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

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Anuke
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Post by Anuke »

Wow you are quick. And awesome. Thanks so much so far. I really like codea and mefos. It all makes the game seem more real. Thanks for looking after it.
Do I have to have even groups of four m8s or just at least four?

Lastly, am I able to transfer pilots around with the transporter device? Or do I have to use the menus from personel transporter or the personel admin menu?
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Triaxx2
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Post by Triaxx2 »

Transporter works just fine, unless they've been installed as a pilot. Then you've got to pull them out first.
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swatti
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Post by swatti »

QUESTION: artificial stupidity

Number one:
Vanilla AP fighter AI is just plain moronic and will fight to the death even if player tries to say otherwise.
Does CODEA improve on this any way? Auto-retreat when damaged? Capital-ship auto emergency-jump? Etc...

Number two:
Marine repairs, will it produce issues with CODEA as it has hangar repair-crews. Or can i simply leave the repair-crews out, marine repairs does it anyways.

Number three:
XRM, any issues? M3Bs had some if im not mistaken. Those i can live without, any other?
Triaxx2
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Post by Triaxx2 »

CODEA fighters don't really fight to the death either, but like Vanilla fighters, but the time they come to the decision it's time to get the heck out of dodge, they're too slow to do so.

CODEA technically exacerbates the problem by giving you a reason to want them back because they can be repaired.

Additionally, CODEA fighters seem to talk to one another, and thus may be sufficiently more potent that they don't HAVE to fight to the death. Remember that CODEA simplifies missile spam by a lot.

Marine repair should be fully compatible, since Mechanics are separate entities and repair via separate methods as far as I know. Someone else who uses both might tell you different.

Not a clue. I don't use XRM, because I don't agree with the balance changes, but as far as I know, from reading this topic, the M3B issue, and certain non-standard ships with built-in load outs do not play well at all with CODEA. It doesn't recognize that the latter has weapons and more can't be installed, so it won't let you put them in wings. I think it got fixed though. Not sure.
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stealthhammer
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Post by stealthhammer »

I finally gotten time enough to sit down and train up some pilots.
Anyhow I noticed two corvets are jumping to 0,0,0 and then flying to the carrier that I jumped in.

Anyhow does anyone ells have this issue?
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Triaxx2
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Post by Triaxx2 »

Yes, and it's not just limited to CODEA. CLS pilots will tend to jump to 0,0,0 as well. I think it's a built in feature to keep them from getting smashed up at the gates.
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Saetan
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Post by Saetan »

Triaxx2 wrote:I think it's a built in feature to keep them from getting smashed up at the gates.
Yeah, it is ... and if someone dislikes it, this behavior can be changed:
languagefile 8013 wrote:<t id="10">YES</t> <!-- Jump in the sector center -->
<t id="11">NO</t> <!-- Jump to Terran -->
stealthhammer
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Post by stealthhammer »

Thanks, soon as I get some time to sit at my computer I'll play with the script some finals for college and work is kicken my ares if not killing me. I might need some help to change it though... :P but well see.

Thanks Triaxx2 and Saetan.
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney

"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
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Saetan
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Post by Saetan »

Stealthammer asked me via PN about the changing of the jumping behavior, but even if his name contains stealth, this is a forum and knowlegde is for anyone. So I answer here:
stealthhammer wrote:I got the x3 editor but what cat file is it in? Sorry I'm sorta lost on finding it the code line

<t id="10">YES</t> <!-- Jump in the sector center -->
<t id="11">NO</t> <!-- Jump to Terran -->

Thanks.
This settings are save in the language file of Lucikes library, so no .cat has to be opened and no x3editor is needed. After the library files are installed in your game directory, simply open the subdirectory ./t.

In this directory you find several language files, some of them named 8013-L0XX.pck. XX stands for the several country/language codes, for German it would be 49 ... for English it's 44 if I'm not wrong.

Simply open the 8013-language file of your country/language code. If your computer doesn't know how to open it, simpy tell him to use a packer-manager like 7-zip.

Inside the .pck file you find a file with the same name as your .pck, but without file extension. Simply open it and edit it with a simple text editor (notepad is fine, word is not!).

Afterwards you can save it with the same name, but with file extension .xml (8013-L0XX.xml) in your ./t directory without needing to pack it again. You simply have to delete your packed version (.pck) afterwards, so the game engine will use the unpacked version (.xml) instead.
stealthhammer
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Post by stealthhammer »

Thanks, I just didn't want to upset anyone by asking in an open forum. I'll check it out though when I can get the chance.
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney

"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
stealthhammer
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Post by stealthhammer »

K, I got that to work but how do I get it to jump into the same point as my Carrier instead of at a gate?
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney

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Saetan
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Post by Saetan »

You could use jump beacons as target to jump to, but you'll need one navigator for each (non-docked but) following ship.
stealthhammer
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Post by stealthhammer »

hmmm might have to do that, or just use the carrier and then put the following into its own wing like i been doing.
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney

"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
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Baronfuming
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Post by Baronfuming »

I see this in the same file as discussed on this page:
<t id="600">Scientists</t>
<t id="601">Technician</t>
<t id="602">Mechanic</t>
<t id="603">Gunner</t>
<t id="604">Helmsman</t>
<t id="605">Navigator</t>
<t id="606">Machinist</t>
<t id="607">Flight Instructor</t>
<t id="608">Flight Controller</t>
<t id="609">Flight Attendant</t>
<t id="610">Paymaster</t>
<t id="611">Head Cook</t>
<t id="612">Steward</t>
If I change this, for example Scientists to Scientist, would it not change all of my crewmen with this position?

Are there any negative consequences for doing such?
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Saetan
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Post by Saetan »

I see no technical problems resulting from renaming the professions.
blazin419
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Post by blazin419 »

I don't understand what I'm doing wrong! To test CODEA I started a new game, cheated in a Taipan in Xtended, and an M3 without any other wares than the prerequisites listed. Then I made the M3 dock at the Taipan, making the Taipan the home base, and then proceeded to open up the CODEA weapon system console. In the console, I pressed "Hanger and Battle group" and it says there are no ships available. I tried this with an M3,M4, and M5, and with every single one of them there were no video enhancement goggles or SETA modules installed. Why won't CODEA recognize any of my ships? It only recognizes the ships when I press on the "Hanger of the Commodore".
Triaxx2
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Post by Triaxx2 »

The ships need pilots. That'll be the issue.
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Sk_2013
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Post by Sk_2013 »

This has probably been answered, but does the current version work with AP? I can't think of a reason it shouldn't (Military Transports don't seem to use TShips, despite being way faster than they should be).
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DrwHem
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Post by DrwHem »

is this useable in AP? i have all the scripts and libraries installed and i see all the CODEA stuff under controls/interface.
Triaxx2
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Post by Triaxx2 »

Should be no problem, though I've been told by some people you need them to be installed into both the TC directory and the AP directory.
A Pirate's Revenge Completed Now in PDF by _Zap_
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