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[SCR] Prospector [08-12-01 X3TC 3.1.00]
Prospector
(Version 3.1.00 - 1. December 2008)
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[ external image ] [ external image ] (coming soon!)
Prospector Overview
Prospector Preparation
- The Prospector scans asteroid debris, crushes worthwhile chunks, and collects them.
- The Prospector delivers collected minerals to his homebase.
- The Prospector can sell minerals collected in the area.
- The Prospector can use a Jumpdrive and repair his ship.
- The Prospector keeps in contact with customers and other traders and can find prices and news in other sectors. The Prospector is not a fighter and avoids sectors where enemies have been reported.
Downloads
-> Prospector (Version 3.1.00)
-> Necessary Libraries (You must install these !)
Required: X³ Terran Conflict Version 1.2 (not compatible with X³ Reunion) !!
Activating the Script Editor
Activating the script editor is not necessary for Prospector. It will mark your game as ***modified***.
With the script editor activated, technical information is provided as well as normal information. This can be confusing. It is possible to run other unsigned scripts without starting the script editor. This requires a change in the script's boot file. This will mark your game as ***modified*** as well.
Installation
Simply extract the Zip into the X3TC directory like you did with the former version. Newer files should overwrite older ones. Main script files will reside in ".\scripts"- and ".\t\"-folder, all other files are for maintenance and uninstalling only.
Deinstallation
Copy file setup.plugin.prospector.pck from "\scripts.uninstall\" in your X3TC folder to "\scripts". Run TC and load a saved game. Uninstallation is automatically started and finished when a message is sent to the logbook. Uninstallation takes 10 to 20 seconds from when the game was loaded. Save your game.
Run "Delete all Prospector Scripts.bat" found in the "\scripts.delete" folder in your TC directory. This will delete the script's files.
Important: Never just delete scripts; your savegame will look for them.
Updating to a newer version
Simply re-extract the Zip into the X3TC directory. Simply unzip into your X3TC directory. There are files in "\scripts" and "\t", as well as other folders. These other files are used for maintenance and uninstalling. You may overwrite older files.
To remove obsolete or unused files, run "Delete old Prospector Scripts.bat", found in "\scripts.delete", before extracting the new zip file. This is not necessary, but will keep your script folders neater.
Ingame, nothing needs restarting. All ships and stations should run the new scripts automatically, any ships set to notify you when orders are complete will send you a message. The old script is stopped before the new script is started, and the message can be ignored.
Prospector Instructions
The Mission
The prospector scans asteroid debris for mineral content, crushes worthwhile chunks, and collects them. The minerals will be delivered to the homebase.
The prospector is trained over time, and gains experience in dealing with minerals. If training is not desired, it can be disabled. More on that later.
Quick Guide
The Ranks
- Equip a TS with a mineral collector, mineral scanner, Mobile Drilling System, Navigation Command Software MK1 and Special Command Software MK1.
- Select command "Mine minerals in sector" in the Special menu
Apprentice
The Apprentice mines minerals and delivers them to his homebase. The apprentice is paid 20 credits per mizura worked.
Assistant Miner
The Assistant Miner also mines minerals and delivers them to the homebase. His experience allows him to mine more effectively, and he brings in more than an apprentice. The Assistant Miner gets 25 credits per mizura worked.
Miner
The Miner also mines minerals and delivers them to the homebase. His experience allows him to mine more effectively, and he brings in more than an assistant miner. Also, he buys fighter drones from local factories and equips his ship with more speed and rudder upgrades. The Miner gets 30 credits per mizura worked.
Lead Miner
The Lead Miner also mines minerals and delivers them to the homebase. His experience allows him to mine more effectively, and he brings in more than a miner. Also, he is able to fly a TL-class ship, and blow up asteroids. The Lead Miner gets 35 credits per mizura worked
Prospector
The Prospector also mines minerals and delivers them to the homebase. His experience allows him to mine more effectively, and he brings in more than a lead miner. He also pays more attention to the radio chatter and flies in no sectors where hostiles have been reported. The prospector gets 40 credits per mizura worked.
Chief Prospector
The Chief Prospector also mines minerals and delivers them to the homebase. His experience allows him to mine more effectively, and he brings in more than a prospector. He maintains his ship and flies to a shipyard if in need of repairs. The prospector gets 45 credits per mizura worked.
Ship Equipment
Handling
- A ship of the transporter class (TL or TS) or corvette class (M6)
- Fight Command Software MK1 (Optional: changes behavior when encountering enemies)
- Fight Command Software MK2 (Optional: changes behavior when encountering enemies; in addition to MK1)
- Ore Collector
- Mineral Scanner
- Mobile Drilling System (Optional: Must be installed in a turret)
- Navigation Command Software MK1
- Special Command Software MK1
- Jumpdrive (Optional: can be used after a special course)
- Transporter Device (Optional: Use if the ship's homebase is a TL/M1)
The Prospector command will be on the Special menu. The command "Mine minerals in Sector" will be visible when a Ore Collector, a Mineral Scanner, Navigation Command Software MK1, and Special Command Software MK1 are installed on the ship. The command "Mine minerals in Sector" also configures the prospector. The ship should be docked before starting Prospector.
The Prospector flys around his assigned sector looking for crushable asteroid rubble. When he finds a suitable job, he will mark the jobsite with a navigation beacon. The prospector looks for minerals and gathers what his homebase has fewest of, or the mineral in his ship's name. The homebase must deal in the mineral. If the prospector has no homebase, he will sell collected minerals in his set jump range.
If the prospector does not have a mobile drilling system, he will only collect minerals. He will not crush anything.
The Main Menu
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All settings are divided into submenus on the main menu.
The Prospector Settings
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The Prospector settings option includes not only settings but information about the prospector. This menu displays current destination, homebase, service time, total flight time, as well as salary and profit information.
Delete accounting information
This will tell the prospector to delete his records. This cannot be undone, so confirmation is required.
Take Trainings
Prospectors participate in training over time. Should the player wish to exclude the pilot from training courses, this command will do it.
Prospector salary
If the prospector is to be paid out of an account other than the player's wallet, set that here.
Fire Prospector
An unneeded pilot can be dismissed. The ship must be docked at a station and idle. This cannot be undone, so confirmation is required.
Reassign Prospector
Bought a bigger ship for your prospector? Use this command to transfer him into it. Both old and new ships must be docked at the same station. After choosing this command, a list of other ships with pilots will appear. Choose the ship you wish to transfer to, the pilots will exchange ships, and bring along their profit record to the new ship.
Restore Defaults
This command resets all settings to their default settings.
The Working conditions
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Preferred Mineral
Normally, the prospector will mine the mineral at the lowest level in the homebase, or will mine the mineral in his ship's name. Here you can set a preferred mineral, which has a higher priority than the default rule. Also this menu will say which mineral the prospector just mined.
Blow up Asteroids
A prospector with rank Lead Miner or higher can blow up asteroids. (Asteroids are rocks that a mining station can be placed on.) First, select a preferred mineral, then use this menu item to select how many asteroids and a maximum yield. The prospector stops mining and begins to break up the asteroids.
Homebase
This menu sets a new homebase for the prospector, this will overwrite the old one.
Jump range for sales
A prospector without a homebase will sell minerals to the local economy. The permitted sector range for selling can be set here.
Restore Defaults
This command resets these settings to their default settings.
Jump Drive Settings
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The prospector can use the Jump Drive after a special course available to experienced prospectors. This menu can be used to set rules for its use.
Use Jump Drive
Here the prospector can be allowed or disallowed to use the Jumpdrive.
Jump Drive Energy
The prospector keeps 10% of his cargohold filled with energy cells for the Jump Drive. Another limit can be set here to deal with longer or shorter jumps.
Minimum Jump Range
The minimum distance that the prospector will jump.
Restore Defaults
This command resets these settings to their default settings.
Automatic Naming
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Renaming many ships is tedious. Prospectors can be asked to name their own ships and add information to the ship name..
Configure automatic naming
There are many schemes for ship naming available.
Renaming settings (selection)
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This menu lists the renaming schemes, along with descriptions.
Ship number
If the ship is given a number, it can appear here.
Factory number
If the station is given a number, it can appear here. All of the station's ships share this number.
Restore Defaults
This command resets these settings to their default settings.
Configure Reports
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The prospector will report many incidents. Some of these reports can be disabled.
Promotion
The prospector will report sucessful completion of a training course. This message can be disabled here.
Enemy sightings
The prospector will report enemy ships. This message can be disabled here.
Acoustic signal at message
The prospector will send silent messages by default. If a audible message is preferred, select that here.
Trade Log
The prospector can enter every transaction into the player's logbook. This can be changed here.
Analysis to Log
The prospector can write his profit record into the logbook. This includes his current task.
Restore Defaults
This command resets these settings to their default settings.
Data Storage
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If several prospectors have the same orders and conditions to follow, they can be transmitted to each other.
Load Data
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Here you can find all of the order packets and assign them to the prospector.
Save Data
Here you can save the prospector's current orders. The packet can be named.
Delete Data
Order packets can be deleted.
More Information
Jump Drive: If a Jump Drive is used, energy is provided from the homebase; the prospector may also buy energy from NPC stations if needed.
Travel Drive: If a travel drive is used, energy is provided from the homebase; the prospector may also buy energy from NPC stations if needed.
Enemy Contact: If equipped with Fight Command MK1, the prospector will purchase Fighter drones in the current sector and upgrade his speed and manuverability. If the ship is equipped with a Jump Drive, and the prospector is experienced enough to use it, the prospector may enter unsafe sectors. If equipped with Fight Command MK2 and has Missile Defense Mosquito available, the prospector will also purchase Mosquitoes.
Friend/Foe: Prospectors do not fly in sectors belonging to a race set to "Foe." "Show as enemy if enemy to me" should be set to No. If a Jump Drive is not installed, the prospector will not fly in hostile sectors.
Headquarters: If the prospector is working for the Player HQ, space is reserved in the HQ for a cargohold full of each ware. The prospector may be configured to use a differently sized space in the HQ.
Transporter Device: If the homebase of the ship is a capital (TL/M1/M2), the prospector needs a Transporter device. This allows him to deliver cargo to the homeship up to 5km away.
Miner type of ships: The Miner type of TS are best for mining. They are more efficent and profitable than conventional types of TS. The prospector is also more effective with the Terran Mobile Mining base ship.
Mobile Drilling System: The Mobile Drilling System is used to crush rubble asteroids, it must be installed in a turret. The prospector will not use a drilling system installed in the front guns.
Prospector Technical Data
Language File
8006-L044.xml (ID 8006)
8006-L049.xml (ID 8006)
Command-Slot (Change command slots (German))
COMMAND_TYPE_SPECIAL_16 (516)
COMMAND_TYPE_SPECIAL_17 (517)
COMMAND_TYPE_CUSTOM_21 (721)
COMMAND_TYPE_CUSTOM_22 (722)
COMMAND_TYPE_TURRET_20 (920)
Object-Task
Global (Hotkeys and restart)
Ship Task 0, 40 and 41
Official Abbreviations
"der PSK"
"the PSC"
< Keywords: ScripterLucike, Script, Mobile Drilling System, Mineral Mining, Mining, Prospector >
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Guten Tag %s,\n\nich bin ihr Kontaktmann in Sachen Geschützturmpersonal und das argonische Militär würde Ihnen einige Soldaten des geschulten Personals überlassen.\n\nGruß\n%s
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Good day %s,\n\nI'm the Argon military's representative for turret personnel, and we would like to loan you some soldiers to train.\n\nGreetings\n%s
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Good day %s,\n\nI'm the Argon military's representative for turret personnel, and we would like to give you some soldiers on training leave.\n\nGreetings\n%s
Sounds good. Thanks.Vicrry06 wrote:Code: Select all
Good day %s,\n\nI'm the Argon military's representative for turret personnel, and we would like to give you some soldiers on training leave.\n\nGreetings\n%s
[SCR] Missile Defense Mosquito [08-12-02 X3TC 3.beta.01]
Missile Defense Mosquito
(Version 3.beta.01 - 2. December 2008)
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Missile Defense Mosquito Overview
Missile Defense Mosquito Preparation
- This software protects small and large ships against enemy missile attacks and fighter drones.
- This software protects the leader or the whole convoy against missile attacks and fighter drones. There must be only one ship in the group running this command.
Downloads
-> Missile Defense Mosquito (Version 3.beta.01)
Requirement: X³ Terran Conflict Version 1.2 (not compatible with X³ Reunion) !!
Activating the Script Editor
Activating the script editor is not necessary for Missile Defense Mosquito. It will mark your game as ***modified***.
With the script editor activated, technical information is provided as well as normal information. This can be confusing. It is possible to run other unsigned scripts without starting the script editor. This requires a change in the script's boot file. This will mark your game as ***modified*** as well.
Installation
Simply extract the Zip into the X3TC directory like you did with the former version. Newer files should overwrite older ones. Main script files will reside in ".\scripts"- and ".\t\"-folder, all other files are for maintenance and uninstalling only.
Deinstallation
Copy file setup.plugin.missile.def.pck from "\scripts.uninstall\" in your X3TC folder to "\scripts". Run TC and load a saved game. Uninstallation is automatically started and finished when a message is sent to the logbook. Uninstallation takes 10 to 20 seconds from when the game was loaded. Save your game.
Run "Delete all Missile Defense Mosquito Scripts.bat" found in the "\scripts.delete" folder in your TC directory. This will delete the script's files.
Important: Never just delete scripts; your savegame will look for them.
Updating to a newer version
Simply re-extract the Zip into the X3TC directory. Simply unzip into your X3TC directory. There are files in "\scripts" and "\t", as well as other folders. These other files are used for maintenance and uninstalling. You may overwrite older files.
To remove obsolete or unused files, run "Delete old Missile Defense Mosquito Scripts.bat", found in "\scripts.delete", before extracting the new zip file. This is not necessary, but will keep your script folders neater.
Ingame, nothing needs restarting. All ships and stations should run the new scripts automatically, any ships set to notify you when orders are complete will send you a message. The old script is stopped before the new script is started, and the message can be ignored.
Missile Defense Mosquito Instructions
The Task
This software protects small and large ships against enemy missile attacks and fighter drones. Missile Defense Mosquito needs Mosquito missiles, Fight Command Software MK1 and MK2.
Mosquito missiles and Fight Command Software MK1 and MK2 can be found at equipment docks of most races.
Quick Guide
Ship Equipment
- Equip any ship with Fight Command MK1, MK2, and mosquito missiles
- Start "Missile Defense Mosquito" in the Additional Ship Commands menu.
Handling
- A ship of any class (M1, M2, M3, M4, M5, M6, M7, M8, TL, TS, TM or TP)
- Fight Command Software MK1
- Fight Command Software MK2
- Mosquito missiles
The software is started with the command "Missile Defense Mosquito" in the Additional Ship Commands menu. The software now watches for enemy missiles and drones and fires Mosquitoes at them. Remove the command from the Additional Ship Command menu to stop it, the command also stops if there are no mosquito missiles present or they have all been used.
The command "Missile Defense Mosquito Convoy", also in the Additonal Ship Command menu, allows one ship to protect itself and it's followers. This requires the following ships be using the navigation command "follow..." or fight command "Protect..."
Missile Defense Mosquito Technical Data
Language file
8002-L044.xml (ID 8002)
8002-L049.xml (ID 8002)
Command slot (Change command slot (German))
COMMAND_TYPE_SHIP_16 (1216)
COMMAND_TYPE_SHIP_17 (1217)
Object-Task
Global (Hotkey and restart)
Ship Task 10 or 11 (Depending on the player choice)
Official Abbreviation
"die RAM"
"the MDM"
< Keywords: ScripterLucike, Script, missiles, defense, mosquito, anti-missile >
Neues für die SchiffswerkzeugeDie Verwaltung
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Die Verwaltung ist eine Gesamtübersicht aller Stationen und die dort angeschlossenen Handelsvertreter. Von hier aus können verschiedene Einstellungen an Stationen und Komplexen, sowie an einzelnen Handelsvertretern vorgenommen werden.
Die Verwaltung kann über zwei Wege gestartet werden. Einmal kann eine Schnelltaste (Hotkey) vergeben werden und einmal ist ein Kommando im Allgemeinmenü erreichbar, wenn das Spielerschiff angedockt ist.
Die Stationseinstellungen
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Die Stationseinstellungen sind in drei Bereiche aufgeteilt.
Der erste Bereich ist der Stationsbetrieb. Hier kann die Produktion einer Station ein- und abgeschaltet werden. Der Betriebsstatus wird hinter dem Menüpunkt angezeigt. Auch wird hinter dem Menüpunkt angezeigt, wenn es sich bei dieser Station um ein Dock handelt. Bei einem Dock kann natürlich die Produktion nicht gestoppt werden.
Der zweite Bereich ist die Preisgestaltung, welche es ermöglicht eine automatische Preisvergabe vornehmen zu lassen. Auch hier wird der Status hinter dem Menüpunkt angezeigt. Zudem ist ein Zurücksetzen der Preisgestaltung möglich, wobei alle Preise auf den Durchschnittspreis der jeweiligen Waren eingestellt werden.
Der dritte Bereich zeigt alle Waren der Station und die Preisspanne für die Preisgestaltung. Wählt man hier eine Ware aus, so werden zwei Werte abgefragt. Einmal der minimale Preis und einmal der maximale Preis. Ist nur ein Preis hinter der jeweiligen Ware zu sehen, so ist die Preisgestaltung für diese Ware nicht aktiv.
Die Komplexeinstellungen
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In den Komplexeinstellungen werden alle Produkte, Zwischenprodukte und Ressourcen angezeigt, sowie alle Fabriken des Komplexes. Hinter jeder Ware wird die Menge der Produktion sowie der Verbrauch angezeigt, wobei die Werte der Produktion und die des Verbrauchs pro Minute angegeben sind. Hinter jeder Fabrik des Komplexes sieht man den Betriebsstatus der Fabrik, sowie die Entfernung zum Kontrollzentrum.
Wählt man ein Produkt aus, so wird dieses Produkt aus der Produktliste gelöscht und in die Zwischenproduktliste eingetragen. Genau so umgekehrt, wählt man ein Zwischenprodukt aus, so wird dieses Zwischenprodukt aus der Zwischenproduktliste gelöscht und in Produktliste eingetragen. Die Ressourcen sind nicht wählbar, da diese Ware eingekauft werden muss und sich keine Fabrik im Komplex befindet, die diese Ware herstellt.
Wie auch bei den Stationseinstellungen kann die Produktion jeder einzelnen Fabrik in einem Komplex ein- und abgeschaltet werden. Der Betriebsstatus wird hinter jeder Fabrik angezeigt.
Die Sektorübersicht
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In der Sektorübersicht sind alle eigenen Warenproduktionen und Warenverbräuche des ganzen Sektors ersichtlich. Man hat die Wahl zwischen der "Sektorübersicht", in der alle Fabrikkomplexe erfasst werden und der "Sektorübersicht inklusive aller Einzelfabriken", in der auch die Einzelfabriken erfasst werden.
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<t id="1221">Dieses Kommando startet die Anzeige unten im Bildschirm. Angezeigt werden die Position des eigenen Schiffes oder die Position des anvisierten Objekts.\n{2022,99999}</t>
<t id="1222">Dieses Kommando startet die Anzeige unten im Bildschirm. Angezeigt werden die Rotation des eigenen Schiffes oder die Rotation des anvisierten Objekts.\n{2022,99999}</t>
New Ship ToolsAdministration
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The Administration menu is a complete overview of your stations and associated Agents. From here, you can change various settings for the stations and the individual stations.
There are two ways the Administration menu can be opened. The first is with a hotkey that can be set, and the second is a command in the general menu on the player's command console when docked.
The station settings
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The station settings are divided into three areas.
The first section is operations. The station's production can be turned on or off. The production status is displayed after the station's name. Equipment or Trading Docks have no production to toggle4, if the station is a Dock the station's production indicator will say "Dock".
The second section is pricing. Here automatic goods pricing can be enabled, and the status of automatic price setting is displayed. The prices at the station can also be reset to the average price here.
The third section displays all of the stations resources and products. Choosing one of the wares on the list allows you to set a range for the automatic pricing system. The first is minimum and the second is maximum. Automatic price setting will not affect wares with only one set price.
Complex settings
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All products, intermediate products, resources, and stations in the complex are listed in this menu. Production and consumption amounts are listed beside each ware - these are in units per minute. Each station reports its production status and distance from the hub.
If you choose a product, the product moves from the product list to the intermediate product list. Conversely, selecting a intermediate product moves it to the product list. Selecting a resource does nothing, as no station in the complex produces the ware.
As with station settings, the output of each station in a complex can be switched on and off. Each station's operating status is listed beside the station name.
Sector Overview
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The Sector Overview provides a summary of a sector's production and consumption of wares. The player has a choice between "Sector Overview" which summarizes the complexes, and "Sector Overview, including individual stations" which includes individual stations along with the complexes.
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<t id="1221">This command starts the ad at the bottom of the screen. The position of the player's ship or target object is shown.\n{2022,99999}</t>
<t id="1222">This command starts the ad at the bottom of the screen. The rotation of the player's ship or target object is shown.\n{2022,99999}</t>
CODEA Weapon System
(Carrier Orbit Defense of Enemy Attack)
(Version 3.alpha.07 - 26. December 2008)
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CODEA Weapon System
Vendor Information
In response to the growing number of pirate attacks and Xenon raids, the Machiel Software developed the CODEA software for carrier vessels on behalf of the Argon military. The military found that they required help from independent pilots preparing for attacks, so the Argon scientists asked those pilots for help improving CODEA.
The development costs were enormous and it requires a entirely different mindset, but despite all the problems the Argon military is proud to present you CODEA.
Hidden behind the codename CODEA is a sosphisticated software that combines the tactical navigation and fire control of the ship with the hangarbay and dock controller . This comprehensive command software takes control of the MEFOS weapon control software. MEFOS already handles the communication between the bridge and turrets, it will also handle the communications between the bridge and hangar.
The function of CODEA can be demostrated by using the hostile M3 example again. CODEA scans the surrounding area for enemy ships, and classifies the detected hostiles by size and risk. This information is used to generate launch orders and target assignments, which is forwarded to the docking controller. The docking controller distributes the orders to the docked squadrons, and they launch against the carrier's targets.
CODEA also offers the option of emergency fighter launch. When this option is selected, the fighters used the transporter device and docking computer to avoid possible collisions, and are catapulted out of the carrier. The catapult launch feature has recently been improved, CODEA now offers nearby damaged ships the option of emergency landings.
The emergency landing feature works on a simple principle. The transporter device is used to save the ship by beaming it into the hangar.
I hope you have found this presentation informative, and look forward to your order.
Sincerely,
Machiel Software Corporation
Herron's Nebula
What does the press say about this? Here's an article from the military journal "Fight and Win"
(An article from Alex Vanderbilt)
Improve your fleet and combat logic - CODEA Weapon system
The annual military meeting reviewed combat operations and efficiency of the military, especially of the Argon navy. Partially due to the Kha'ak, Xenon, and pirates stepping up attacks, losses are higher than necessary.
There is a significant deficiency in the Navy, especially when carriers are deploying fighters in enemy territory.
"Not infrequently, the fighters docking collided or undocked into each other and put the whole operation at risk. Also, the fighters often had orders that were doing more harm than good. ", commented one speaker at the meeting. This was caused by inadequte coordination between the bridge and the dockmaster.
In order to resolve this issue, a panel of experts was formed to analyze the problem and propose solutions. The most promising project is the "CODEA" software package developed by the Machiel Software Corporation.
According to the Machiel Corporation, the CODEA software links navigation and fire control of the carrier with the supply systems, docking manager, and mission control for the fighters. The communications between the different sections of the ship is handled by the MEFOS system. The MEFOS system has been proven for handling communications between the bridge and turrets on capitals, and the functionality has been extended to the hangar bay. The turrets should have to fire less.
CODEA works in several steps. At first contact, CODEA scans only attacking enemy vessels and sorted according to their type. M3's and smaller craft are processed by CODEA, while TL and larger are processed by MEFOS. Targets are then prioritized by risk. Depending on the outcome, CODEA may send a small fighting force or every docked fighter. Depending on the size of the attacking force, one or more squadrons may be formed.
Furthermore, CODEA also offers the possibility of emergency takeoffs. The fighters all use the transporter device and are ejected towards the enemy. Long, time-consuming and cumbersome procedures bypassed. The chance of collisions is also reduced, as the fighters materialize some distance away from the carrier.
Similar to the emergency takeoff, CODEA also offers emergency landing. The fighter uses the transporter device and docking computer of the carrier, and transport into the docking bay. This is useful for saving damaged ships from complete destruction and also saving the pilot.
The CODEA package offers a extensive renovation and improvement of logistics and combat behavior, and makes large fighter wings interesting.
Oversight CODEA Weapon System
Preparing CODEA Weapon Systems
- The CODEA weapon system coordinates attack and defense fighter squardrons, and leads an orderly attack or counterattack.
- CODEA can also be used on patrols.
- The CODEA weapon system works IS (InSector) and OOS (OutOfSector).
The Downloads
->
-> Necessary Libraries (You must install these !)
Required: X³ Terran Conflict Version 1.3 (not compatible with X³ Reunion) !!
Activating the Script Editor
Activating the script editor is not necessary for CODEA. It will mark your game as ***modified***.
With the script editor activated, technical information is provided as well as normal information. This can be confusing. It is possible to run other unsigned scripts without starting the script editor. This requires a change in the script's boot file. This will mark your game as ***modified*** as well.
Installation
Simply extract the Zip into the X3TC directory like you did with the former version. Newer files should overwrite older ones. Main script files will reside in ".\scripts"- and ".\t\"-folder, all other files are for maintenance and uninstalling only.
Deinstallation
Copy file setup.plugin.codea.weapon.system.pck from "\scripts.uninstall\" in your X3TC folder to "\scripts". Run TC and load a saved game. Uninstallation is automatically started and finished when a message is sent to the logbook. Uninstallation takes 10 to 20 seconds from when the game was loaded. Save your game.
Run "Delete all CODEA Weapon System scripts.bat" found in the "\scripts.delete" folder in your TC directory. This will delete the script's files.
Important: Never just delete scripts; your savegame will look for them.
Updating to a newer version
Simply re-extract the Zip into the X3TC directory. Simply unzip into your X3TC directory. There are files in "\scripts" and "\t", as well as other folders. These other files are used for maintenance and uninstalling. You may overwrite older files.
To remove obsolete or unused files, run "Delete old CODEA Weapon System Scripts.bat", found in "\scripts.delete", before extracting the new zip file. This is not necessary, but will keep your script folders neater.
Ingame, nothing needs restarting. All ships and stations should run the new scripts automatically, any ships set to notify you when orders are complete will send you a message. The old script is stopped before the new script is started, and the message can be ignored.
CODEA Weapon System
Ship equipment and ship class
CODEA CarrierCODEA Interceptor
- A carrier-class ship
- Fight Command Software MK1
- Fight Command Software MK2
- Navigation Command Software MK1
- Transporter Device (optional: provides catapult launch)
CODEA Attack fighter
- A ship of class M3, M4 or M5
- Fight Command Software MK1
- Fight Command Software MK2
- Docking Computer (optional: provides a quick docking)
- Navigation Command Software MK1
CODEA Bomber
- A ship of class M3, M4 or M5
- Fight Command Software MK1
- Fight Command Software MK2
- Docking Computer (optional: provides a quick docking)
- Navigation Command Software MK1
CODEA cargo salvage)
- Ein Schiff der Klasse M8
- Lieutenant Pilot
- Fight Command Software MK1
- Fight Command Software MK2
- Docking Computer
- Cargo Lifesupport System
- Navigation Command Software MK1
- Flight Engineer
- Flight Mechanic
CODEA Reconnaissance
- A ship of class M3, M4 or M5
- Fight Command Software MK1
- Fight Command Software MK2
- Docking Computer (optional: provides a quick docking)
- Navigation Command Software MK1
- Special Command Software MK1
CODEA Patrol
- A ship of class M5
- Fight Command Software MK1
- Fight Command Software MK2
- Docking Computer (optional: provides a quick docking)
- Navigation Command Software MK1
- Triplex or Duplex Scanner
CODEA Tender
- A ship of class M3, M4 or M5
- Fight Command Software MK1
- Fight Command Software MK2
- Docking Computer (optional: provides a quick docking)
- Navigation Command Software MK1
CODEA Weapon System
- A ship of class TL, TS or TM
- Lieutenant Pilot
- Fight Command Software MK1
- Fight Command Software MK2
- Navigation Command Software MK1
- Jump Drive
- Transporter Device
If the carrier meets all the requirements, the command "CODEA weapons system console" appears in the fight menu.
The CODEA console has several management settings. Among them, starting and stopping CODEA on the carrier, as well as hangar and personnel.
Der Hangar eines CODEA-Trägers ist in einzelne Waffengattungen aufgeteilt. Dazu gehören die Verteidigung, der Angriff, die Bombardierung, die Frachtbergung, die Aufklärung, die Patrouille sowie die Versorgung.
Die Verteidigung: Der militärische Sicherheitsbereich des Trägers beträgt 20 km. Das heißt Abfangjäger (AFJ) starten, wenn dieser militärische Sicherheitsbereich verletzt wurde und der Feind den Träger als Ziel hat. Die Abfangjäger greifen aber auch Feinde an, die den Träger nicht als Ziel haben, sich aber im inneren militärischen Sicherheitsbereich befinden. Der innere militärische Sicherheitsbereich beträgt 8 km.
Der Angriff: Der militärische Einsatzbereich eines CODEA-Trägers beträgt 30 km. Dieser Bereich ist durch die im Träger installierten Scanner eingeschränkt. Feinde in diesem Bereich werden durch die Angriffsjäger (AGJ) angegriffen.
Die Bombardierung: Eine besondere Waffengattung ist der Bomber (BOM). Der Bomber bekommt sein Ziel direkt vom Träger über die CODEA-Konsole. Eine Staffel Bomber besteht immer aus vier Schiffen, da sonst ein Einkesseln eines feindlichen Großkampfschiffes nicht möglich ist.
Die Frachtbergung: Bei einem Kampf bleibt oft wertvolle Fracht im Orbit liegen. Um diese Fracht einzusammeln gibt es die Waffengattung Frachtbergung (FBG). Die Jäger starten, wenn sich herrenlose Fracht im Einsatzbereich des Trägers befindet. Eingesammelt wird nur die Fracht, die sich für den Träger eignet. Auch wird die Bergung erst dann gestartet, wenn kein Feindkontakt mehr besteht.
Die Aufklärung: Wie bereits erwähnt, beträgt der Einsatzbereich eines CODEA-Trägers 30 km. Dieser Bereich kann mit der Waffengattung Aufklärer (AKL) auf maximal 60 km erweitert werden. Eine Staffel Aufklärer muss aus sechs Jägern der Klasse M5 mit installiertem Triplex Scanner bestehen. Die sechs Aufklärer beziehen automatisch ihre Stellung an den sechs Koordinatensatellitenpunkten.
Die Patrouille: Um eine ständige Sicherung um den Träger herum zu gewährleisten, gibt es die Waffengattung Patrouille. Das sind kleine Jägergruppen, die um den Träger herum auf Patrouille gehen. Sie werden nicht von CODEA in der Angriff- und Verteidigungsverwaltung geführt, aber die Patrouillen greifen selbstständig kleine Feindverbände im Bereich des Trägers an.
Die Versorgung: Um den Laderaum eines CODEA-Trägers zu entlasten, gibt es die Waffengattung Tender. Das sind begleitende Schiffe der Transportklasse, die für einen konstanten Ausrüstungsbestand auf dem Träger sorgen. Sie ziehen sich zurück, wenn der innere Sicherheitsbereich des Trägers verletzt wurde. In diesem Fall kann der Sammelpunkt der Tender festgelegt werden.
Die Konsole des CODEA Waffensystems
[ external image ]
Alle Einstellungen sind in Gruppen aufgeteilt und in der Hauptübersicht der Konsole ersichtlich.
Rückzug Jäger
Dieser Menüpunkt beinhaltet zwei Funktionen. Zum einen ist es ein Rückzugsbefehl für alle Jäger und zum anderen ein Flugverbot für geplante Starts aller Jäger. Das Flugverbot wird dann direkt hinter diesem Menüpunkt angezeigt. Die einzige Waffengattung, die den Rückzugbefehl oder das Flugverbot nicht beachten, sind Jäger der Waffengattung Bomber.
Rückzug Abfangjäger
Mit diesem Menüpunkt werden alle Abfangjäger sofort zurück beordnert. Auch wird ein Flugverbot für alle Abfangjäger verhängt.
Rückzug Angriffsjäger
Mit diesem Menüpunkt werden alle Angriffsjäger sofort zurück beordnert. Auch wird ein Flugverbot für alle Angriffsjäger verhängt.
Rückzug Bomber
Mit diesem Menüpunkt werden alle Bomber sofort zurück beordnert.
Rückzug Frachtbergung
Mit diesem Menüpunkt werden alle Frachtbergungsschiffe sofort zurück beordnert. Auch wird ein Flugverbot für alle Frachtbergungsschiffe verhängt.
Bombardieren
Hier kann das Ziel für ein Bombardement gewählt werden. Auch ist hier ein gewähltes Ziel ersichtlich. Das gewählr Ziel kann eine Station oder ein Schiff sein, wobei das gewählte Objekt feindlich sein muss.
Patrouille
Dieser Menüpunkt startet oder beendet den Patrouillenbefehle. Der Status der Patrouille wird direkt hinter diesem Menüpunkt angezeigt. Ist kein Status sichtbar, so hat keine Patrouille einen Flugbefehl.
Aufklärung
Dieser Menüpunkt startet oder beendet die Aufklärung. Der Status der Aufklärung wird auch hier direkt hinter diesem Menüpunkt angezeigt. Ist kein Status sichtbar, so hat keine Aufklärung einen Flugbefehl.
Tender
Auch die Tender könnte abkommandiert werden. Ist hinter dem Menüpunkt kein Status zu sehen, dann sind dem CODEA-Träger keine Tender bekannt. Dem Träger folgende Tender werden durch "Im Einsatz" angezeigt und Tender, die in Bereitschaft sind durch "In Bereitschaft". Werden Tender abkommandiert, so drehen sie vom Träger ab und fliegen zur nächsten Station. Ist in der Tenderverwaltung ein Fluchtpunkt angegeben, so fliegen abkommandierte Tender den Fluchtpunkt an.
Die Hangarverwaltung
[ external image ]
In der Hangarverwaltung werden die Jäger den verschiedenen Waffengattungen zugeteilt. Dazu gehören die Verteidigung, der Angriff, die Bombardierung, die Frachtbergung, die Aufklärung, die Patrouille sowie die Versorgung.
Die Hangarverwaltung - Hangar der Abfangjäger
[ external image ]
Hat man einen Hangar einer bestimmten Waffengattung gewählt, so öffnet sich die Übersicht des entsprechenden Hangars dieser Waffengattung. In dieser Übersicht können bereits angemeldete Jäger einzeln markiert werden, um sie dann mit dem Punkt "Bestätigung" aus diesem Hangar zu entfernen.
[ external image ]
Um neue Jäger diesem Hangar zu zuteilen, muss der Menüpunkt Haupthangar gewählt werden. Man bekommt anschließend eine Übersicht der Jäger, die zur Verfügung stehen. Auch hier können mehrere Jäger markiert und mit der "Bestätigung" hinzugefügt werden.
Die Personalverwaltung
[ external image ]
In der Personalverwaltung bekommt man eine Übersicht des Personals des ganzen Trägers. Auch können in der Personalverwaltung den Piloten andere Jäger zugeteilt werden. Zudem ist hier auch das Einstellen neuer Piloten möglich, sowie das Entlassen von Personal.
Personalübersicht
[ external image ]
In der Personalübersicht bekommt man einen Überblick über das gesamte Personal des CODEA-Trägers. Dazu gehören nicht nur die Piloten in den Jägern, sondern auch das Bordpersonal sowie die Piloten in den Aufenthaltsräumen. Wählt man einen Eintrag aus, so bekommt man einen detaillierten Bericht des gewählten Piloten oder Bordmitglieds.
Piloten einstellen
[ external image ]
Um neue Piloten auf den Träger zu rekrutieren, muss man an einem militärischen Außenposten angedockt sein. Erst dann bekommt man das schwarze Brett der Station zu sehen, wo freie Piloten ersichtlich sind. Auch kann man hier einen Großauftrag zur Rekrutierung erteilen.
Piloten umsetzen
[ external image ]
Hier hat man die Möglichkeit Piloten in andere Schiffe zu transferieren. Auch kann man Piloten in die Aufenthaltsräume befehligen oder Piloten, die sich dort in Bereitschaft aufhalten, wieder in die Cockpits der Jäger setzen.
Pilot ins Cockpit setzen
[ external image ] [ external image ]
Nach der Wahl dieses Menüpunktes bekommt man eine Übersicht der Piloten, die sich in den Aufenthaltsräumen in Bereitschaft aufhalten. Hat man einen Piloten ausgewählt, so bekommt man nun eine Übersicht der Jäger, die auf diesem Träger keinen Piloten haben. Ist auch diese Wahl getroffen, so wird der Pilot in das gewählte Schiff gesetzt.
Pilot aus Cockpit holen
[ external image ]
Hier hat man die Möglichkeit die Piloten der Schiffe, die keiner Waffengattung unterstehen, in die Aufenthaltsräume zu befehligen. Dazu wählt man einfach den gewünschten Jäger aus. Der Pilot befindet sich danach in den Aufenthaltsräumen im Bereitschaftsdienst.
Alle Piloten in freie Cockpits setzen
Will man mehrere unbemannte Jäger mit vorhandenen Piloten besetzen, so kann man diese Funktion benutzen.
Alle Piloten aus Cockpits holen
Mit dieser Funktion werden alle Piloten in die Aufenthaltsräume befehligt, deren Schiffe keinem Arbeitsbereich unterstehen.
Piloten befördern
Hier kann festgelegt werden, ob eine Beförderung der Piloten auf dem Träger stattfinden soll.
Personal entlassen
[ external image ]
Um Piloten oder Bordpersonal zu entlassen, muss man an einer Station angedockt sein. Auch können nur Piloten entlassen werden, die Bereitschaftsdienst in den Aufenthaltsräumen haben. In der Übersicht kann man mehrere Personen auswählen und sie dann mit dem Punkt "Bestätigen" entlassen.
Die Jägerbewaffnung und -ausrüstung
[ external image ]
In der Jägerbewaffnung hat man die Möglichkeit die Jäger neu zu bewaffnen und deren Ausrüstung zu verändern.
Die Jägerbewaffnung und -ausrüstung - Abfangjäger
[ external image ]
Hat man eine Waffengattung gewählt, so kommt man in die Bewaffnungsübersicht dieser Waffengattung. Hier kann man festgelegen, wie die Frontgeschütze der Jäger zu bestücken sind, sowie auch die Geschützkanzeln. Die Angabe für die Geschützkanzel gilt für alle Geschütztürme in den Jägern dieser Waffengattung. Auch kann man hier die Menge der Raketen und Munition festlegen, die die Jäger beim Start und Landen einladen sollen. Das Neubewaffnen findet allerdings nur hier statt. Das heißt, wenn man den Punkt "Jäger neu bewaffnen" wählt wird die Neubestückung gestartet. Die Vollendung wird durch einen Quittungston bestätigt.
Die Jägerbewaffnung und -ausrüstung - Schiffsausrüstung vom Dock kaufen
[ external image ]
Ist der CODEA-Träger an einem Ausrüstungsdock angedockt, so kann man für die am Träger angedockten Jäger dieser Waffengattung Ausrüstung kaufen. Nach der Wahl dieses Menüpunktes muss einfach die gewünschte Ausrüstung bestimmt werden.
Die Tenderverwaltung
[ external image ]
Schiffe der Waffengattung Tender sorgen für einen konstanten Warenbestand auf dem CODEA-Träger. Die angegebenen Warenwerte sind nicht die Werte, die die Tender führen sollen, sondern die Werte, die auf den CODEA-Trägern gehalten werden sollen. Das bedeutet wird ein angegebene Wert überschritten, so transferieren die Tender den Überschuss in den eigenen Laderaum. Anders herum wenn ein angegebener Wert unterschritten wird, dann wird der CODEA-Träger bis zu diesem Wert beladen. Ein Tender kann mehrere verschiedene Waren aufnehmen, aber eine Ware kann nur einmal für alle Tender vergeben werden.
Steht der CODEA-Träger direkt unter Feuer oder sind ihm Feindschiffe sehr nah gekommen, so drehen die Tender selbstständig vom Träger ab und fliegen die nächste Station an. Ist in der Tenderverwaltung aber eine Fluchtstation angegeben, so fliegen die Tender bei Trägerfeindkontakt zu der angegebenen Station. Bei der Heimkehr zum Träger tanken die Tender in der Fluchtstation eigene Sprungenergie. Die Sprungenergiereserve beträgt bei Tendern 500 Energiezellen.
Die Nachrichteneinstellungen
[ external image ]
Das Waffensystem CODEA informiert über viele Vorkommnisse, die in seinem Einsatzbereich vorkommen können. Einige Meldungen können hier abgeschalten werden.
Beförderung
Das Waffensystem CODEA informiert den Befehlshaber über eine erfolgreiche Lehrgangsteilnahme der eigenen Piloten. Soll es das nicht, so kann man die Meldung dazu hier unterdrücken.
Feindnachrichten
Das Waffensystem CODEA informiert den Befehlshaber über Feindbewegungen in den Sektoren. Soll er das nicht, so kann man die Meldung dazu hier unterdrücken.
Akustische Signale bei Nachrichten
Das Waffensystem CODEA versendet nur stille Nachrichten. Soll CODEA Nachrichten auch akustisch anmelden, so kann man dieses hier ändern.
Standard wiederherstellen
Mit diesem Menüpunkt werden alle Nachrichteneinstellungen in den Urzustand versetzt.
Die allgemeinen Einstellungen
[ external image ]
Träger bei Jägereinsatz stoppen
Führt der CODEA-Träger ein Kommando aus, wie etwa "Vernichte alle Feinde", und startet er CODEA-Jäger, so kann man mit dieser Einstellung das Hauptkommando unterbrechen. Der Träger bleibt stehen und wartet, bis die Jäger wieder angedockt sind, dabei warten er nicht auf Patrouillen und Aufklärer. In der Zeit reagiert der Träger nur auf direkte Angriffe, versucht aber Abstand von Sprungtoren und Stationen zu halten.
Staffelgröße der Patrouillen
Die Standardgröße einer Patrouillenstaffel besteht aus zwei Jägern. Hier kann man die Größe der Staffel verändern.
Erweiterte Hangarmechanik
Die erweiterte Hangarmechanik, wie der Katapultstart per Transportererweiterung und die Schnelllandung per Landecomputer können mit diesem Menüpunkt ein- und abgeschalten werden.
Reparatur im Hangar
Sollen defekte Jäger im Hangar durch Bordmechaniker repariert werden, so kann man hier den Befehl erteilen. Um eine Reparatur ausführen zu lassen, muss ausreichend Erz und Mikrochips an Bord des Trägers sein, sowie mindestens ein Bordmechaniker. Eine Reparatureinheit besteht aus einem Mikrochip und 2 Einheiten Erz.
Schnelltasten (Hotkeys)
Es gibt zwölf sogenannte Hotkeys mit verschiedenen Funktionen. Die Hotkeys werden über die Optionseinstellung vergeben. Zu finden ist diese Einstellung unter {Optionen} -> {Steuerung} -> {Oberfläche}. Folgende Hotkey-Möglichkeiten sind verfügbar:
CODEA Waffensystem: An/Aus
Mit diesem Hotkey kann das Waffensystem CODEA auf dem Spielerträger aktiviert oder deaktiviert werden.
CODEA Waffensystem: Konsole
Dieser Hotkey öffnet die CODEA-Konsole auf dem Träger des Befehlshabers.
CODEA Waffensystem: Raketen entladen
Die Jäger vorsorgen sich selbst mit Raketen beim Start und bei der Landung auf dem Träger. Mit diesem Hotkey können alle gedockten Jäger des Trägers auf einmal entladen werden.
CODEA Waffensystem: Raketen beladen
Die Jäger vorsorgen sich selbst mit Raketen beim Start und bei der Landung auf dem Träger. Mit diesem Hotkey können alle gedockten Jäger des Trägers auf einmal neu beladen werden.
CODEA Waffensystem: Rückzug
Dieser Hotkey beinhaltet zwei Funktionen. Zum einen ist er ein Rückzugsbefehl für alle Jäger und zum anderen ein Flugverbot für geplante Starts aller Jäger. Das Flugverbot wird dann direkt hinter diesem Menüpunkt in der CODEA-Konsole angezeigt. Die einzige Waffengattung, die den Rückzugbefehl oder das Flugverbot nicht beachten, sind Jäger der Waffengattung Bomber.
CODEA Waffensystem: Rückzug AFJ
Mit diesem Hotkey werden alle Abfangjäger sofort zurück beordnert.
CODEA Waffensystem: Rückzug AGJ
Mit diesem Hotkey werden alle Angriffsjäger sofort zurück beordnert.
CODEA Waffensystem: Rückzug BOM
Mit diesem Hotkey werden alle Bomber sofort zurück beordnert.
CODEA Waffensystem: Bombardieren
Mit diesem Hotkey kann das Ziel für ein Bombardement gewählt werden. Das gewählr Ziel kann eine Station oder ein Schiff sein, wobei das gewählte Objekt feindlich sein muss. Das gewählte Ziel kann in der CODEA-Konsole eingesehen werden.
CODEA Waffensystem: Patrouille
Auf dem Spielerträger kann man die Patrouille mit diesem Hotkey starten oder beenden. (Einmalton = aktiviert; Doppelton = deaktiviert)
CODEA Waffensystem: Aufklärung
Auch bei der Aufklärung ist es möglich die Aufklärung zu starten oder zu beenden. (Einmalton = aktiviert; Doppelton = deaktiviert)
CODEA Waffensystem: Tender
Auch für den Betrieb der Tender ist ein Hotkey verfügbar und sie können mit ihm abkommandiert werden. Ist hinter dem Menüpunkt in der CODEA-Konsole kein Status zu sehen, dann sind dem CODEA-Träger keine Tender bekannt. Dem Träger folgende Tender werden durch "In Betrieb" angezeigt und Tender, die in Bereitschaft sind durch "In Bereitschaft". Werden Tender abkommandiert, so drehen sie vom Träger ab und fliegen zur nächsten Station. Ist in der Tenderverwaltung ein Fluchtpunkt angegeben, so fliegen abkommandierte Tender den Fluchtpunkt an.
Weitere Informationen
Transportererweiterung: Eine auf dem Träger installierte Transportererweiterung führt zu einem Katapultstart der Jäger, sowie den Serviceschiffen. Dabei werden alle Jäger in den Auswurfslots des Trägers aus dem Dock gebeamt.
Landecomputer: Ein auf den Jägern installierter Landecomputer führt zu einer Schnelllandung. Dabei wird der Jäger selbstständig per Landecomputer sofort an Bord gebeamt, wenn die Entfernung zum Träger nicht größer als 5 km beträgt.
Sterne im Namen eines Jägers: Die Anzahl der Sterne im Namen eines Jägers zeigen an, wie groß der Schaden an der Schiffshülle ist. Ein Stern bedeutet eine nicht mehr intakte Hülle, aber der Jäger bleibt einsatzfähig. Zwei Sterne bedeuten eine schon stark beschädigte Schiffshülle an, aber der Jäger bleibt immer noch einsatzfähig. Drei Sterne bedeuten das Schiff ist nicht mehr flugfähig und vier Sterne ist ein Fall für die Schiffswert.
Technische Daten CODEA Waffensystem
Sprachdatei
8014-L049.xml (ID 8014)
Kommando-Slot (Kommando-Slots ändern)
COMMAND_TYPE_FIGHT_17 (317)
COMMAND_TYPE_CUSTOM_25 (725)
COMMAND_TYPE_CUSTOM_26 (726)
COMMAND_TYPE_CUSTOM_27 (727)
Objekt-Task
Global (Hotkeys und Neustart)
Schiff Task 46, 47, 48, 49 und 50
Offizielle Abkürzung
"das CODEA"
"the CODEA"
Verfasser Einleitungstexte
GehirnPfirsich und Alex Vanderbilt
Änderungen CODEA Waffensystem
Das Herunterladen (Download)
-> CODEA Waffensystem (Version 3.alpha.07)
-> CODEA Waffensystem (Version 3.alpha.06)
-> CODEA Waffensystem (Version 3.alpha.05)
-> CODEA Waffensystem (Version 3.alpha.04)
-> CODEA Waffensystem (Version 3.alpha.03)
Die Änderungen
07.12.2008 (Version 3.alpha.01)09.12.2008 (Version 3.alpha.02)
- Erstausgabe.
10.12.2008 (Version 3.alpha.03)
- Es war nicht möglich Piloten in die Cockpits zu setzen bzw. es wurden keine vorhandenen Schiffe angezeigt. Behoben.
- Beim Sektorwechsel des Träger folgten die Aufklärer dem Träger nicht. Behoben.
- Beim Sektorwechsel des Träger folgten vereinzelt Jäger dem Träger nicht. Behoben.
- Tender wurden nicht mit neuen Waffen oder neuer Ausrüstung bestückt.
- Das Rekrutieren von Piloten überarbeitet.
13.12.2008 (Version 3.alpha.04)
- CODEA kann auf Wunsch das Hauptkommando unterbrechen, wenn sich noch Jäger im Sektor im Einsatz befinden.
- Jäger ohne Waffengattung und/oder Pilot können ausgerüstet werden.
- Bei Aufklärern ist der Triplex Scanner nicht mehr Pflicht.
- Das Bewaffnen der Tender funktioniert nun reibungslos. Bisher wurden nur die Waffen eingeladen, aber nicht installiert.
- Das Standard-Angriffssignal ist abgeschaltet, wenn CODEA in Betrieb ist.
- Die Staffelgröße einer Patrouille kann festgelegt werden.
- Die Beförderungen der Piloten kann ausgesetzt werden.
15.12.2008 (Version 3.alpha.05)
- Ist der CODEA-Träger an einem Ausrüstungsdock angedockt, so kann er für die am Träger angedockten Jäger einer Waffengattung Ausrüstung kaufen.
- CODEA-Träger warten nicht mehr auf die Flügelmänner einer Patrouille.
- CODEA-Träger warten nicht mehr in der Nähe von Toren oder Stationen. Sie versuchen Abstand zu halten.
- Diverse kleinere Optimierungen.
25.12.2008 (Version 3.alpha.06)
- CODEA-Jäger geben eigenen Raketen, die aus der Ferne abgefeuert wurden, einen kleinen Vorsprung.
- Die Frachtbergung hat nun einen eigenen Rückzugsbefehl.
- Es konnten keine Piloten auf Bomber und Tender transferiert werden. Behoben.
- Stark defekte Jäger starten nicht mehr.
- Aufklärer starten nun nicht mehr, wenn sich Feinde im gesamten militärischen Sicherheitsbereich aufhalten.
- Diverse kleinere Optimierungen.
26.12.2008 (Version 3.alpha.07)
- Für jede Waffengattung ist nun ein separates Flugverbot möglich.
- Abschuss von Raketen aus der Ferne optimiert.
- Auswahl an Waren für Ausrüstung und Tender erweitert.
- Die Frachtbergung startet nun nicht mehr, wenn aller Schiffe volle Laderäume haben.
- Die Anzeigesterne verschwinden nicht mehr in der Hangarverwaltung.
- Die Hangarmechanik, sprich der Katapultstart und die Schnelllandung sind abschaltbar.
- Ausweichverwaltung der Jäger bei Beschuss optimiert.
- Diverse kleinere Optimierungen.
- Eine Jägerreparatur ist nun auf dem Träger möglich. Dazu bitte die Hinweise unter "allgemeine Einstellungen" beachten. Der Reparaturhangar muss erst gestartet werden. Auch müssen genug Ressourcen an Bord sein, sowie mindestens ein Bordmachaniker.
- Bomberkomunikation optimiert. Mindestens drei Bomber müssen sich in Abschussposition befinden, bevor das Bombardement beginnt.
- Es ist nun eine Deinstallation möglich.
< Keywords: ScripterLucike, Script, Skript, Verteidigung, Träger, Jäger, Verwaltung >
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<language id="44">
<page id="8014" title="CODEA Weapon System" descr="">
<t id="0">exists</t>
<t id="10">\033RCODEA Weapon System:\033X on/off</t>
<t id="11">\033RCODEA Weapon System:\033X Console</t>
<t id="12">\033RCODEA Weapon System:\033X Unload missles </t>
<t id="13">\033RCODEA Weapon System:\033X Load missles</t>
<t id="14">\033RCODEA Weapon System:\033X Retreat</t>
<t id="15">\033RCODEA Weapon System:\033X Retreat INC</t>
<t id="16">\033RCODEA Weapon System:\033X Retreat ATF</t>
<t id="17">\033RCODEA Weapon System:\033X Retreat BOM</t>
<t id="18">\033RCODEA Weapon System:\033X Bomber</t>
<t id="19">\033RCODEA Weapon System:\033X Patrol</t>
<t id="20">\033RCODEA Weapon System:\033X Reconnaissance</t>
<t id="21">\033RCODEA Weapon System:\033X Tender</t>
<t id="100">I am piloting your ship %s in sector %s%s.</t>
<t id="101"> and report from station %s</t>
<t id="102"> and report from carrier %s</t>
<t id="103">%s%s I could not retract my salery by debit note. I am looking forward to be payd soon.\n\nBest regards\n%s</t>
<t id="104">%s%s I am ready for repairs.\n\nBest regards\n%s</t>
<t id="105">%s%s I have successfully completed a further education course.\n\nBest regards\n%s</t>
<t id="106">%sEnemy contacts in %s. counteractive measures started.\n\n%s</t>
<t id="200">INC</t>
<t id="201">ATF</t>
<t id="202">BOM</t>
<t id="203">CSV</t>
<t id="204">REC</t>
<t id="205">PAT</t>
<t id="206">TDR</t>
<t id="250">WM</t>
<t id="251">activ</t>
<t id="300">[author]%s[/author][right]%s[/right]\n[right]%s[/right]\n[right]%s[/right]\nGood day %s,\n\n</t>
<t id="301">[author]%s[/author][right]%s[/right]\n[right]%s[/right]\n[right]%s[/right]\nMessage on %s,\n\n</t>
<t id="500">Pilot: %s\nRank: %s\nShip: %s\nHomebase: %s\n\n%s</t>
<t id="501">Time of duty: %s Stazuras\nUse time: %s Stazuras\nWages: %s Credits\nExpenses: %s Credits\n\n%s</t>
<t id="502">Huge ship class: %s shootings\nBig ship class: %s shootings\nLittle ship class: %s shootings\nPremium pay: %s Credits</t>
<t id="1000">CODEA Weapon System</t>
<t id="1001">Main menu</t>
<t id="1002">CODEA Weapon System start or stop </t>
<t id="1003">CODEA Weapon System orders</t>
<t id="1004">CODEA Weapon System administration</t>
<t id="1005">CODEA Weapon System start</t>
<t id="1006">CODEA Weapon System stop</t>
<t id="1007">Hangar administration</t>
<t id="1008">Personnel administration</t>
<t id="1009">Fighter equipment</t>
<t id="1010">Tender administration</t>
<t id="1011">Configure reports</t>
<t id="1012">General options</t>
<t id="1020">Retreat Fighters</t>
<t id="1021">Retreat Interceptor</t>
<t id="1022">Retreat Attack Fighter</t>
<t id="1023">Retreat Bomber</t>
<t id="1024">Retreat Cargo salvage</t>
<t id="1025">Bombard</t>
<t id="1026">Patrol</t>
<t id="1027">Reconnaissance</t>
<t id="1028">Tender</t>
<t id="1040">\033G\(Flight command\)\033X</t>
<t id="1041">\033R\(Flight prohibition\)\033X</t>
<t id="1042">\(%s\)</t>
<t id="1043">No aim</t>
<t id="1044">\033G\(In action\)\033X</t>
<t id="1045">\033Y\(Standby\)\033X</t>
<t id="1046">\n\nStrenght: %s Ships</t>
<t id="1047">\nMilitary operation area: %s m</t>
<t id="1100">Hangar administration</t>
<t id="1101">Interceptor hangar</t>
<t id="1102">Attack fighter hangar</t>
<t id="1103">Bomber hangar</t>
<t id="1104">Cargo salvage hangar</t>
<t id="1105">Reconnaissance hangar</t>
<t id="1106">Patrol hangar</t>
<t id="1107">Tender hangar</t>
<t id="1108">Main hangar</t>
<t id="1109">\033GAdd:\033X %s</t>
<t id="1110">\033RRemove:\033X %s</t>
<t id="1111">No suitable ships available</t>
<t id="1112">Confirm</t>
<t id="1113">Remove all ships from hangar</t>
<t id="1114">Add all ships to hangar</t>
<t id="1200">Personnel administration</t>
<t id="1201">Personnel overview</t>
<t id="1202">Hire pilots</t>
<t id="1203">Transfer pilots</t>
<t id="1204">Promote pilots</t>
<t id="1205">Fire personnel</t>
<t id="1210"> \(Yes\)</t>
<t id="1211"> \(No\)</t>
<t id="1300">Personnel overview</t>
<t id="1301">Pilots in action</t>
<t id="1302">Pilots on standby</t>
<t id="1303">Board personnel</t>
<t id="1304">No personnel</t>
<t id="1305">Confirm</t>
<t id="1400">Hire pilots</t>
<t id="1401">Bulletin board</t>
<t id="1402">%s %s \(\033Y%s\033X\)</t>
<t id="1403">\033Rselected:\033X %s</t>
<t id="1404">Confirm</t>
<t id="1405">Hire all Pilots</t>
<t id="1406">Assign all free ships onboard the carrier with pilots</t>
<t id="1500">Transfer pilots</t>
<t id="1501">Transfer pilot to cockpit</t>
<t id="1502">Transfer pilot from cockpit</t>
<t id="1503">Transfer all pilots in free cockpits</t>
<t id="1504">Transfer all pilots from cockpits</t>
<t id="1600">Fire personnel</t>
<t id="1601">%s \(\033Y%s\033X\)</t>
<t id="1602">\033RSelected:\033X %s</t>
<t id="1603">Confirm</t>
<t id="1700">Fighter equipment</t>
<t id="1701">Interceptor</t>
<t id="1702">Attack Fighter</t>
<t id="1703">Bomber</t>
<t id="1704">Cargo salvage</t>
<t id="1705">Reconnaissance</t>
<t id="1706">Patrol</t>
<t id="1707">Tender</t>
<t id="1708">Fighter without branch</t>
<t id="1800">Front weapons</t>
<t id="1801">Turret</t>
<t id="1802">Missle</t>
<t id="1803">Ammunition</t>
<t id="1804">Cargo hold usage %s units</t>
<t id="1810">%s \(\033Y%s\033X\)</t>
<t id="1811">- Add/Remove -</t>
<t id="1812">Number</t>
<t id="1813">Delete armament</t>
<t id="1814">Arm fighters</t>
<t id="1815">Arm fighters \(\033YOperating\033X\)</t>
<t id="1816">Buy equipment from dock</t>
<t id="1900">Tender administration</t>
<t id="1901">Refuge station</t>
<t id="1902">%s \(\033Y%s\033X\)</t>
<t id="1903">- Add -</t>
<t id="1904">Delete list</t>
<t id="2000">Configure reports</t>
<t id="2001">Promotion</t>
<t id="2002">Enemy sightings</t>
<t id="2003">Acoustic signals at messages</t>
<t id="2004">Restore defaults</t>
<t id="2010"> \(Yes\)</t>
<t id="2011"> \(No\)</t>
<t id="2100">General options</t>
<t id="2101">Stop carrier during fighter deployment</t>
<t id="2102">Size of patrol squadrons</t>
<t id="2103">Advanced hangar mechanics</t>
<t id="2104">Hangar maintenance</t>
<t id="2105">Restore default</t>
<t id="2110"> \(Yes\)</t>
<t id="2111"> \(No\)</t>
<t id="2112"> \(%s fighters\)</t>
<t id="5000">5063</t>
<t id="5001">codea.squadron.defender</t>
<t id="5002">codea.squadron.attacker</t>
<t id="5003">codea.squadron.bomber</t>
<t id="5004">codea.squadron.collector</t>
<t id="5005">codea.squadron.discoverer</t>
<t id="5006">codea.squadron.patrols</t>
<t id="5007">codea.squadron.tender</t>
<t id="5008">codea.discoverer</t>
<t id="5009">codea.patrols</t>
<t id="5010">codea.target.bombard</t>
<t id="5011">codea.bomber.activ</t>
<t id="5012">codea.fleet.retreat</t>
<t id="5013">codea.not.defender</t>
<t id="5014">codea.not.attacker</t>
<t id="5015">codea.not.collector</t>
<t id="5016">codea.not.tender</t>
<t id="5017">codea.ship.task</t>
<t id="5018">codea.collector.ware.object</t>
<t id="5019">codea.armament.defender.weapon.front</t>
<t id="5020">codea.armament.defender.weapon.turret</t>
<t id="5021">codea.armament.defender.missiles</t>
<t id="5022">codea.armament.defender.ammunition</t>
<t id="5023">codea.armament.attacker.weapon.front</t>
<t id="5024">codea.armament.attacker.weapon.turret</t>
<t id="5025">codea.armament.attacker.missiles</t>
<t id="5026">codea.armament.attacker.ammunition</t>
<t id="5027">codea.armament.bomber.weapon.front</t>
<t id="5028">codea.armament.bomber.weapon.turret</t>
<t id="5029">codea.armament.bomber.missiles</t>
<t id="5030">codea.armament.bomber.ammunition</t>
<t id="5031">codea.armament.collector.weapon.front</t>
<t id="5032">codea.armament.collector.weapon.turret</t>
<t id="5033">codea.armament.collector.missiles</t>
<t id="5034">codea.armament.collector.ammunition</t>
<t id="5035">codea.armament.discoverer.weapon.front</t>
<t id="5036">codea.armament.discoverer.weapon.turret</t>
<t id="5037">codea.armament.discoverer.missiles</t>
<t id="5038">codea.armament.discoverer.ammunition</t>
<t id="5039">codea.armament.patrols.weapon.front</t>
<t id="5040">codea.armament.patrols.weapon.turret</t>
<t id="5041">codea.armament.patrols.missiles</t>
<t id="5042">codea.armament.patrols.ammunition</t>
<t id="5043">codea.armament.tender.weapon.front</t>
<t id="5044">codea.armament.tender.weapon.turret</t>
<t id="5045">codea.armament.tender.missiles</t>
<t id="5046">codea.armament.tender.ammunition</t>
<t id="5047">codea.armament.without.service.weapon.front</t>
<t id="5048">codea.armament.without.service.weapon.turret</t>
<t id="5049">codea.armament.without.service.missiles</t>
<t id="5050">codea.armament.without.service.ammunition</t>
<t id="5051">codea.tender.ware</t>
<t id="5052">codea.tender.station</t>
<t id="5053">codea.promotion</t>
<t id="5054">codea.message.modus</t>
<t id="5055">codea.message.modus.acoustic</t>
<t id="5056">codea.catapult.slot</t>
<t id="5057">codea.operation</t>
<t id="5058">codea.stop.carrier</t>
<t id="5059">codea.not.hangar.mechanics</t>
<t id="5060">codea.patrol.squadron.size</t>
<t id="5061">codea.hangar.repair</t>
<t id="5062">codea.install.version</t>
<t id="5063">codea.version.update</t>
<t id="10000">%s\n</t>
<t id="10001">[author]%s[/author]</t>
<t id="10002">[center]%s[/center]</t>
<t id="10003">[right]%s[/right]</t>
<t id="10004">[u]%s[/u]</t>
<t id="10005">%s:%s</t>
<t id="10006">\%</t>
<t id="10007">\(%s\)</t>
<t id="10008">%s%s</t>
<t id="10009">%s-%s:%s:%s</t>
<t id="10010">[blue]%s[/blue]</t>
<t id="10011">[green]%s[/green]</t>
<t id="10012">[red]%s[/red]</t>
<t id="10013">[yellow]%s[/yellow]</t>
<t id="10014">\033%s%s\033X</t>
<t id="20000">317</t>
<t id="20001">725</t>
<t id="20002">726</t>
<t id="20003">727</t>
</page>
<page id="17" title="Boardcomp. objects" descr="">
</page>
<page id="2008" title="Script Object Commands" descr="">
<t id="317">COMMAND_CODEA_WEAPON_SYSTEM</t>
<t id="725">COMMAND_CODEA_WEAPON_SYSTEM_PATROL</t>
<t id="726">COMMAND_CODEA_WEAPON_SYSTEM_TENDER_STAY</t>
<t id="727">COMMAND_CODEA_WEAPON_SYSTEM_TENDER_CONVOYED</t>
</page>
<page id="2010" title="Script Cmd Names" descr="">
<t id="317">Console CODEA Weapon System</t>
<t id="725">Patrol in sector...</t>
<t id="726">TDR on standby...</t>
<t id="727">Convoyed...</t>
</page>
<page id="2011" title="Script Cmd Shorts" descr="">
<t id="317">Codea</t>
<t id="725">Patrol</t>
<t id="726">Standby</t>
<t id="727">Convoyed</t>
</page>
<page id="2022" title="Command Info" descr="">
<t id="317">The CODEA Weapon System is a software for carrier, developed by the Machiel Software Corporation and was assigned by the argon military forces in order to precede against the multiple attacks by Xenon and pirats.\n{2022,99999}</t>
<t id="99999">\n\033B© Machiel Software Corporation\033X\n\033BHerrons Nebula\033X</t>
</page>
</language>
Lucike wrote:Übersetzung der CODEA-Sprachdatei von Sticks. Bitte um Mithilfe beim Probelesen, denn viele Augen sehen mehr als vier. Einige Änderungen habe ich bereits selbst durchgeführt.
Code: Select all
<t id="103">%s%s I could not retract my salery by debit note. I am looking forward to be payd soon.\n\nBest regards\n%s</t>
Code: Select all
<t id="106">%sEnemy contacts in %s. counteractive measures started.\n\n%s</t>
Code: Select all
<t id="251">activ</t>
[SCR] Commodity Logistics Software [09-01-08 X3TC 3.1.05]
Commodity Logistics Software MK1 and MK2
(Version 3.1.05 - 8. January 2009)
http://www.lucike.info/x3_terran_confli ... nflict.jpg
http://www.lucike.info/x3_terran_confli ... r_flag.png http://www.lucike.info/x3_terran_confli ... g_flag.png http://www.lucike.info/x3_terran_confli ... a_flag.png
Overview Commodity Logistics Software MK1 and MK2
This software supports the pilot in coordinating his internal production logistics. It will enable a pilot to collect orders from different consumers within your enterprise and coordinate them with chosen suppliers. Therefore it is possible to deliver the products from several suppliers of a single resource to different consumers.
It also allows the pilot to plan a route. The pilot is instructed to follow a given route and make commodity transfers at each intermediate stop. This enables the pilot to carry out specific tasks within the company and buy/sell at different stations. The route will be followed repeatedly until the pilot receives new orders.
http://www.lucike.info/x3_terran_confli ... n_01_t.jpg http://www.lucike.info/x3_terran_confli ... n_02_t.jpg http://www.lucike.info/x3_terran_confli ... n_03_t.jpg http://www.lucike.info/x3_terran_confli ... n_04_t.jpg
- ...collect orders from different consumers within your enterprise and coordinate them with chosen suppliers
- ...deliver products from several suppliers of a single resource to different consumers
- ...instruct the pilot to follow a given route and set the corresponding commodity transfer orders for each intermediate stop. This enables the pilot to fulfil special tasks within the company or even at different stations. The route will be followed repeatedly until the pilot receives new orders
- ...the pilot will use the Jump Drive technology, and even take care of his/your ship.
- ...the pilot will communicate with other pilots, paying close attention to the commercial radio network and will not enter any sectors in which enemy ships have been reported
http://www.lucike.info/x3_terran_confli ... ings_t.jpg http://www.lucike.info/x3_terran_confli ... ings_t.jpg http://www.lucike.info/x3_terran_confli ... menu_t.jpg http://www.lucike.info/x3_terran_confli ... menu_t.jpg
http://www.lucike.info/x3_terran_confli ... ts_1_t.jpg http://www.lucike.info/x3_terran_confli ... ts_2_t.jpg http://www.lucike.info/x3_terran_confli ... umer_t.jpg
Installation Commodity Logistics Software MK1 and MK2
Download
-> Commodity Logistics Software MK1 and MK2 (Version 3.1.05)
-> Necessary "Libraries" (you must install them, reinstall them during updating !)
Don't bother, the name of the zip-file are german. Once installed, you have the english version.
-> Description Commodity Logistics Software MK1 and MK2 (PDF) ...still to come...
Prerequisites : X³ Terran Conflict Version 1.3 (not compatible with X³ Reunion) !!
Activation of script editor
This not essential, but you should note that it will set your game to ***modified*** automatically.
If the script editor is activated, special script information will be displayed. Some players don't like this / maybe getting a bit confused. It is possible to use un-signed scripts without activating the script editor; this involves making changes to the init-files. However, even in this case you'll still get a ***modified*** game.
Installation
Just copy all the files from the zip-folder to your X3-TC directory. You will find the directories '\scripts..\' and '\t\..' in your installation directory. In the zip-file you'll also find some other directories and files, copy these into your X3-TC-directory as well, you may need them for administration and/or de-installation, later.
De-installation
In your X3-TC directory you'll find a file called '\scripts.uninstall\..' - from this file, copy 'setup.plugin.goods.delivery.pck' into your script-directory (\scripts\..). Run the game, load your latest game and the de-installation will be executed automatically. Once it's finished, you will be informed you via your log (-after about 10 to 20 seconds). Now save the game and you're done..
Deleting the scripts should be done using the batch-file 'Delete all Commodity Logistics Software Scripts.bat', located in your X3-TC main directory. After running this file, all of the CLS script-files will be deleted.
Important: You should not delete script files by yourself, they're part of your saved games.
Updating an older script version
Just copy all of the files from the zip-folder into your X3-TC directory, they are named '\scripts..\' and '\t\..'. In the zip-file you'll also find some other directories and files, copy these into your X3-TC-directory, as you may need them for administration and de-installation at a later stage. The newer ones will over-write the older files.
Please don't forget also to reinstall the libraries !!
A batch-file called 'Delete old Commodity Logistics Software Scripts.bat' is located within the file, 'scripts.delete\..'. Using this, you can delete old and unused scripts. If you don't want to do this, it's ok, but it will help you to keep your scripts-directory nice and tidy.
Any ships using the option 'Inform me, when the task is fulfilled' will inform you automatically, because they stop using their current scripts and restart the new ones. So, for all other purposes you can ignore these log-entries.
Description Commodity Logistics Software MK1
Tasks
The software supports the pilot by coordinating his internal production logistics. It will enable him to collect orders from different consumers within your enterprise and coordinate them with chosen suppliers. Thus, it is possible to deliver the products from several suppliers of a single resource to different consumers.
The software was originally developed by an Argon software engineer and as such is being sold in every Argon Equipment Dock. It is also available in the Trading Station located in Herron's Nebula.
Consumers will generally be sorted and supplied according to how urgently they need the wares. Stations will only be considered for a delivery if they have less than 95% of the storage space filled. The same principle applies to your producers, who will only be allowed to ship wares if their stores are at least 10% full. Put a different way, stations will not receive wares if they are almost full, and suppliers will not send out wares if they are almost empty.
Over time the pilot will learn to use this software more efficiently, nobody starts out as an expert. Additionally, he might participate in special training courses by utilizing his trading computer extension. These training courses are offered in the pilot's homebase at certain time intervals.
Quick start
Pilot qualification
- Equip a TS class transporter with navigational software MK1 and Commodity Logistics Software MK1
- Assign a homebase
- From your ships Trading Menu, choose 'Start internal Commodity Logistics', then select product and price with the command 'Homebase products'
- From your ships Trading Menu, choose 'Start internal Commodity Logistics', and select a number of stations with the command 'Suppliers and Consumers'
- Choose the command 'Start internal commodity logistics' in your ships Trading Menu.
Apprentice
The apprentice is able to collect one product from one supplier and to deliver it to up to three consumers (excluding equipment docks and trading stations). The apprentice is carrying out his probationary period in your enterprise and doesn't get a salary during this time.
Courier
The courier is able to collect two products from up to two suppliers and deliver them to up to five consumers. Additionally, he will be able to deliver commodities to equipment docks and trading stations. The courier receives a wage of 10 credits per mizura flown, paid after completing each trip.
Supplier
The supplier is able to collect three products from up to three suppliers and deliver them to up to five consumers. Additionally, he will be able to supply TL class ships. He will also equip his ship with more speed and agility, and fighter drones if they can be purchased in the current sector. The supplier receives a wage of 15 credits per mizura flown, paid on completion of each trip.
Cargo Messenger
The cargo messenger is able to distribute four products from five suppliers to ten consumers. He is also able to use modern Jump Drive technology to move around more quickly. The cargo messenger is paid a wage of 30 credits per mizura flown, paid after each trip.
Forwarding Agent
The forwarding agent is able to distribute five products from five suppliers to ten consumers. Furthermore, he pays close attention to the commercial radio network and will not enter any sectors in which enemy ships have been reported. The forwarding agent is paid a wage of 35 credits per mizura flown, paid after each trip.
Logistician
The logistician is able to distribute a unlimited number of products from ten suppliers to twenty consumers. Furthermore, he will repair his ship on his own by visiting a shipyard if necessary. The logistician is paid a wage of 40 credits per mizura flown, payable after each trip.
Logistician
He's the best. I'll tell you in a short time all the things he can do....
Equipment and Prerequisites
Usage (Logistics for factories, equipment docks and TL class transporters):
- A small class ship (M3, M4, M5, M8, TM, TS, TP) or a ship of the corvette class (M6)
- Fight Command Software MK1 (optional: change the behaviour at contact with the enemy)
- Fight Command Software MK2 (optional: changes, additional to Fight Command Software Mk1, are made to the pilot's the behaviour at contact with the enemy)
- Navigation Command Software MK1
- Jump Drive (optional: can be utilized after a special training course)
- Transporter Device (optional: used if big ships like TL class transporters are chosen as a destination and the transporter may not dock at the ship)
- Commodity Logistics Software MK1
The main command is started from the Trade Menu. The command "Start internal commodity logistics" is visible when you installed Commodity Logistics Software MK1 and navigational software MK1 in the ship and have assigned a homebase. The command "Start internal commodity logistics" also includes the possibility of further configuration.
Main Menu
http://www.lucike.info/x3_terran_confli ... n_menu.jpg
All of the configurations can be entered from here.
Trader settings
http://www.lucike.info/x3_terran_confli ... ttings.jpg
In the menu Trader Settings you can change settings, additionally you can see information about your pilot - not only his Status and homebase, but also Time of duty, Total time, Payment rolls and his achievements.
Delete accounting information
With this menupoint you can delete your pilot's accounting information. (NB. Once done, there's no possibility of undoing this, therefore you will be asked to confirm this step again.)
Take trainings
Normally, all the pilots will participate in special training courses enabling them to use the software more efficiently. If you don't want this facility, you can change it here.
Trader salary
The pilot's wages are paid from your main-account. You can change this here.
Fire trader
If you have no further use for this pilot you can dismiss him. The ship must be docked at any station, without any tasks. (NB. Once done, there's no possibility of undoing this, therefore you will be asked to confirm this step again.)
Reassign trader
Your pilot needs a bigger/different vessel, you can reassign him to a new ship. Both ships, the new and the old one, must be docked at the same station. After choosing this option, you'll get a list of docked candidates. Choosing a ship, which already has a working pilot onboard will swap the pilots. Each pilot will take all of his existing data with him, to his new ship.
Restore defaults
This will change all the data settings back to their defaults.
Homebase products
http://www.lucike.info/x3_terran_confli ... oducts.jpg
In this list you'll find all the products you can collect from suppliers and deliver to consumers.
Products
http://www.lucike.info/x3_terran_confli ... oducts.jpg
Here you can see all the products of the homebase. The menu point 'Add product' is only visible, if the pilot is able to work with additional products. You can delete an existing product from the pilot’s listing by entering it again.
Add product
Adds a product.
Sort ware list by ware group
Here you can sort the ware list by ware group. This is only for information/overview and will not change any behaviour of your pilot.
Sort ware list alphabetically
Here you can sort the ware list alphabetically. This is only for information/overview and will not change any behaviour of your pilot.
Delete product
This menu point will delete the whole product list.
Supplier and Consumer
http://www.lucike.info/x3_terran_confli ... nsumer.jpg
Here you can view and change the existing lists of suppliers and consumers. It doesn't matter in which order the consumers are being selected. The pilot will always visit consumers in order of urgency. However, suppliers are visited in the order in which they were assigned to the software.
You can change the way in which suppliers are visited, in the Supply conditions.
Supplier
http://www.lucike.info/x3_terran_confli ... pplier.jpg
Here you get an overview over all your suppliers. You also can add a new supplier.
Add Supplier
After chosing a sector you'll get a list of possible suppliers. You can add shown suppliers to the pilot’s list one after another. So it's possible to quickly choose all of the stations in a sector.
Consumer
http://www.lucike.info/x3_terran_confli ... nsumer.jpg
Here you get also an overview of all of your existing consumers. You also can add a new consumer.
Add Consumer
After choosing a sector you'll get a list of possible consumers. You can add shown consumers to the pilot's list one after another. So it's possible to quickly choose all of the stations in a sector.
Delete stations list
You can delete here the pilot’s entire station list.
Supply conditions
http://www.lucike.info/x3_terran_confli ... itions.jpg
Here you can change the conditions under which your pilot visits consumers and suppliers.
Minimum storage space filled - Supplier
Normally, the pilot will collect products from suppliers if their storage space above the minimum of 5 percent full. You can change this limit here.
Minimum storage space filled - Consumer
The pilot always visits consumers in order of urgency, but only if the consumer's storage space has a lack from minimum 5 percent. You can change this limit here.
This means, the storage space of the consumer is filled with 96%, this consumer will not be served. With 94%, he will be served.
Fly to supplier exceptionally
The pilot normally visits the suppliers in that order you entered the stations. But he also can visit suppliers in order to their storage space filled.
Target ship approach during combat
Is delivery target a TL under attack, you can change setting if a delivery should be tried by CLS here.
Wait for request signal
Is delivery target a TL, CLS pilot can wait for a request signal, telling the pilot if the target needs his products.
Tätigkeit in der Heimatbasis beenden
Mit dieser Einstellung ist ein kontrolliertes Beenden der WLS-Tätigkeit möglich. Der WLS-Pilot beendet sein Kommando nach getaner Arbeit in der Heimatbasis.
Restore defaults
This will change all the data settings back to their defaults.
Jump Drive settings
http://www.lucike.info/x3_terran_confli ... ttings.jpg
The pilot can use the modern Jump Drive technology once he is at least Freighter Pilot 2nd class. Here you can change the conditions under which the Jump Drive is to be used.
Use Jump Drive
In normal conditions, pilots don't use the Jump Drive. You can change this here.
Jump Drive energy
If you don't change this order, the pilot will hold a Jump Drive energy reserve of 10 percent of his cargo space. If his journeys are very short or very long, you can change his Jump Drive energy reserve here.
Minimum jump range
To conserve jump-drive energy you can set your pilot a minimum-jump-range.
Restore defaults
This will change all the data settings back to their defaults.
Automatic naming
http://www.lucike.info/x3_terran_confli ... naming.jpg
Renaming a lot of pilots manually can be hard work. By choosing the Auto-naming option, you enable the pilot to do this work for you, even providing you with some more information.
Configure automatic naming
http://www.lucike.info/x3_terran_confli ... naming.jpg
Here you choose the way, the pilot will rename his ship. You can see here also a description of the naming convention used.
Ship number
A ship number should appear in the ship's name. Enter the number here.
Factory number
A factory number should appear in the ship's name. Enter the number here. All the ships assigned to this station will use this number.
Restore defaults
This will change all the data settings back to their defaults.
Configure reports
http://www.lucike.info/x3_terran_confli ... eports.jpg
The pilot will inform you of certain events occurring during his business dealings. Some of them can be switch off here.
Promotions
The pilot will inform you, when he was completing a training course successfully. You can switch this off here.
Enemy sightings
The pilot will inform you about enemy movements in the sectors he's visiting. You can switch this off here.
Acoustic signals at messages
All the pilot's messages will be sent without a sound. You can change this here.
Trade log
The pilot can write every transaction into your business log. You can switch this on here.
Analysis to log
The pilot copies all his data to your business log. Also, he can report what his current activity involves.
Restore defaults
This will change all the data settings back to their defaults.
Data storage
http://www.lucike.info/x3_terran_confli ... torage.jpg
If you want more than one pilot fulfilling a task you can save working data here, to provide this data to other pilots.
Load data
http://www.lucike.info/x3_terran_confli ... d_data.jpg
Here you can choose stored data to assign to another pilot.
Save data
Here you can save the actual pilots data. Also giving the data a name is possible.
Delete data
You can delete specified data.
Delete all data
You can delete all data slots.
Special notes
Note: You can change the lists mid-flight but the changes only become effective after the pilot has finished the current tour.
Jump Drive: If a Jump Drive is installed, the pilot will supply himself with energy from the homebase. He may buy energy from other sources too, if he is not doing a chain-supply tour.
Travel Drive: If a travel drive is installed, the pilot will supply himself with energy from the homebase. He also buys energy from other sources.
Enemy contact: If the freighter has the Fight Command Software MK1, then the pilot may make his ship safer. He buys fight drones in the current sector and equips his ship with more speed and agility. If the experienced pilot has a Jump Drive or travel drive, then he can venture into unsafe sectors. If the freighter has the Fight Command Software MK2 and he can download the Missile defence system Mosquito, he will also buy a number of Mosquito missiles.
Transporter device: It's possible to load TL-transporters with your freighters even when they cannot dock, so you will occasionally need the Transporter Device, which allows the pilot to transfer cargo directly to the TL-transporter. The TL must have stopped his engines, and be standing in space. If the freighter has to load a TL-transporter, and he doesn't have a transporter device, he will wait until the TL has docked to a station and follow him in order to transfer the cargo at the station itself. Sectors located far away will be only visited if the pilot has a Jump Drive.
Headquarter: If the pilot works for the headquarter, the size of his vessels cargo space is automatically the limitation of the cargo space in the headquarter. This rule is applied for every product. The Dock Ware Manager can overrule this, reserving for every product a specified cargo space.
Hint: If you buy the Commodity Logistics Software at the software producer's offices at the Free Argon Trading Station in Herron's Nebula, the producer tries to provide qualified personnel. If you actually start the software at the trading station you might get lucky and receive qualified pilots from the very beginning.
Overview Commodity Logistics Software MK2
Overview
This software allows the pilot to plan a route. The pilot is instructed to follow a given route and the corresponding commodity transfer orders for each intermediate stop entered. This enables the pilot to fulfil special tasks within the company or even at different stations. The route entered will be followed repeatedly until the pilot receives new orders.
The software was originally developed by an Argon software engineer and as such is being sold in every Argon Equipment Dock. It is also available in the trading station located in Herron's Nebula.
Over time the pilot will learn to use this software more efficiently, nobody starts out as an expert. Additionally, he might participate in special training courses by utilizing his trading computer extension. Those training courses are offered in the pilot's homebase at certain time intervals.
Quick start
Pilot qualifications
- Equip a TS class transporter with Navigation Software MK1 and Commodity Logistics Software MK2
- Choose "Add/remove intermediate stops" in the Additional Ship Commands Menu of the ship, select the method of attaching to the waypointlist (0 = add the new entry to the end of the existing list), choose the target station, the product, the price and the number of products to deal with (a number below 0 means selling/unloading)
- Choose in the ships Trading Menu "Start external commodity logistics"
Apprentice
The apprentice is able to use up to 4 stops in total in the tour. The apprentice is carrying out his probationary period in your enterprise and doesn't get a salary during this time.
Courier
The courier is able to use up to 6 stops in total in the tour. Additionally, he will be able to deliver commodities to equipment docks and trading stations. The courier gets a wage of 20 credits per mizura flown, paid after completing each trip.
Supplier
The supplier is able to use up to 10 stops in total in the tour. Additionally, he will be able to supply large ships. He buys in the current sector fight drones and equips his ship with more speed and agility. The supplier gets a wage of 25 credits per mizura flown, payable upon completion of each trip.
Cargo Messenger
The cargo messenger is able to use up to 15 stops in total in the tour. He is also able to use modern Jump Drive technology to move around more quickly. The cargo messenger is paid a wage of 30 credits per mizura flown, paid after each trip.
Forwarding Agent
The forwarding agent is able to use up to 20 stops in total in the tour. Furthermore, he pays close attention to the commercial radio network and will not enter any sectors in which enemy ships have been reported. The forwarding agent is paid a wage of 35 credits per mizura flown, paid after each trip.
Logistician
The logistician is not restricted in the amount of stops in his tour. Furthermore, he will repair his ship on his own by visiting a shipyard if necessary. The logistician is paid a wage of 40 credits per mizura flown, payable after each trip.
Economist
He's the best. I'll tell you his abilities soon...
Equipment and Prerequisites:
Usage (Logistics for factories, equipment docks and TL class transporters)
- A small class ship (M3, M4, M5, M8, TM, TS, TP) or a ship of the corvette class (M6)
- Fight Command Software MK1 (optional: change the behaviour at contact with the enemy)
- Fight Command Software MK2 (optional: changes, additional to Fight Command Software Mk1, are made to the pilot's behaviour on contact with the enemy)
- Navigation Command Software MK1
- Jump Drive (optional: can be utilized after a special training course)
- Transporter Device (optional: used if big ships like TL class transporters are chosen as a destination and the transporter may not dock at the ship)
- Commodity Logistics Software MK2
The main command is initiated over the Trade Menu. The command "Start external commodity logistics" is visible when you install Commodity Logistics SoftwareMK1 and Navigation SoftwareMK1 in the ship and have assigned a homebase. The command "Start external commodity logistics" also includes the possibilities of configuration.
Main Menu
http://www.lucike.info/x3_terran_confli ... n_menu.jpg
All of the configurations can be entered from here.
Trader settings
http://www.lucike.info/x3_terran_confli ... ttings.jpg
In the menu Trader Settings you can change settings, additionally you can see information about your pilot - not only his Status and homebase, but also Time of duty, Total time, Payment rolls and his achievements.
Delete accounting information
With this menupoint you can delete your pilot's accounting information. (NB. Once done, there's no possibility of undoing this, therefore you will be asked to confirm this step again.)
Take trainings
Normally, all the pilots will participate in special training courses enabling them to use the software more efficiently. If you don't want this facility, you can change it here.
Trader salary
The pilot's wages are paid from your main-account. You can change this here.
Fire trader
If you have no further use for this pilot you can dismiss him. The ship must be docked at any station, without any tasks. (NB. Once done, there's no possibility of undoing this, therefore you will be asked to confirm this step again.)
Reassign trader
Your pilot needs a bigger/different vessel, you can reassign him to a new ship. Both ships, the new and the old one, must be docked at the same station. After choosing this option, you'll get a list of docked candidates. Choosing a ship, which already has a working pilot onboard will swap the pilots. Each pilot will take all of his existing data with him, to his new ship.
Restore defaults
This will change all the data settings back to their defaults.
Waypoints
http://www.lucike.info/x3_terran_confli ... ints_2.jpg
You can add additional waypoints in this menu. Even an overview with the different stops is included. At every stop you can assign not only one waypoint. The number of stops is limited by experience/status of the pilot.
Adding a station with waypoints
First, choose 'Add station' and then - like always - choose sector and station.
http://www.lucike.info/x3_terran_confli ... _tasks.jpg
Then select the task for this station. Buying or selling is on every station possible, loading or unloading only on stations belonging to your enterprise. Refueling your freigther with Jump Drive energy is only possible on stations, which are selling energy cells. You even can tell the pilot, just to dock on a station. Then he will wait for 1 mizura, till he continues.
http://www.lucike.info/x3_terran_confli ... s_ware.jpg
Once you've chosen buying, selling, loading or unloading, you choose in the next step the product to deal with. When buying or selling, you can choose all products, with loading/unloading only resources.
http://www.lucike.info/x3_terran_confli ... roduct.jpg
While selecting the price, you have different possibilities. Either manually, or the minimum/average/maximum price of the product, you've chosen in the previous step.
http://www.lucike.info/x3_terran_confli ... ansfer.jpg
Last step - choose the amount of ware to transfer. Like in the previous step you have different options - either manual input (also up to...), full or half cargospace. While buying or selling, you cannot choose half cargospace.
Removing a station
http://www.lucike.info/x3_terran_confli ... tation.jpg
Select 'Cut or remove station', then 'Remove station'.
Adding a waypoint at a station/stop
http://www.lucike.info/x3_terran_confli ... ypoint.jpg
You'll get this menu by choosing a waypoint. For adding a waypoint at a special station, choose the corresponding point of the menu.
The other steps are similar to the inputs while adding a station (Adding a station with waypoints)
Editing a waypoint of a station
http://www.lucike.info/x3_terran_confli ... ypoint.jpg
You'll get this menu by choosing a waypoint. For editing a waypoint at a special station, choose the corresponding point of the menu.
The other steps are similar to the inputs while adding a station (Adding a station with waypoints)
Deleting a waypoint of a station
http://www.lucike.info/x3_terran_confli ... ypoint.jpg
You'll get this menu by choosing a waypoint. For deleting a waypoint from a special station, choose the corresponding point of the menu.
Cut a station and paste it anywhere else
http://www.lucike.info/x3_terran_confli ... tation.jpg
First, choose "Cut or remove station", then "Cut station". The station will be removed and copied to a clipboard.
http://www.lucike.info/x3_terran_confli ... tation.jpg
A new point from the menu will get visible, if there is a station in the clipboard. Choose "Insert station", and the station from the clipboard will be inserted to this position. The clipboard will be deleted.
Cut a waypoint and paste it anywhere else
http://www.lucike.info/x3_terran_confli ... ypoint.jpg
You'll get this menu by choosing a waypoint. Now choose "Cut waypoint". The waypoint willbe removed and copied to a clipboard.
http://www.lucike.info/x3_terran_confli ... ypoint.jpg
A new point from the menu will get visible, if there is a waypoint in the clipboard. Choose "Insert waypoint", and the waypoint from the clipboard will be inserted to this position. The clipboard will be deleted.
Generate waypoints
This function enables the software generating waypoints automatically. First choose the sector, from where this process should be started, and the (maximum) number of jumps. After this step, choose the wares, task, price and the amount to transfer. Now the CLS will search for all the stations fitting your input and will add the results to the list of your waypoints.
Supply conditions
http://www.lucike.info/x3_terran_confli ... itions.jpg
Minimum delivery amount
Pilot only flies to a waypoint, if he can at least deliver 5% of the wanted amount. Change this setting here.
Target ship approach during combat
Is delivery target a TL under attack, you can change setting if a delivery should be tried by CLS here. The pilot will recognize whether the target is in a combat situation or not.
Wait for request signal
Is delivery target a TL, CLS pilot can wait for a request signal, telling the pilot if the target needs his products. The target ship must be able sending this radio messages.
Tätigkeit in Station beenden
Mit dieser Einstellung ist ein kontrolliertes Beenden der WLS-Tätigkeit möglich. Der WLS-Pilot beendet sein Kommando nach getaner Arbeit in der angegebenen Station.
Restore defaults
This will change all the data settings back to their defaults.
Jump Drive settings
http://www.lucike.info/x3_terran_confli ... ttings.jpg
The pilot can use the modern Jump Drive technology once he is at least Freighter Pilot 2nd class. Here you can change the conditions under which the Jump Drive is to be used.
Use Jump Drive
In normal conditions, pilots don't use the Jump Drive. You can change this here.
Jump Drive energy
If you don't change this order, the pilot will hold a Jump Drive energy reserve of 10 percent of his cargo space. If his journeys are very short or very long, you can change his Jump Drive energy reserve here.
Minimum jump range
To conserve jump-drive energy you can set your pilot a minimum-jump-range.
Restore defaults
This will change all the data settings back to their defaults.
Automatic naming
http://www.lucike.info/x3_terran_confli ... naming.jpg
Renaming a lot of pilots manually can be hard work. By choosing the Auto-naming option, you enable the pilot to do this work for you, even providing you with some more information.
Configure automatic naming
http://www.lucike.info/x3_terran_confli ... naming.jpg
Here you choose the way, the pilot will rename his ship. You can see here also a description of the naming convention used.
Ship number
A ship number should appear in the ship's name. Enter the number here.
Factory number
A factory number should appear in the ship's name. Enter the number here. All the ships assigned to this station will use this number.
Restore defaults
This will change all the data settings back to their defaults.
Configure reports
http://www.lucike.info/x3_terran_confli ... eports.jpg
The pilot will inform you of certain events occurring during his business dealings. Some of them can be switch off here.
Promotions
The pilot will inform you, when he was completing a training course successfully. You can switch this off here.
Enemy sightings
The pilot will inform you about enemy movements in the sectors he's visiting. You can switch this off here.
Acoustic signals at messages
All the pilot's messages will be sent without a sound. You can change this here.
Trade log
The pilot can write every transaction into your business log. You can switch this on here.
Analysis to log
The pilot copies all his data to your business log. Also, he can report what his current activity involves.
Restore defaults
This will change all the data settings back to their defaults.
Data storage
http://www.lucike.info/x3_terran_confli ... torage.jpg
You want more than one pilot to fulfil a task, you can save his working data here, in order to provide it to other pilots.
Load data
Here you can choose stored data/assign stored data to a pilot.
http://www.lucike.info/x3_terran_confli ... d_data.jpg
Here you can choose stored data to assign to another pilot.
Save data
Here you can save the actual pilots data. Also giving the data a name is possible.
Delete data
You can delete specified data.
Delete all data
You can delete all data slots.
Special notes
Note: You can change the lists mid-flight, but the changes only become effective after the pilot has finished the current tour.
Jump Drive: If a Jump Drive is installed, the pilot will supply himself with energy from the homebase. He may buy energy from other sources, too, if he is not doing a chain-supply tour.
Travel Drive: If a travel drive is installed, the pilot will supply himself with energy from the homebase. He also buys energy from other sources.
Enemy contact: If the freighter has the Fight Command Software MK1, then the pilot may make his ship safer. He buys fight drones in the current sector and equips his ship with more speed and agility. If the experienced pilot has a Jump Drive or travel drive, then he can venture into unsafe sectors. If the freighter has the Fight Command Software MK2 and he can download the Missile defence system Mosquito, he will also buy a number of Mosquito missiles.
Transporter device: It's possible to load TL-transporters with your freighters even when they cannot dock, so you will occasionally need the Transporter Device, which allows the pilot to transfer cargo directly to the TL-transporter. The TL must have stopped his engines, and be standing in space. If the freighter has to load a TL-transporter, and he doesn't have a transporter device, he will wait until the TL has docked to a station and follow him in order to transfer the cargo at the station itself. Sectors located far away will be only visited if the pilot has a Jump Drive.
Hint: If you buy the Commodity Logistics Software at the software producer's offices at the Free Argon Trading Station in Herron's Nebula, the producer tries to provide qualified personnel. If you start the software at the trading station you might get lucky and receive qualified pilots from the very beginning.
Technical Data Commodity Logistics Software Mk1 and Mk2
Language file
8001-L039.xml (ID 8001)
8001-L044.xml (ID 8001)
8001-L049.xml (ID 8001)
Command-Slots (Changing Command Slots (German))
COMMAND_TYPE_TRADE_17 (417)
COMMAND_TYPE_TRADE_18 (418)
COMMAND_TYPE_CUSTOM_17 (717)
COMMAND_TYPE_CUSTOM_18 (718)
COMMAND_TYPE_CUSTOM_19 (719)
Object Task
Global (Restart)
Ship Tasks 0, 40 and 41
Official Shorts
"die WLS"
"the CLS"
< Keywords: ScripterLucike, Scripts, Commodity Logistic software, Loop, Logistic, supply, automatic buying selling >