[SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]

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DrwHem
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Post by DrwHem » Tue, 29. Sep 09, 07:00

i managed to pick up a few mechanics with my freighter but after docking that with my carrier i cant find a way to transfer the mechanics to the carrier. how do i take them off? right now they are staying on the freighter and i couldnt find a way using codas.

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Saetan
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Post by Saetan » Tue, 29. Sep 09, 10:33

xWolfzx:
I don't use carriers which can dock TS by myself so I can't talk about my own experience. But in beta.24 a new option got added to choose if tenders should dock at a carrier if it is able to carry TS. So I guess this case should be taken into account when adding tenders or having them docked.

Because of your phrasing (... would not be able ...) I'm not sure if you already tested or you just think there will be a problem. On the other hand, you wrote you have already used this option so I think you already did test.

I will talk to Lucike again.



DrwHem:
Mechanics just have to be in the cargobay, so you can simple transfer them with the ware transfer option like any other people too. Be aware of needing a cargo bay life support system, else the people in the cargo bay will die and dissapear

mpcribeiro
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Post by mpcribeiro » Tue, 29. Sep 09, 11:30

Hi,

I need a tip on how to reassign awares to the tender.

The option seem to have disapeared from the tender admin menu... so I got the tender fecthing the few awares I set at beginning and I don't seem able to change that. Thanks

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Saetan
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Post by Saetan » Tue, 29. Sep 09, 11:42

Don't you have that menu?

[ external image ]

Note the "- Add/Remove -" at every tender or also the "Delete list" option at the bottom to delete the whole list?

Or there may be only the tenders missing in this menu?

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Lucike
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Post by Lucike » Tue, 29. Sep 09, 17:23

xWolfzx wrote:There seems to be a slight compatiblilty problem with Alkeena's BSD mod, i set my TS to follow my M1 (a Raptor) thus due to the docking changes, the TS is able to dock at my M1. But if the TS docks, i would not be able to assign it as a Tender unless i assign it BEFORE it docks. The similiar issue occurs with corvettes as well.

Another Tender issue that arises from that is that if my tender docks with my M1, my supply tender would not be able to transfer goods to my tender anymore. (I docked my tender via 'the tender to dock at the carrier' option)
Yes, there is a issue with docked TS and M6. I work on it.
Saetan wrote:MEFOS Weapon System doesn't have an English manual yet, but the language files of the script itself are already translated.
A little manual exists in the old thread.

http://forum.egosoft.com/viewtopic.php? ... 23#2845923

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Lucike
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xWolfzx
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Post by xWolfzx » Tue, 29. Sep 09, 17:29

Oops, should have used 'was not able to' instead, sorry.

Anyway, regarding the first issue, i re-tested it again using the option for tender to dock at the carrier and i'm now able to add the TS into my tender fleet, thanks. It might still be better if CODEA is able to detect my dock tender even if that option is switched off so that i will not need to switch it on, add my TS to my tender fleet and switch it off again. (Due the to below mention issue)

For the second issue, i've tested it again and it seems that as long as my tender is docked in my carrier, my supply tender will not be able to transfer the wares over to my docked tender.

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chaosras
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Post by chaosras » Tue, 29. Sep 09, 18:29

I appreciate all the hard work Lucike has put into this script, and am currently using an older version. However, I do not use MEFOS, or the Tenders, or dock M6s, etc... I just use if for automating fighter response for combat, which is excellent!

I was wondering Lucike, would you consider making a CODEA LIGHT for users such as myself? Not sure how many others like me are out there, but I suspect there may be a few. This 'light' version would use only the scripts needed to support carrier fighter operations.

Anyway, it's just a thought. Hope the bug-hunting is going well ;)
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Saetan
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Post by Saetan » Tue, 29. Sep 09, 18:57

Lucike wrote:
Saetan wrote:MEFOS Weapon System doesn't have an English manual yet, but the language files of the script itself are already translated.
A little manual exists in the old thread.

http://forum.egosoft.com/viewtopic.php? ... 23#2845923
As it seems to be complete and only needs to get up-to-date (which means translating the missing changelog ;-)) I will open a MEFOS Weapon System thread soon too. I already talked about with Lucike and he agreed.

-- edit --
Topic for MEFOS started: [SCR/AL] MEFOS Weapon System [09-09-20.09 X3TC 3.beta.05]




chaosras:
I used CODEA only with fighters, bombers and tenders for a long time. Just bought two corvettes, no other fleet-managment or docking TS are used by me and the handling is in my opinion just fine.

A CODEA light, may there will be once one ... not for the player, but for A.I. ;-)

About MEFOS: Lucike is already working (as you will see in the changelog for MEFOS) to seperate the personnel-thing from MEFOS, so one day you will not have to install MEFOS anymore, if you don't want to use it itself.

mpcribeiro
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Post by mpcribeiro » Wed, 30. Sep 09, 14:31

Saetan wrote:Don't you have that menu?

[ external image ]

Note the "- Add/Remove -" at every tender or also the "Delete list" option at the bottom to delete the whole list?

Or there may be only the tenders missing in this menu?
Hi Saetan,

That is the correct menu, my TDR menu only has the following options

Refuge station
Supply Station
Tender Administration

The other 2 options of managing awares don't appear after I add the awares and tender started to work. The awares I initially gave were:

Energy cells carrier 2500/ tender 0
Skilworm 900 / tender 0
Wasp 500 / tender 0

I tried the delete list; assign the Tender to other carrier and also tried removing the Tender and set it back again but no luck. :( It carries on fetching those wares

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Saetan
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Post by Saetan » Wed, 30. Sep 09, 15:04

Did you anything change at the tenders themselves? Gave them sometime ago commands by hand, assign them to a other carrier?

To me it seams as the carrier has lost them. But the tenders can't get assigned because they are still assigned (to a other?) carrier.

Maybe it would help to stop CODEA at your carrier and restart it again.

There is no tender reset as far as I know, only one for fighters already. But there will be a reset of the whole carrier in one of the next versions.

mpcribeiro
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Post by mpcribeiro » Wed, 30. Sep 09, 18:20

Hi,

Yeah I tried that as well, the stop/start CODEA on the carrier that has the tender but nothing. Tender carry on as normal populating the carrier with the awares requested. All the commands were through the menu to assign to other carriers... also tried commanding it manually just to see if forcing CODEA to re-order the tender would give the menu options back. Oh btw it jumped once or twice after that it just flys through the sectors.

Ok I'll scrap this tender to get another one, no worries. Thanks

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Saetan
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Post by Saetan » Wed, 30. Sep 09, 20:05

If not already done yet, you could also try to set him a new "follow me" command. May this would help to get him recognized again. Forgot to mention this suggestion in the last post.

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Saetan
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Post by Saetan » Fri, 2. Oct 09, 22:00


CODEA Weapon System
(Carrier Orbit Defense of Enemy Attack)
(Version 3.1.00 - 02nd October 2009)

[ external image ]

[ external image ] [ external image ]


-> CODEA Weapon System (Version 3.1.00)
-> Necessary "Libraries" (required !)


Required: X³ Terran Conflict Version 2.1 (not compatible with X³ Reunion) !!


02nd October 2009 (Version 3.1.00)
  • Bug Fix: Pilots with fighters without additional weapons in the cargo bay could uninstall any front lasers. Fixed.
  • Bug Fix: Supply tenders didn't transfer wares if the normal tenders were docked at the carrier. Fixed.
  • Bug Fix: Helmsmen and navigators were shown in the menu for pilot transfer. Fixed.
  • New branch of service: CODEA Escort added.
  • New in the Codex of Carrier: Squadron size for escorts.
  • New in the Codex of Fighter: Escorts follow cargo salvager.
  • New in the Codex of Fighter: Escorts follow Commodore.
  • Optimizations for patrols and bombers.
  • The supply with energy cells by the supply tender optimized.
  • Ships with a transporter device inside the carrier formation can work as transporter transponders. So wares can get transferred more than 20 kilometers with the transporter device.
  • Membership to the carrier group can now be canceled inside the fight commands of a added ship.
  • In the carrier menus opened by hotkey the carrier of the player now is at first place anytime.
  • Custom Commands moved from slots 25-28 to 30-33
  • Beta-Phase finished
  • Several small and larger improvements.

Duzzit
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Post by Duzzit » Sat, 3. Oct 09, 16:12

Quick question, does codea work with MARS?

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Saetan
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Post by Saetan » Sat, 3. Oct 09, 17:44

It does ... only restriction ... if using drones, you may won't be able to show the personnel information but only get blank messages into you logbook then. It's a incompliance which is known since the last version and adressed. Don't know, if its fixed already, but there's no info about in the changelog. So I guess it's not fixed yet.

Disabling the drones helps to avoid this bug. As a workaround it should work to deactivate the drones before and reactivate the drones after needed to view the personnel information.

Just test if you will find that bug, and if so, try this workaround.

Duzzit
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Post by Duzzit » Sun, 4. Oct 09, 16:02

one more question <.< I can't seem to get any other ships assigned to the battlegroup(I guess?) as in, i can assign fighters to my personal carrier, and they carry out commands etc, but is there any way for my destroyer(boreas) to follow me/react to codea's commands?

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Saetan
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Post by Saetan » Sun, 4. Oct 09, 18:50

Duzzit:

M2 can be added to the battle group too. Sure your boreas has the needed equipment, has not the forbidden equipment, is armed, has a pilot with a rank of at least captain and it follows your carrier?

Then it should be able to get added, else it won't get recognized.

----- ----- ----- ----- -----


CODEA Weapon System
(Carrier Orbit Defense of Enemy Attack)
(Version 3.1.01 - 04th October 2009)

[ external image ]

[ external image ] [ external image ]


-> CODEA Weapon System (Version 3.1.01)
-> Necessary "Libraries" (required !)


Required: X³ Terran Conflict Version 2.1 (not compatible with X³ Reunion) !!


04th October 2009 (Version 3.1.01)
  • Bug Fix: Inside the carrier selection opened by hotkey non-carrier-ships were shown. Fixed.
  • Bug Fix: Lost escorts didn't get added into the list of lost ships for the replenishment tenders. Fixed.
  • Bug Fix: Into this list of lost ships Big- and Huge-Ships got added (but can't be delivered by a Replenisment Tender of course). Fixed.
  • Attack Fighters and Interceptors optimized. They pay more attention to the distance to their carrier.
  • Missile Frigates optimized. Limitation for missiles for one target increased.
  • Battle Group optimized. They pay more attention to the distance to their carrier.
  • Automatic disarmament for Fighters on board prepared.
  • Several small improvments.

Duzzit
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Post by Duzzit » Sun, 4. Oct 09, 20:16

ah, hes not a captain >.> thanks for that :D.

Lancefighter
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Post by Lancefighter » Sun, 4. Oct 09, 20:54

Saetan wrote:
  • Automatic disarmament for Fighters on board prepared.
does this mean what I think it means? 8)

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Saetan
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Post by Saetan » Sun, 4. Oct 09, 21:03

You think about that:
Lancefighter wrote:did you fix the homebase ships being launched when carrier is under attack issue yet?
... yeah, I think you think right.

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