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

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Aven Valkyr
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Post by Aven Valkyr » Fri, 28. Mar 14, 15:38

OK I've run the shrike through 2 battles now and there is something I just don't understand. Why does it NEVER use its main guns? I have 4x IBL's on it, while my corvettes do nothing but strafe runs using their main guns, the shrike just flies around and relies on its turrets do damage enemy vessels. Is there something about huge class ships and their main guns? Should I just sell off the shrike and go with something more like a raven that actually has powerful turrets? Are ships that rely more on main guns more of a player thing? Like they expect that kind of ship to be flown by the player..

Aven Valkyr
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Post by Aven Valkyr » Fri, 28. Mar 14, 18:44

ok I figured out the problem with the shrike not using its main guns. I had it set to escort me so once I realized that it wouldn't take part in offenses until all targets were neutralized I then took it off escort. However, while it does use its main guns, it tends to fly around and around in circles before bringing itself to attack anything. It seems confused as to where the target is or AI is pointing it in the opposite direction or *something* is going on. Oh well. I feel that M7's with a more turret based weapon array is a better setup for running in a fleet while I'm not the one piloting.

Aven Valkyr
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Post by Aven Valkyr » Sat, 29. Mar 14, 01:18

ugh soooo many questions lol. Well, I'm baaaaaaaack .. lol. So here's a new problem for you to hopefully give me an answer to.

Everything was working fine while I was in my carrier. My corvettes provided escort as well as my shrike. My shrike pilot finally got promoted to captain, yaaaay. So I flew to argon prime and disbanded my corvette group. I landed both m7's at the shipyard, as well as my personnel transport ship. when I landed I transferred the pilot from my shrike to the transport ship. I teleported into my shrike, and then moved the pilot onto the Tern. Now I have a captain piloting my tern (which I actually ended up promoting to admiral).

So I launch both M7's off the shipyard and into space. Got my 2 corvettes to follow me as well as the tern. I am now piloting the shrike. Both groups got to within 10k and I set up the corvette group, a grand total of a katana and the vidar. Seemed to work OK. Did the same thing with the Tern, put it in the carrier group. The ships all show "ready" status. Everything is green and looks good.

Then I started having problems. My vidar wanted to dock with the shrike. WTF?? OK, so I double check the code of conduct list, and indeed I have "corvettes dock" selected to 'NO". So my vidar should not be trying to dock. On further inspection, in my main ship list window, all 3 ships are still issued with the "follow" command and haven't switched over to "convoy", which the corvettes used to do when I was piloting the carrier. Also, going back into the CODEA menu, under "other operations", my corvettes don't have the green "active" status. When I click "corvettes" in the other operations menu, I get the angry "beeeP'. Same thing with my carrier.

So I did a reset of CODEA on my shrike thinking that was the problem. It reloaded and nope, that's not the problem. Set up the corvette group again, and once again both ships show the green "ready". Nothing much more I can do at this point. I'm confused as hell on this one. I named my corvette group SFAF Protectorate, but the name doesn't show up in my ship list window. One part of CODEA seems to acknowledge that the ships are there and are able to be grouped, and another part doesn't acknowledge anything at all. Like the ships aren't there.

Any ideas on this??

EDIT:
Yep more on this. So I unconvoyed my corvettes from the shrike and got them to follow the Tern. Convoyed them up with the Tern and bingo, everything works perfect. Get them to move back to the Shrike, and it's the same problem. Also, even though I have the tern "convoyed" to the shrike, it will not change its name or move its status to "convoyed" in the ship menu. So my shrike is bugged or something.

EDIT 2:
So after much screwing around trying to get ships to convoy, I loaded up the save from right before I transferred my captain to the Tern. I decided to stay out of the shrike and do everything from my personnel transport ship. I convoyed the corvettes to the Shrike and in "other operations" the show the green "active". So I set them to standby and they flew to a station. Great. I transferred the pilot to my Tern and convoyed it to the shrike. Everything worked perfect. Set the corvettes back to active, and voila. Everything works. Everyone is now convoyed to the shrike, all is well. So I fly my personnel transport over to the shrike and teleport into it, and guess what? It all turns to shit. Nothing is convoyed anymore, everything disappears. Ships aren't where they are supposed to be, it's all chaos. Teleport OUT of the shrike, and voila. Everything is back to normal, as it should be. Is it possible that CODEA thinks I'm supposed to be maintaining the shrike from another ship, and when I actually transport INTO the ship, everything goes to hell? And if so, how do I fix the damn thing????

EDIT 3: So after looking at the interface controls menu, thinking I might have hit something by accident. The only thing in there that I could see maybe might have done something was the hotkey "escort the commodore". So I jumped in my shrike and hit it, it gave the "accepted" beep. Looked at my ship list, yep everything is convoyed. Went into the CODEA menu, in other options, and the corvettes are "active" as well as the carrier. Huh. So just for fun I hit the "escort commodore" hotkey again. It beeped twice at me. Went into the ship list, everything is still the same. wtf??? Hit the hotkey for a 3rd time, beeped once, everything is the same. Soooo.. did this all just *happen* to fix itself?? Does CODEA do this kind of stuff? Dammit all this program is finicky as hell...

calvhugs
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Post by calvhugs » Mon, 7. Apr 14, 21:16

How do i install this mod on AP?

Thanks

calvhugs
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Post by calvhugs » Mon, 7. Apr 14, 21:55

I have installed to the AP folder but it says that i have to have 3.8.0.3 libraries installed for it to work?.....

Is this just a standard message or is it a notification that i have infact not got this installed?

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Mon, 7. Apr 14, 22:03

The CODEA package was made by Lucike but he doesn't use this forum any more.

He made quite a few things and one is that library, which is a supporting package that several of his things use.

You can find it here:
http://www.xuniversum.info/index.php?op ... &Itemid=72

It's a German forum but if that's not your language, it's not a problem. After downloading the library, you just use the plugin manager.

calvhugs
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Post by calvhugs » Tue, 8. Apr 14, 11:07

Thank you for your reply.

OK so i downloaded the library are well as the Basic Salary MOD and unzipped the files to the relevant folders.
You have mentioned the Plugin Manager.... I have XRM and MARS loaded also and was hoping that i would not need to use the plug in manager and just put the T and Script files in the relavent folders......

Is this incorrect? Do i have to use the plugin manager? XRM and MARS seem to be working ok, how do i know that CODEA is?

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Tue, 8. Apr 14, 11:35

I'm not a CODEA user so I don't have direct experience but I might be able to help a bit.

I guess you have installed XRM via the recommended fake patch method (moving all the t, s etc. files manually into you game directories). If that's the case, there's still no problem with using the plugin manager to add further things on top (such as this library).

That said, I don’t think it will be a problem to install the library manually too, and that would probably be simpler rather than trying to get the plugin manager setup just for the libraries (the plugin manager is great but I've found it can take quite a bit off time to get it point to the AP addon folder instead of the base TC one).

Paul, who created XRM, recommends installing XRM first, before anything else. If you manually installed CODEA after installing XRM, then I assume that is the best order. Adding the libraries afterwards should not be a problem.

In case you are not aware, make sure you check the XRM thread as Paul has written some important information for CODEA users about the docking computer:
http://forum.egosoft.com/viewtopic.php?t=304158

Edit: In terms of working out if a new thing is working or not, I tend to look to see if the new functionality appears in-game. Such as new ships, wares, graphics or commands on relevant ships with required equipment.

calvhugs
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Post by calvhugs » Tue, 8. Apr 14, 14:46

Great stuff, again thanks for the response.

I have installed everything manually using the fake patch/install method so i should be good to go.

I am starting a new game as humble merchant so it is hard to tell if CODEA is working. Ill also check out the Paul Wheeler comments

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Tue, 8. Apr 14, 15:06

You're welcome and good luck :)

GHB
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Post by GHB » Sun, 27. Apr 14, 15:42

Hi all,

I recently got to the point where I can buy/build and outfit large fleets, so I've started using this mod and have been very impressed - had some great battles and been amazed that the AI ships aren't crashing into everything. Unfortunately, I've now run into a problem... I can't seem to remove any pilot from their ship.

My personal mini-fleet is a Nova-loaded Griffon, with a couple of HCPs in the Corvette group, a Mistral Tender and a Mistral Supply Tender. Since the Lieutenants flying my HCPs have been promoted to Commanders, I decided to upgrade the Tender to a TL, but I've been utterly unable to get one of those Commanders out of the Corvettes and replace him with my newly-hired Lieutenant.

I've tried every combination of; CODEA started and stopped; Corvette set to follow the Carrier; Carrier and Corvette both docked at an Argon Outpost; Corvette in and out of the battle group; Corvettes set to dock at carrier and not... but the "Transfer pilot from cockpit" or "Transfer all pilots from cockpits" don't work at all. They make the OK sound, but the console just goes straight back to the Transfer Pilots Menu. The "Exchange Pilots" command does work for my docked fighters, but the Corvette and Tender pilots are never listed as options to exchange.

Hopefully someone can clue me in here as I really don't fancy spending days chasing the transports around trying to hire a commander.

Additionally (and I think the answer to this is no), is there any way to stop CODEA renaming ships? I had a Royal Navy-inspired naming scheme for my big ships, but had to reluctantly scrap it once I saw what CODEA did to my ships names... :)

tl;dr version - how do I remove pilots from their current cockpits?

Cheers,

GHB

d_ka
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Post by d_ka » Sun, 27. Apr 14, 20:05

@GHB:

I´ve never experienced such a problem with CODEA, but to remove a pilot from the cockpit of a ship of a battlegroup you have first to unassign that ship from that particular battlegroup... so far the theorie, since you say you´ve already tried that. Exchanging pilots doesn´t require the remove step, actually. Have you cleared the "Homebase" settings from your M6, btw.?
The only thing that comes to my mind as a possible solution (?): install the SRS ( ger. SRD ) security script from Lucike, unassign one of your M6 from CODEA battlegroup, and start SRS on that ship ( all pilot based scripts from Lucike can interact with each other ). If you can start SRS, try then to let it work a while, and then stop it, and try to add that ship to a CODEA battle group again ( maybe a new group, with a new flagship? ).
Or try to reassign the pilot to a new ship through the SRS script.
One last thing: have you installed the latest version of the script? ( the library files must be c/p first, afaik ).

Good luck, hope it helps, but these are just couple of ideas, not a proper solution, sorry.
"Only fools seek power, and only the greatest fools seek it through force".

GHB
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Post by GHB » Mon, 28. Apr 14, 17:55

Pretty sure I've got the latest copies of the scripts and libraries...

I think I tried clearing the homebase, but I'll give it a shot anyway and try using the security script if that doesn't work.

Thanks for the suggestions. :)

fiby
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Post by fiby » Tue, 13. May 14, 18:43

Hi all, just looking at creating a fleet and really unsure how to load out my carrier. I’m not sure if I should just have m3’s and have them all set as ATF or should I mix m4’s into them? So for example 20 M3 ATF and 20 M4 ATF or just 40 M3 AFT

What are peoples general opinion in using INC? again should that be used as 1 type of unit or is a mix like the above is better?

Many thanks

d_ka
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Post by d_ka » Wed, 14. May 14, 07:57

From my experience it´s better to stick with one ship/class type for each fighter branch. Mainly because you can set up the armament for entire branches, and it will be impossible to maintain the same one ( main weapons, turret weapons, cargo space ) for different type of ships.

Interceptors, in this case, actually are the short range defence fighers ( c.a. 25 km range, depending on scanners of the mothership ) not the once ment to intercept on the long range; while attack fighters perform their duties on long range, where speed might be of importance to catch enemies faster.

Myself, i´m playing XRM, therefore i won´t ever use M4 as fighters - the casualities would be too high. But higher ranked pilots are very keen to use all the agility of their fighters IS, so from my point of view the best anti fighter-fighters are those with highest acc/stearing ( in case of XRM those are Blastclaws Pro. + AGI ships from Terrans and Argons, despite their "only" 100k shielding ). OOS, well, i don´t use CODEA fighters much that way, only as a last ressort to protect the mothership if things get really bad ( but i suppose the 200k shielded, bulky M3+ might be the best solution there ).
"Only fools seek power, and only the greatest fools seek it through force".

fiby
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Post by fiby » Wed, 14. May 14, 10:24

d_ka wrote:From my experience it´s better to stick with one ship/class type for each fighter branch. Mainly because you can set up the armament for entire branches, and it will be impossible to maintain the same one ( main weapons, turret weapons, cargo space ) for different type of ships.

Interceptors, in this case, actually are the short range defence fighers ( c.a. 25 km range, depending on scanners of the mothership ) not the once ment to intercept on the long range; while attack fighters perform their duties on long range, where speed might be of importance to catch enemies faster.

Myself, i´m playing XRM, therefore i won´t ever use M4 as fighters - the casualities would be too high. But higher ranked pilots are very keen to use all the agility of their fighters IS, so from my point of view the best anti fighter-fighters are those with highest acc/stearing ( in case of XRM those are Blastclaws Pro. + AGI ships from Terrans and Argons, despite their "only" 100k shielding ). OOS, well, i don´t use CODEA fighters much that way, only as a last ressort to protect the mothership if things get really bad ( but i suppose the 200k shielded, bulky M3+ might be the best solution there ).
Many thanks for your reply, I am also using the XRM mod myself I do have another question leading off that now (:

After reading your post it does make sense not to mix each hangar with different types of ships with access to the armament settings etc. I’ve decided to use 20 Notus Interceptors (for shielding) and 20 Venti Attackers (for speed) while Abandoning the use of M4’s. Would you say that would be a good idea?

As for my lead off question from XRM, I’ve noticed since we no longer need to buy scanners the REC’s don't seem to want to be added to my hangar, I don’t know if that is something someone can confirm who uses XRM?

d_ka
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Post by d_ka » Wed, 14. May 14, 20:12

Concerning the ship choices:

IS the PBE seems the best weapon for anti-fighter duties, it rarely misses at all, not so the PRG ( the projectile speed might be bit too low against smaller, faster, and agile M5-M4 ). And personaly i miss with PRG a lot ( acc. to paul probably because of the smaller bullet size, but that should not affect AI pilots, i assume ).

I haven´t tried Ventis, or Notus fighters yet myself, but those are quite formidable ships ( only the acceleration is bit too low compared to the ships i mentioned earlier ). But just try them, in smaller groups, and see.

About the Scouts: iirc, you should use the Explorer version ( 1.5 mio. cr. ) with build in Military Scanner ( others won´t work, and paul won´s change it, since the Exlorers do the job ). But tbh. you don´t really need them, except you have no military scanner on your carrier; save the money for the scouts, and the docking slots, and add another group of PAT ships, let them fly around your carrier, and gather experience. And while we are at pilot skills: best training ever for your pilots is to send them against Kaakh Clusters ( avoid the Corvettes, though, at least till they are Leutenants ) - a kill is a kill, and a tiny Scout counts the same as any other fighter ;)
The weapons choice might be even PAC, but a rear turret is best set to a "custom" command ( missile def, attack fighters - that way they shoot them quite agressively down ). Also, it had a reason i´ve mentioned the Blastclaws before: esp. the standard version has a rear turret with x4 guns, and with that custom command, your training ships will take about 30 seconds to take down all the fighter, while their 3x25 shields will protect them effectively enough from alpha kyons. Just don´t use ATF for that, instead set INC of, say, max. 6 fighters, with Docking Comp. ( important for survival, just in case ), and bring your carrier within the teleporter range, but with shut down turrets, not to steal the kills from your rookies.
"Only fools seek power, and only the greatest fools seek it through force".

Nemesis_87
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Post by Nemesis_87 » Fri, 30. May 14, 12:58

Just wondering if anyone can throw me some advice on Commodores. I intend to use them as sort of escorts seeing they stay in formation and don't run into battle. But there don't seem any real options for them, is the only way to send them away by turning your codea off completely? What about auto transferring equipment to them or do they need there own tender? Also when I used a m7 as a Commodore for my carrier as soon as it took some shield damage it jumped away, is it suppose to do that?

So any advice on using them would be appreciated

Arisk
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Post by Arisk » Sat, 31. May 14, 17:20

GHB wrote:Hi all,



I've tried every combination of; CODEA started and stopped; Corvette set to follow the Carrier; Carrier and Corvette both docked at an Argon Outpost; Corvette in and out of the battle group; Corvettes set to dock at carrier and not... but the "Transfer pilot from cockpit" or "Transfer all pilots from cockpits" don't work at all. They make the OK sound, but the console just goes straight back to the Transfer Pilots Menu. The "Exchange Pilots" command does work for my docked fighters, but the Corvette and Tender pilots are never listed as options to exchange.

Hopefully someone can clue me in here as I really don't fancy spending days chasing the transports around trying to hire a commander.



Cheers,

GHB

The ship has to be in a following command or docked to your M2 since you have an m7 no docking, so first put your corvettes out of patrol issue a follow command and then exchange pilots.
Check that you have empty space to transfer pilots both m6 and m7

samoja
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Post by samoja » Thu, 26. Jun 14, 11:53

Hey, i wonder if i can take a fighter with lieutenant pilot from carrier and make it my wingman, will it lose the pilot if i remove it from a carrier, will pilot still gain ranks?

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