[SCR] CODEA Weapon System [09-06-03 X3TC 3.beta.19]

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darkfear
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Re: Mefos

Post by darkfear » Tue, 14. Apr 09, 23:41

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?
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.
How do I get mechanics
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.


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)

[ external image ]

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
  • 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.
MEFOS Weapon System Preparations

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:
  • 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)
MEFOS Weapon System

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

[ external image ]

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

[ external image ]

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

[ external image ]

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.

[ external image ]

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

[ external image ]

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.

[ external image ]

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)
  • First version.
11/09/2008 (Version 3.alpha.02)
  • 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.
11/15/2008 (Version 3.alpha.03)
  • Logic bug in the AL plugin corrected.
  • English language file corrected.
11/30/2008 (Version 3.alpha.04)
  • 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.
12/02/2008 (Version 3.alpha.05)
  • Recruitment of turret personnel balanced.
  • Several small improvements.
12/07/2008 (Version 3.alpha.06)
  • Added missile-defense turret command.
  • Small bug in the payment of personnel fixed.
12/25/2008 (Version 3.beta.01)
  • 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 >

Treelor
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Post by Treelor » Wed, 15. Apr 09, 02:17

Is there any reason I should use MEFOS over MARS as a turret script? I see the main gun switching capabilities, which would be useful if I had an M7 or whatnot, but seeing as I'm bumbling around in my very first Colossus, I don't have any main guns, only turrets. What advantages does MEFOS have over MARS?

aka1nas
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Post by aka1nas » Wed, 15. Apr 09, 02:49

I'm a little confused about MEFOS still, is it only needed for gunnery crews and weapon switching (i.e. basically AEGIS for X3)? The main post for CODEA suggests that you need MEFOS installed to add M8s to your carrier as well as perform on-carrier repairs(via Mechanic personnel), but this is not mentioned in the MEFOS description posted above.
Saetan wrote: Higher ranks are also used for other scripts, like the "Sicherheits- und Rettungsdienst" which is yet in an to early state too get released in English (... said Lucike). With that script, fighters and capital ships are able to patrol sectors and also to rescue freighters which are running one uf Lucikes trading scripts by themself.
Does the above script integrate into CODEA? I.E. Can we somehow attach other capitals to our carrier as escorts or something similar?

I unfortunately don't read German, but am finding this all very intriguing. :)

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Gazz
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Post by Gazz » Wed, 15. Apr 09, 08:22

Treelor wrote:Is there any reason I should use MEFOS over MARS as a turret script?
MEFOS uses less CPU power - by an order of magnitude . =)
However, it's an enhancement of the vanilla turret scripts and so bound to the restrictions that come with that concept.

MARS does not know restrictions, only targets. =)

Just try both and see which one you like best. There really is no "best one" of these two. I've heard arguments for either so... *shrug*
Your choice.
In fact, the MEFOS main gun (and turret script!) switching can be pretty useful even if you use MARS.

Since MARS can be enabled for the AI you can even try some battles of CODEA M1 vs MARS (AI) M2 and see who wins and at what cost. =)


I dunno where else CODEA and MEFOS are intertwined. Most likely it's sufficient to just have the MEFOS ware on board to unlock certain functions.
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Saetan
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Post by Saetan » Wed, 15. Apr 09, 09:38

aka1nas wrote:
Saetan wrote: Higher ranks are also used for other scripts, like the "Sicherheits- und Rettungsdienst" which is yet in an to early state too get released in English (... said Lucike). With that script, fighters and capital ships are able to patrol sectors and also to rescue freighters which are running one uf Lucikes trading scripts by themself.
Does the above script integrate into CODEA? I.E. Can we somehow attach other capitals to our carrier as escorts or something similar?

I unfortunately don't read German, but am finding this all very intriguing. :)
No ... the above mentioned script (in English "security and rescue service") is for his own ... but you can also use CODEA-carriers for the rescue-part of the script, with (yet) some restrictions, e.g. no ship (e.g. tender) is allowed to follow.

You are not able, to attach other capital ships to your carrier with one of Lucikes scripts (except maybe the security part of that script I guess, but I never tested it). But as far as I now, such a fleet managment is already planned.
Last edited by Saetan on Wed, 15. Apr 09, 10:47, edited 1 time in total.

darkfear
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Post by darkfear » Wed, 15. Apr 09, 09:58

aka1nas wrote:I'm a little confused about MEFOS still, is it only needed for gunnery crews and weapon switching (i.e. basically AEGIS for X3)? The main post for CODEA suggests that you need MEFOS installed to add M8s to your carrier as well as perform on-carrier repairs(via Mechanic personnel), but this is not mentioned in the MEFOS description posted above.

Like I said I only use MEFOS for personnel and MARS for all the turret control etc.

You only need MEFOS for mechanics to repair damaged fighters and to add M8 to your carrier.

This is not mentioned in the manual above simply because I have not yet written this part. This was purely a translation of the german version.

Migl00
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Post by Migl00 » Wed, 15. Apr 09, 16:02

When I've discovered and read CODEA topics yesterday, I've had the same idea as you, darkfear. :wink: That's why I've asked about MARS et CODEA compatibility... :)
So, last evening, I've tried it...

- MARS: for the turret control
- MEFOS: for mechanics (and very soon to add M8 to the carrier)
- CODEA: for the fighters management

I've tried 2 littles contacts with a few pirates and... Waouh!! Now I really have the feeling of having a carrier in my fleet doing his job as expected! :)

Lucike has done a great job with this script! For me, it's a must have now :wink:

Many thanks to you too darkfear! :)

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Freeman_79
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Post by Freeman_79 » Wed, 15. Apr 09, 17:25

I have tested the CODEA towards patch 2.0 now, and since I'm new to the addon there is possible I've only discovered half of the functions so far.

However, of what I have experienced so far is a work of art.
It gave the carrier a whole new meaning and life, finally I can enjoy the carrier.


Hell of a job on this scripts, deserves a special place in the scripting hall of fame.

aka1nas
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Post by aka1nas » Wed, 15. Apr 09, 20:28

darkfear wrote:
aka1nas wrote:
You only need MEFOS for mechanics to repair damaged fighters and to add M8 to your carrier.

This is not mentioned in the manual above simply because I have not yet written this part. This was purely a translation of the german version.
Ahhh, got it now. Thanks darkfear!

One quick technical question: What happens if your CODEA-equipped carrier is destroyed? I.E. do any surviving fighter pilots still retain their ranks and can be added to another carrier? Do all of the ships attached to the carrier stop in their tracks?

aka1nas
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Post by aka1nas » Thu, 16. Apr 09, 02:33

Does CODEA still conflict with Gazz's Complex Cleaner mod?

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Saetan
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Post by Saetan » Thu, 16. Apr 09, 08:37

aka1nas wrote:One quick technical question: What happens if your CODEA-equipped carrier is destroyed? I.E. do any surviving fighter pilots still retain their ranks and can be added to another carrier? Do all of the ships attached to the carrier stop in their tracks?
They will search for another player owned carrier (has not to be a CODEA-carrier, a simple one is enough) to set it as a new homebase, as long as there are enough free docking bays left in the hangar.
If the fighters don't find one, they start the "end-fight".

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Post by Deman » Thu, 16. Apr 09, 17:50

One of the most comprehensive write ups I have ever seen.

Shall finally give this a whirl now I can understand it :)
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Nadrek
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Post by Nadrek » Sat, 18. Apr 09, 03:05

Idle question:
Can CODEA (automatically/in bulk) command all my fighters (that it controls) to use MARS Offense/MARS Defense turret scripts as I so choose?

Anything that reduces the drudgery of setting everything on every fighter by hand is a boon.

Malkuth74
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Post by Malkuth74 » Sat, 18. Apr 09, 05:01

Man this script is too cool. Just bought an M1 loaded about 40 Fighters on it so far.

Tried it out in my home sector that has lots of my factiories in it. Works very well. Sends out the Recon ships, and the patrols, loads the ships with missles, etc. takes the micromanagment away which rocks.

Have not tried it yet in combat. I have a feeling that it would do well in a Defend Station mission. Anyone try yet?

Such a high level that I don't dare put fighers against capital ships in a partol mission though. And the mission payout suck anyway.... So don't think those kind of misisons would be cost effective with the loses you will take.

But defend station missions might.

aka1nas
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Post by aka1nas » Sat, 18. Apr 09, 06:24

Malkuth74 wrote:Man this script is too cool. Just bought an M1 loaded about 40 Fighters on it so far.

Tried it out in my home sector that has lots of my factiories in it. Works very well. Sends out the Recon ships, and the patrols, loads the ships with missles, etc. takes the micromanagment away which rocks.

Have not tried it yet in combat. I have a feeling that it would do well in a Defend Station mission. Anyone try yet?

Such a high level that I don't dare put fighers against capital ships in a partol mission though. And the mission payout suck anyway.... So don't think those kind of misisons would be cost effective with the loses you will take.

But defend station missions might.
If you give the fighters enough missiles, the patrols might be feasible.

semiliterate
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Post by semiliterate » Sat, 18. Apr 09, 07:15

aka1nas wrote:Does CODEA still conflict with Gazz's Complex Cleaner mod?
first post implies it does.

darkfear
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Post by darkfear » Sat, 18. Apr 09, 11:23

Nadrek wrote:Idle question:
Can CODEA (automatically/in bulk) command all my fighters (that it controls) to use MARS Offense/MARS Defense turret scripts as I so choose?

Anything that reduces the drudgery of setting everything on every fighter by hand is a boon.
Actually you do not need MARS Light for the fighters. CODEA includes scripts that automatically switch weapons on fighters. MARS Light cannot do that and it needs more cpu time.

Concerning your question, as far as i know, there is no such option in CODEA.

Nadrek
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Post by Nadrek » Mon, 20. Apr 09, 03:36

darkfear wrote:
Nadrek wrote:Idle question:
Can CODEA (automatically/in bulk) command all my fighters (that it controls) to use MARS Offense/MARS Defense turret scripts as I so choose?

Anything that reduces the drudgery of setting everything on every fighter by hand is a boon.
Actually you do not need MARS Light for the fighters. CODEA includes scripts that automatically switch weapons on fighters. MARS Light cannot do that and it needs more cpu time.

Concerning your question, as far as i know, there is no such option in CODEA.
I was under the impression that MARS Light still had automatic Goblin Missile Defense (and did not switch weapons, which is ok with me)... which could be important if someone starts dumping Flails and other such trinkets to counter one's fighter wings.

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Locksley
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Post by Locksley » Mon, 20. Apr 09, 11:09

semiliterate wrote:
aka1nas wrote:Does CODEA still conflict with Gazz's Complex Cleaner mod?
first post implies it does.
I must be blind :wink: , but I've skimmed through the posts somewhat and I can't find the post you referred too and I must admit I haven't checked any scripts but I fail to see why it should conflict - is it the enormous block that CC adds; Gazz said it might be a problem for all AI controlled ships not exclusively connected to CODEA.

Cheers!

Migl00
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Post by Migl00 » Mon, 20. Apr 09, 12:18

Some help needed please…
Did anyone succeeded to add a M8 to his carrier? :?:
Codea is installed (of course! :) ), Mefos too, I have technicians, mechanics, officer rank pilots, my M8 respects the specifications given in the user manual, but no way to find how to add my M8 to the carrier… :( Any clue? :?
Thanks!

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