of the english translation of the CODEA Manual by me. All the pictures are from the german version, but the text should give you a few hints on how to use MEFOS.
darkfear wrote: MEFOS Weapon System
(Medium Extended Fight Orbit System)
(Version 3.beta.01 - December 25th 2008)
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MEFOS – The History
Capital ships of the M1 and M2 class, as well as corvettes and frigates of the M6 and M7 class are the most efficient and powerful weapon platforms in the universe. In the default operational mode, their fully automated turrets attack any enemy ship in range.
The argon military developed a new weapon system, codename MEFOS, and has been recruiting computer scientists, technicians and gunners for some time now to manually control the turrets of their capital ships. Gunners, who are responsible for the switching of weapons, act independently and disburden the officer of the deck. On the other hand technicians are responsible for insuring an uninterrupted shot sequence and assisting the computer scientist in supervising the automatic turret targeting control.
MEFOS is not only a training course for gunnery personnel, but also a software supported method of communication between the bridge and several laser turrets. MEFOS enables the storage of a fixed combination of turret armaments and attack commands, which can be selected with a single hotkey. This allows for a semi-automatic weapon or command switching of the turret without the need for dedicated personnel.
Only distinguished members of the argon federation are able to recruit trained turret personnel, although at a steep price. In recent times more and more TP class ships were seen transporting personnel to large argon battle cruisers. Argon equipment docks as well as trading stations have become the ports of transshipment for military personnel. Even civilians have an opportunity to acquire trained turret personnel there. It requires open eyes and ears because military transport routes are kept top secret. Known military transports have to be intercepted at their destination. In addition, a mayor part of the personnel is intended for argon capital ships, so speed is of the essence.
The ports of transshipment are in even more turmoil then the largest stock exchanges of the universe. The motto is to snap at the chance of trained personnel, while also looking out for all their different specializations.
Overview MEFOS Weapon System
MEFOS Weapon System Preparations
- The MEFOS Weapon System assumes control of weapon management on capital class ships.
- The MEFOS Weapon System adds four new turret attack commands. These commands require gunnery personnel to assume control of automatic weapon switching.
- The MEFOS Weapon System can store up to 8 fixed combinations of turret armament and attack commands, which can be accessed with several hotkeys.
Download
-> MEFOS Waffensystem (Version 3.beta.01)
-> Notwendige Befehlsbibliothek "Libraries" (You must install these! Reinstall during Updates)
-> MEFOS Weapon System Description (PDF format) (not yet available!)
Prerequisites: X³ Terran Conflict Version 1.3 or higher (not compatible with X³ Reunion) !!
Activation of the Script Editor
MEFOS doesn’t require the script editor to be activated. MEFOS includes a script, that automatically sets the game to “modified”.
With the script editor activated, additional technical information can be displayed. This can be enabled in the script editor menu (Script Debugging: Additional Information) but is recommended to be left "off" as it might be confusing to some players .It is possible to run unsigned scripts without activating the script editor. This requires a change in the scripts boot file. In any case the save game will become “modified”.
Installation
Simply extract the *.zip file to your X³ TC folder. The .zip file includes the folders “\scripts\...” and “\t\...” which also exist in your X³ TC folder. Any additional folders in the *.zip file are for maintenance and uninstalling and should also be extracted to your X³ TC folder.
De-Installation
The folder “\scripts.uninstall\...“ includes the files “setup.plugin.mefos.weapon.system.pck” and “al.plugin.military.transport.pck”. Copy those two files to the script folder (\scripts\...). Start X³ TC and load your save game. The Uninstall process will start automatically and send a message to your log upon completion. The process can take up to 20 seconds from loading the savegame. Save the game.
Run the batch-file „Delete all MEFOS Weapon System Scripts.bat“ in the “\scripts.delete\...” folder. This will delete all the script’s files. The De-Installation process is now complete.
Important: Never simply delete scripts, because they are connected to your savegame.
Updating older versions
Simply extract the *.zip file to your X³ TC folder. The .zip file includes the folders “\scripts\...” and “\t\...” which also exist in your X³ TC folder. Any additional folders in the *.zip file are for maintenance and uninstalling and should also be extracted to your X³ TC folder.
The batch-files “Delete old MEFOS Weapon System Script.bat” in the “\scripts.delete\” folder takes care of deleting old and unneeded script files. This step is not required, but will keep your script folder organized.
In game nothing has to be manually restarted. All ships or station automatically restart their scripts.
MEFOS Weapon System Manual
Ship and Equipment Requirements:
MEFOS Weapon System
- A ship of M1, M2, M3, M6, M7, M8, TL, TM, TP or TS class
- Fight Command Software MK1
- Fight Command Software MK2
- Cargo Bay Life Support System (optional: required for turret personnel)
- MEFOS Weapon System Software(optional: additional commands and extensions)
The MEFOS Weapon System has eight weapon group storage spaces for a fixed combination of turret armaments and commands. Without the MEFOS software, only four storage spaces are available. A hotkey has to be assigned to every weapon group. Additionally a hotkey for the configuration menu has to be set.
After configuring the hotkeys, weapon groups can be created and stored. If no weapon groups have been stored, the first hotkey press saves the current weapon configuration and turret commands to the storage space. A weapon group can be deleted via the configuration menu.
Now you can switch between weapon groups. Confirmation is carried out by a spoken message (Weapon Systems Alpha to Theta).
Overview
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The overview displays all available weapon groups for editing. Already occupied weapon groups are displayed as well. It also provides a list of all the required personnel for automatic weapon switching on the current ship.
The Weapon Group
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Selecting a weapon group in the overview displays the weapon group menu, which allows for several options to edit the weapon group.
Select Weapon Group
You can select a weapon group in the Weapon Group Menu. Since this method of weapon switching is impractical during combat, hotkeys can be configured for each weapon group. This command was initially intended for testing purposes.
Set up or change weapon group
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The simplest method of storing a weapon group, is to configure all weapons via the HUD and then storing them with the corresponding hotkey to an empty weapon group slot. This menu item is first and foremost to complement or check an existing weapon group.
Delete Weapon Group
This menu item deletes a weapon group. After deletion a new weapon group can be saved in this storage pace with the corresponding hotkey.
Save Weapon config
This command is used to quickly store the current combination of weapons.
Turret Personnel
Turret commands:
Weapon System : Attack all Enemies (requires ship personnel)
Weapon System : Attack my Target (requires ship personnel and MEFOS)
Weapon System : Protect Ship (requires ship personnel and MEFOS)
Weapon System: Missile Defense (requires ship personnel and MEFOS)
Turret commands are available in the command console of a ship. All commands include automatic weapon switching, although shockwave cannons and Ion disrupters are only used with the MEFOS software installed. Only available weapons are used.
Turret personnel is required for these commands. If there is not enough personnel available, individual turret commands will be suspended.
Required Size of the Crew
One computer scientist is sufficient for the whole ship. Every turret requires a technician, as well as one gunner for every three weapons in the turret.
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Example M2: Standard ships of the M2 class have 4 turrets with 8 ordnances each, as well as 2 turrets with 4 ordnances each for a total of 6 turrets with 40 ordnances. This requires 1 computer scientist, 6 technicians and 16 gunners.
Example M6: A ship of the M6 class in the default argon version has 3 turrets with 1 ordnance each. That is a total of 3 turrets and 3 ordnances, which requires 1 computer scientist, 3 technicians and 3 gunners.
Example M3: A ship of M3 class in the default argon version has 1 turret with 1 ordnance. All instruments in an M3 fighter are accessible by one person, thus only the need for 1 gunner. Ships of the M3+ class generally have 2 turrets and thus needs 2 gunners.
Crew Payment
The turret personnel is paid by the hour. The pay is automatically transferred to the argon military, which in turn distribute the money to the crew.
Computer scientists get paid 300 credits per hour, technicians 250 credits and gunners 200 credits. The crew is paid regardless of whether they are in action or on standby.
Example M2: 1 computer scientist is paid 300 credits /h, 6 technicians 1500 credits/h and 16 gunners 3200 credits/h. For the entire personnel of an M2 class ship you have to take 5000 credits/h or 120.000 credits per day into account.
Recruitment of turret personnel
As a distinguished member of the argon federation, turret personnel transports are marked in terms of color on the sector map. A blue marking indicates a transport currently transporting turret personnel, a red marking indicates an empty transport. (Federation Guardian / Fighter Chief)
Argon Military Express Freighter
Argon Military Express Freighter
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If you dock at the destination before the transport ship, you will be hailed when the transport arrives. The pilot of the transport will provide you with a list of all turret personnel available for recruitment. After selecting the desired personnel and confirming the recruitment, the personnel will be transferred to your ship’s cargo bay, if a cargo bay life support system is installed and enough space is available.
If you cannot be bothered to go head-hunting for personnel, simply dock one of your own ships, with a cargo bay life support system and a lieutenant as pilot to a military outpost or an equipment dock. He will then periodically recruit available personnel. You have no influence on this process.
In order to have access to a lieutenant, you’ll have to use the CODEA weapon system or the Security and Rescue service.
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The overview provides distinguished members of the argon federation with a complete flight plan. A blue marking indicates a transport currently transporting turret personnel, a red marking indicates an empty transport. (Federation Guardian / Fighter Chief)
Selecting a transport route will give the player ship the command to fly to the destination of the transport. If AutoJump is configured in the command console of the ship, it will use its jumpdrive.
Additional Information
None
Technical Data MEFOS Weapon System
Language FIle
8010-L044.xml (ID 8010)
8010-L049.xml (ID 8010)
Command-Slots (Kommando-Slots ändern)
COMMAND_TYPE_TURRET_16 (916)
COMMAND_TYPE_TURRET_17 (917)
COMMAND_TYPE_TURRET_18 (918)
COMMAND_TYPE_TURRET_19 (919)
Object-Task
Global (Hotkeys und restart)
ship task Turrets (Task 1 to maximum turret)
Ship task 43 and 44
Official abbreviations
"das MEFOS"
"the MEFOS"
Changelog
Download
-> MEFOS Waffensystem (Version 3.beta.01)
-> MEFOS Waffensystem (Version 3.alpha.06)
-> MEFOS Waffensystem (Version 3.alpha.05)
-> MEFOS Waffensystem (Version 3.alpha.04)
-> MEFOS Waffensystem (Version 3.alpha.03)
Changelog
10/26/2008 (Version 3.alpha.01)11/09/2008 (Version 3.alpha.02)
- First version.
11/15/2008 (Version 3.alpha.03)
- Missies Frigates were unable to use their turrets.
- In addition to the MEFOS turret commands, the main command was suspended in the case of an insufficient amount of military personnel. Fixed.
11/30/2008 (Version 3.alpha.04)
- Logic bug in the AL plugin corrected.
- English language file corrected.
12/02/2008 (Version 3.alpha.05)
- Military personnel was replaced by gunnery personnel. Several different specializations are possible now. Existing military personnel is automatically converted.
- The costs for the ”MEFOS Weapon System“ software were reduced to 1.002.677 credits. Additional expenditures are credited to the player.
- MARS turret commands are stored.
- The total amount of needed personnel is visible in the overview.
- Argon Military Transports doubled.
- Recruitment of turret personnel vastly improved.
12/07/2008 (Version 3.alpha.06)
- Recruitment of turret personnel balanced.
- Several small improvements.
12/25/2008 (Version 3.beta.01)
- Added missile-defense turret command.
- Small bug in the payment of personnel fixed.
- alpha-phase finished.
- The recruitment conditions of turret personnel were relaxed. The probability to get more personnel is twice as high..
< Keywords: ScripterLucike, Script, AEGIS, Geschützturm, Geschützturmbefehl, automatischer Waffenwechsel >