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

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d_ka
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Post by d_ka » Sat, 17. Oct 15, 11:44

Not specifically for CODEA, but Logan Abler´s E-cell generator mod gives the Nav.Com. the ability to create energy on any ships ( hacked by Dr.B ).
http://forum.egosoft.com/viewtopic.php? ... 88#4260388
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xtek
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Post by xtek » Tue, 20. Oct 15, 23:10

I'm getting a bit of an error when logging into a new install of X3TC. I have the libraries, Befehlsbibliothek_X3TC_V3804 and the script Waffensystem_CODEA_X3TC_V3311 installed but when ever I load a game I get the following error.

https://www.dropbox.com/s/osstxa8vfk48b ... 1.png?dl=0

It had never happened before but I think I updated either one or the other files and now nothing will work. I would go back to the older files but I deleted them and can't find them again.

Any idea on what might cause this error and how to fix it?[/img]

rmazurek
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Post by rmazurek » Wed, 2. Dec 15, 11:05

It would be great if it would be possible to set as resupply station another ship. In XRM there are ships that can dock even M1 class ships.

And also many ships can dock corvettes and bombers so also would be better if they could dock on carrier.

Speaking about bombers - some fighters are classified as bombers too (Norns for example - use the same missiles as Claymore).

Generally this mod is great but needs some adjustments yet.

rmazurek
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Post by rmazurek » Thu, 3. Dec 15, 15:38

I would love to see CODEA and ADS merged. ADS ability to use on stations and hire mechanics on stations.

The idea of chasing for military transports and ranks requirements are just radiculous. I am trader, I just want to protect sectors where my freighters are trading.

I almost thinking to use both mods simultanously. I wander if it would work.

rmazurek
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Post by rmazurek » Mon, 7. Dec 15, 19:12

Something is wrong.

I have ships of the same type, with the same equipment (all required by CODEA are installed and all required to not to be installed are not installed), with the same weapons (installed on all ships) and all with pilots.

Some of the ships I can add to be managed by CODEA and some not.

EDIT: And how the hell can I add corvetts to the battle group?

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X2-Illuminatus
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Post by X2-Illuminatus » Mon, 7. Dec 15, 19:51

rmazurek wrote:I almost thinking to use both mods simultanously. I wander if it would work.
As far as I know, you can have both scripts installed, but you can only use one of them on each carrier.
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Kaunit
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Post by Kaunit » Sat, 2. Jan 16, 16:55

So, I'm having some trouble supplying my carrier.

DISCLAIMER: I use XRM, should that info be useful.

My problem is the following: I have an M7 carrier patroulling (SRS) in one of my sectors. From time to time, the bigger Khaak clusters manage to damage a few of my fighters. Well, no problem, as CODEA has an integrated feature to automatically repair docked fighters. This feature does work very well, with only a single twist: I need a constant supply of ore and microchips for it to work. Which means I need to somehow supply my carrier with those wares. But how?

First option would be to set up a CODEA tender. That's a bit problematic though, as I need to set up two TS, one as a tender, one as a supply tender. This is in so far a problem as that the tender always follows the carrier, which slows down the whole task group -> bad.

The solution of setting up the "simple" version of a single supply tender doesn't work, as I can select missiles and ammo to be supplied to the carrier, but not ore and microchips.

Now, I did try to set up a normal civilian tender (another script by Lucike) which doesn't work either. The tender loads up the wares just fine, but then goes into standby (doesn't matter if the carrier is performing a task or just standing still). The tender DOES exactly what I want it to do when it's set to follow the carrier, but then I'm back to the same problem as with a CODEA tender.

Another option would be to set up a CLS2 pilot, though like the civilian tender, it loads up wares and then goes into standby.

Supplying the carrier through the SRS menu works fine... for missiles and ammo, but no option for ore/chips in sight. Funnily, I can supply the battlegroups ships of my CODEA task force with ore and microchips through the CODEA armament menu, but I can't supply the carrier with it (at least not without two dedicated tenders).

So, am I missing something completely obvious or is it impossible to set up an automatic resupply for my carrier without using two slow tender ships?

rmazurek
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Post by rmazurek » Sat, 2. Jan 16, 17:07

X2-Illuminatus wrote:
rmazurek wrote:I almost thinking to use both mods simultanously. I wander if it would work.
As far as I know, you can have both scripts installed, but you can only use one of them on each carrier.
I use both on some carriers but one for each fighter. It works great togever :)

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Post by rmazurek » Sat, 2. Jan 16, 17:12

Kaunit, I gave up CODEA mechanics and use ADS for that. If you can't handle it with CODEA you could try this solution. There is no requirements for mechanics in ADS. You just pay money for hiring then and that's all about it.

alphalvr
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Post by alphalvr » Sun, 7. Feb 16, 18:49

thought id compare this with ads, downloaded everything listed on page 1 except `military transport v 3302` the link on his site is down

Any other source?

thanks

*EDIT*
script collection , gotit :D

Sinnerman49
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Post by Sinnerman49 » Mon, 28. Mar 16, 21:18

Anyone ever get CODEA working with LU?

shilhi
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Post by shilhi » Thu, 28. Apr 16, 09:03

Sinnerman49 wrote:Anyone ever get CODEA working with LU?
I, too, would like to know this.

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Zaitsev
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Post by Zaitsev » Thu, 28. Apr 16, 10:36

Sinnerman49 wrote:Anyone ever get CODEA working with LU?
If I remember correctly the libraries CODEA uses are incompatible with LU, so unless someone goes through all the files in CODEA, the personnel transporter script, the military transport script, the basic salary script and the command libraries and make sure they are compatible with LU, it's not going to work. So basically, unless you got modder experience or can persuade one of the LU modders to take a look, you have to manage without CODEA.
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shilhi
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Post by shilhi » Thu, 28. Apr 16, 19:56

Well that's unfortunate, I had a feeling it was never made compatible.

dudeydudett
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CODEA & Recent Updates

Post by dudeydudett » Mon, 17. Oct 16, 23:03

Does anyone know who has been working on the updates for CODEA. The last update to CODEA (version 3.3.12) was September 27, 2016.

I have been using CODEA with MEFOS and Military Transport; in addition to the necessary libraries.

I have noticed that fighters aren't recording kills.

Has anyone else experienced this issue?

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X2-Illuminatus
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Post by X2-Illuminatus » Sat, 22. Oct 16, 11:00

dudeydudett wrote:Does anyone know who has been working on the updates for CODEA. The last update to CODEA (version 3.3.12) was September 27, 2016.
Lucike still updates his scripts from time to time.
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ztd74
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CODEA install on Albion Prelude:XRM...

Post by ztd74 » Wed, 11. Jan 17, 23:24

Hi all. Sorry in advance if I post in wrong place, I searched everywhere but did not find any other suitable place... I have some questions about installing CODEA with AP:XRM...
1- Is it compatible with this installation (AP+XRM)?
2- Befehlsbibliothek "Libraries" are necessary? If so, the \scripts directory of the libraries contains scripts that overwrite some scripts in Albion Prelude \scripts directory...which ones must be kept?
3- -> Basic Salary
-> Military Transport
-> Personnel Transporter
Are these three mods necessary? If answer is yes, if some scripts do overwrite which ones must be kept? in which order they must be installed?
4- CODEA .zip file contains a directory named \mods in which there are a .cat and a .dat files. These have to be installed as a fake patch? After (higher number) or before (lower number) than the XRM .cat and .dat?
Thanks again.

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X2-Illuminatus
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Post by X2-Illuminatus » Thu, 12. Jan 17, 13:05

1. Should be. Kaunit (a few posts above) and others in this topic mentioned they would be using CODEA with X3AP and XRM. To be on the safe side, make a backup of your savegames and your folders "addon\scripts" and "addon\t". That way if something doesn't work as planned, you can easily go back to your previous saves.
2. Yes, the libraries are always needed. They contain script files, which are used by a number of Lucike's scripts. So that he doesn't have to update all of the scripts, when one library script is changed, he put those scripts into a separate download. Library scripts may overwrite a couple of vanilla scripts. In that case, you should accept this.
3. From the first page:
Preparing CODEA Weapon Systems

The Download

...

-> Basic Salary (Recommended, to pay required personnel for additional functionality)

-> Military Transport (Optional, to hire required personnel for additional functionality)
-> Personnel Transporter (Optional, to transfer hired personnel or to train marines to become specific personnel)
All these scripts use the same libraries script. Therefore it's enough to install them once.

4. I don't remember what the mod part of CODEA does. It's not mentioned on the first page, so I doubt it has anything to do with the actual script functionality. Therefore I would leave the mod part simply away for now. (I remember something about functional Orbital Weapon platforms being added, but don't know whether these were actually part of the CODEA or a different download.)
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ztd74
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CODEA install on Albion Prelude:XRM...

Post by ztd74 » Thu, 12. Jan 17, 14:09

Thank you so much for your answer. My fear was about overwriting some XRM scripts. As far as I can see, no overwriting problems on \t directory. Anyway I will backup those dirs, give it a try and let you know. As for the .cat .dat problem it was an error of mine, because I confused CODEA weapon system (CODEA Waffensystem) with CODEA Weapon base (CODEA Waffenstützpunkt) on the german site that hosts the scripts...sorry I've no competence at all in german language and used google translator...as CODEA is referred as a scripts, not a mod, it doesn't alter .cat and .dat...
Thank again.

Capt.Elros
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Codea carrier, Force division

Post by Capt.Elros » Fri, 3. Feb 17, 17:02

Question for all CODEA users. I would like to hear how you divide up your fighter wings, and what type of ships and armaments you prefer for each hanger for example

Panther
ATF fighters 10-Solano-PACs and silkworm missiles
INC fighters 10-Nova Vanguard--HEPTs, Thunderbolt missiles
Patrol 10 -Nova Raider EBC-silkworm missiles.

(just an off the cuff example)

Also do you have a standard division or more specialized configurations depending on the task force's duties.

Additionally what are your thoughts on the Patrol wing specifically (as opposed to simply adding its strength to the atf or escort wing? I tend to use it as a C.A.P. in sectors I assign the task force to patrol through.

And Finally what are your favorite carriers to run CODEA on, For example I find Colossus perfect for Long sector patrol routes and security duties (like securing the Oceans of Fantasy to Getsu Fune corridor. But Find the the Ariadne or Panther better for "local security and rescue services" (I.E. jump in and save the UT for the gaggle of pirates that just jumped it).

Look forward to hearing your thoughts

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