[SCR] CODEA Weapon System [09-06-03 X3TC 3.beta.19]
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pck problem
Is there a program out there that can be used to translate pck files into text or xml files--which I can read and change. And reverse would be nice also. Does X3TC2 use PCK files "better" than XML files?
Thanks for the reply Lucike.
I hope you do decide to add a feature like that.
Perhaps you could add a rename function in the hanger menu when you add the fighters .
That way ,people who aren't fussed about naming ,can just add and forget,while OCD types like myself can happily keep order in their game
It might be a lot of work to do to an already great script but thanks for at least thinking about it.
I hope you do decide to add a feature like that.
Perhaps you could add a rename function in the hanger menu when you add the fighters .
That way ,people who aren't fussed about naming ,can just add and forget,while OCD types like myself can happily keep order in their game
It might be a lot of work to do to an already great script but thanks for at least thinking about it.
Re: pck problem
Not better, but smaller. Look at this topic. You find there all language files in XML format.LarryBurstyn wrote:Is there a program out there that can be used to translate pck files into text or xml files--which I can read and change. And reverse would be nice also. Does X3TC2 use PCK files "better" than XML files?
http://forum.egosoft.com/viewtopic.php? ... 15#2577315
CODEA language file in XML format
http://www.lucike.info/x3_terran_confli ... 4-L044.xml
(Save target as ...)
But the general fight skill is attached to the pilot, if I read the Egosoft vanilla scripts right? So one might wanna check those to get the best fighters.Lucike wrote:Not to the standard fight skills, but we get "Flying Aces" in the next versions. "Flying Aces" fight better, than normal pilots.dminor wrote:Quick question does a pilots rank add anything to their fight skills?
[ external image ] [ external image ]
Will "Flying Aces" override the Egosoft scripts or complement them?
Looking forward to the next installment
Does this mean that the fighters check whether this equipment is available on the carrier, equip themselves and launch to destroy the target CODEA has selected for them?darkfear wrote:Frequently Asked Questions (FAQ):
CODEA fighters switch their main weapons dependant on the situation but they will never use different main laser at the same time, because a mixed armament is ineffective. Turret weapons will not be switched.
In sector the simultaneous usage of some laser is limited, e.g. only 4 HEPTS are installed on fighters to avoid an energy problem. OOS all available lasers are used without restriction.
Projectile cannons can be used IS but for OOS combat, regular energy weapons should be available to the fighters.
An example posted by Lucike on how to arm the fighters effectively:
Front: 8 x HEPT, 8 x PAC / Turret (if available): 1 x HEPT
Against Fighters: 8 x PAC
Against corvettes and capital class ships: 4 x HEPT IS / 8 x HEPT OOS
Front: 8 x HEPT, 8 x PRG / Turret (if available): 1 x PRG
Against Fighters: 8 x PRG
Against corvettes and capital class ships: 4 x HEPT IS / 8 x HEPT OOS
Front: 8 x EBC / Turret (if available): 1 x HEPT
Against Fighters: 8 x EBC
Against corvettes and capital class ships: 8 x EBC
HEPT = High Energy Plasma Thrower
PAC = Particle Accelerator Cannon
PRG = Phased Repeater Gun
EBC = Energy Bolt Chaingun
Like a thousand other commanders on a thousand other battlefields, I wait for the dawn...
A CODEA fighter switch his front weapons dependant on the situation, but the weapons must be in the cargo bay of the fighter.Stealth17 wrote:Does this mean that the fighters check whether this equipment is available on the carrier, equip themselves and launch to destroy the target CODEA has selected for them?
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With the menu point "Fighter Equipment" you can equip all fighters with weapons in one step.
@ALL
Darkfear will update the CODEA topic at the weekend, but also my English friends can download now the newest version (3.beta.05). I have added the corvettes.
http://www.lucike.info/x3_terran_confli ... _V3b05.zip
Don't forget the libraries.
http://www.lucike.info/x3_terran_confli ... _V3208.zip
Last edited by Lucike on Thu, 23. Apr 09, 15:58, edited 3 times in total.
Judging by this script's lucikeness I'd expect the fighters to arm themselves with those HEPT and if not enough are available, hire a TL to build a self sustained HEPT complex, train and attach WLS/HVT to it and send the carrier's tender to fetch the lasers when ready. =PStealth17 wrote:Does this mean that the fighters check whether this equipment is available on the carrier, equip themselves and launch to destroy the target CODEA has selected for them? :o
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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fact
While experimenting with various ships I found the Vahalla can dock Corvettes (M6)...I did not discover how many the max was but I docked all of my M6's to it (about 10). This was before I found CODEA.
Will CODEA work with the docked M6's? Now if I could only find a LEGAL way (that will not destroy my Terran Rep) to own a Vahalla. The Vahalla will NOT fit through jumpgates or dock without being destroyed at almost anything (docks, shipyards, etc.,) IS.
OOS it will fly through jumpgates normally as long as the jumpgate it flys from/to would not be IS. OOS of course it can dock/undock at any station capable of handling a M2.
Will CODEA work with the docked M6's? Now if I could only find a LEGAL way (that will not destroy my Terran Rep) to own a Vahalla. The Vahalla will NOT fit through jumpgates or dock without being destroyed at almost anything (docks, shipyards, etc.,) IS.
OOS it will fly through jumpgates normally as long as the jumpgate it flys from/to would not be IS. OOS of course it can dock/undock at any station capable of handling a M2.
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First: big thanks to the author of CODEA. This script is truly a gamechanger, especially for carrier aficionados like myself. And not only have you changed features, you have also added RPG elements and new gameplay goals (promotion etc). Very well done.
One question re MEFOS: I don't understand German well enough to understand exactly how to intercept the military transporters which move around turret and flight personnel. Must I be docked at the station that the transporter is docking at before it arrives to get accosted by the transporter pilot, or how does it work?
One question re MEFOS: I don't understand German well enough to understand exactly how to intercept the military transporters which move around turret and flight personnel. Must I be docked at the station that the transporter is docking at before it arrives to get accosted by the transporter pilot, or how does it work?
I don't know, in which kind of situation mass drivers get used ... but they are already included in the "module" for weapon-changing as far as I know.Stealth17 wrote:OK great. Mass Drivers against fighters I suppose?
Just try it.
Yes, you have to dock before the military (a blue one) docks and wait for him. Also see the translated MEFOS manual on page 3 of this thread.Count Ta-Sessine wrote:One question re MEFOS: I don't understand German well enough to understand exactly how to intercept the military transporters which move around turret and flight personnel. Must I be docked at the station that the transporter is docking at before it arrives to get accosted by the transporter pilot, or how does it work?