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

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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?

d_ka
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Post by d_ka » Thu, 26. Jun 14, 13:50

@samoja:

Pilots stay in cockpits with or without codea active, but it needs codea for them to follow it´s routine, so they won´t rank up, or behave any more sofisticated on their own, afaik.
Concerning wingmen: you can assign fighters to ESC. taskgroup, and order them to escort you, the commodore, while flying anything but the codea carrier yourself ( the carrier must be in your current sector ).

You also can use the "help the commodore" feature from Lucikes SRS script, so that SRS ships on duty will jump to you, and protect you while you are under attack in any sector within their range ( don´t remember exactly if fighters can perform this, but M6 sure can ).
"Only fools seek power, and only the greatest fools seek it through force".

samoja
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Post by samoja » Thu, 26. Jun 14, 14:19

d_ka wrote:@samoja:

Pilots stay in cockpits with or without codea active, but it needs codea for them to follow it´s routine, so they won´t rank up, or behave any more sofisticated on their own, afaik.
Concerning wingmen: you can assign fighters to ESC. taskgroup, and order them to escort you, the commodore, while flying anything but the codea carrier yourself ( the carrier must be in your current sector ).

You also can use the "help the commodore" feature from Lucikes SRS script, so that SRS ships on duty will jump to you, and protect you while you are under attack in any sector within their range ( don´t remember exactly if fighters can perform this, but M6 sure can ).
Any particular reason why i cant assign pilots to the ships not currently in carrier group? I was hoping this mod could make all my fighters finally worth taking along instead of just keeping them docked because they are so retarded that they bump into each other, the target and generally anything in their path if left to their own devices.

samoja
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Post by samoja » Fri, 27. Jun 14, 22:20

Ok, it simply is not working, i have required library and CODEA applied as fake patch but neither hotkey nor commands are appearing as options and i have all needed software and hardware, idk why it is not working, any advice?

d_ka
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Post by d_ka » Sat, 28. Jun 14, 08:06

Have you also installed the two additional scripts, namely:

Grundgehalt der Union ( Sallary for pilots )
and
Militärtransporter ( Military Transport )?

It´s also advised to install the Library first, then the actual CODEA stuff.

Make sure to recopy all the scripts/t-files/scripts_uninstall in the apropriate folders ( try to extract them manually in a dedicated folder, then c/p it by hand, if you haven´t done so already ).

As with any other scripts/mods it often is smth. small you might have forgotten, or simply miscopied it in a TC folder, while playing AP.
"Only fools seek power, and only the greatest fools seek it through force".

samoja
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Post by samoja » Sat, 28. Jun 14, 09:24

d_ka wrote:Have you also installed the two additional scripts, namely:

Grundgehalt der Union ( Sallary for pilots )
and
Militärtransporter ( Military Transport )?

It´s also advised to install the Library first, then the actual CODEA stuff.

Make sure to recopy all the scripts/t-files/scripts_uninstall in the apropriate folders ( try to extract them manually in a dedicated folder, then c/p it by hand, if you haven´t done so already ).

As with any other scripts/mods it often is smth. small you might have forgotten, or simply miscopied it in a TC folder, while playing AP.
No, i did not know it is obligatory, tnks ill try that, also i did install Library first.

ProdigyToby
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Joined: Wed, 13. Jun 12, 22:17

Post by ProdigyToby » Tue, 8. Jul 14, 20:16

Im really confused here, I successfully hired pilots, and assigned interceptors and fighters, yet after I use "major offensive" on a target, and then use retreat fighters it says "flight prohibition"? The interceptors seem to dock fine but the fighters are just floating outside the carrier. Also I get none of these "defense", "attack", etc options in the main command menu, only bombard and major offensive. Cant figure out what im doing wrong.

d_ka
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Post by d_ka » Tue, 8. Jul 14, 21:17

@ProdigyToby:

1. Major offensive is only ment for ships of codea taskgroup, means M6, M7, etc., so rather any other ship then fighters.
2. Bombard is only for bombers ( the 4xM8 ships, wich dock via onboard personal "trick", and can only be launched manually.

You don´t advise your fighters to do a very specific task, but rather adjust their behavior ( and also that of the rest of the ships ) in Code of Conduct;
there you can allow fighters to attack only small ships, only large ships, only huge ships, or any combination you wish of those three. INC will then launch when the mothership is in danger ( short range ), ATF will attack any predefined enemy within the max. range of the mothership scanners.

I can´t tell what is going on with your other fighters, or why they won´t dock, but i hope the concept as a whole is now more clear to you.
"Only fools seek power, and only the greatest fools seek it through force".

ProdigyToby
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Post by ProdigyToby » Tue, 8. Jul 14, 23:20

Oh I read some older versions of CODEA so i guess thats why im confused. thanks for clearing this up, so im understanding that -

1. Ships assigned to INC will defend the carrier automatically?
2. Fighters attack enemies within the carriers attack/scanner range if set to do so?
3. There is no general "attack" "defend" commands and the fighters on the carrier act how you set them up in code of conduct?

About the "add escort" command in other options. Does this mean I can add say another M7 to my carrier and it will follow it around automatically? Can I also do that if said M7 is in the a wing with the carrier or will that make it act differently? In general what does adding an escort do?

Edit: Still cant seem to figure out why my fighters wont land. I have to use the general "return home" command to get them back in the carrier, not too much of a hassle I just wanted to use CODEA's fancy return options.

Edit: AH I see now. Its because I gave them a vanilla command from the vanilla menu, they cant dock because they were "improperly" launched from the carrier. I have to let them just do the work on thier own, which is excellent, I much prefer that they are automated. This is a great script. This is kind of a scrub question, but is there an way in game to determine how many corvettes a carrier can have docked at it?

d_ka
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Post by d_ka » Wed, 9. Jul 14, 07:16

Yes, all fighters do their jobs automatically as set in "Code of conduct" menue.
ESC is also ment for fighters only; they can be set to escort the cargo salvager, which can be also set differently, say, you don´t want it to collect anything, but pilots, and there is an option for the escorts to follow them only if they are resquing pilots, if i´m not mistaken ). ESC branch can also be set to accompany you, the commodore, should you choose to fly any ship aside from the mothership yourself ( beeing in the same sector as the codea mothership ).

M6/M7/M2, and even add. M1 co-carrier are called the ships of the battlegroup. You cann force M6 to dock at mothership, but you can´t restrict that in any other way. Landing at carrier has no particular advantages, since those ships can still be supplied with missiles etc. when floating around ( see "Armament" section ).
There is one very important option in "General Options" to be mentioned: the disarm for each figher branch separately; it´s very important because no fighter will start through the vanilla commands when not armed. This is so important because if you don´t fly the mothership yourself it can happend quite often. And here is also the problem with docked M6 - since there is no option to disarm them that way they will launch from the carrier when you really don´t want them to despite beeing ordered to stay docked. The best way is to dismiss them, while a homeport where to retreat is set for them, and call them back, when you need extra firepower.
IS the codea fighters, and the rest of the ships are really strong, but OOS you tend to loose M6 ( and esp. fighters! ) if they storm forward hunting a random Xenon patrol ( the enemy focuses on 1 single ship, and esp. if you watch it from another sector, you might see it die very quickly ). Actually it´s quite realistic for fighters to be lost in action, but why waste stuff? Let the codea battlegroup engage the enemy, and then unleash fighters manually, and they will smash anything.
If you need a fully automated patrol, i´d suggest you add Lucikes SRS script, and assign a captain to your codea mothership* if you don´t intend flying it yourself. That will make it behave smarter, and the ship itself can be actively used for fighting, rather then overwatching the battle from a distance.
*yes you need a pilot ranked Cpt. and it must be assigned, not just transfered to the carrier via vanilla command.
"Only fools seek power, and only the greatest fools seek it through force".

ProdigyToby
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Post by ProdigyToby » Wed, 9. Jul 14, 15:00

Ah I see. Thanks alot for the information. kind of a random question, but since I started using this script I have a dire need of more pilots (obviously), and Im trying to figure out a way to make that more convenient rather than going to the nearest military base or whatever. Have any ideas about how I can make my own stations with those pilots or anything like that?

d_ka
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Post by d_ka » Thu, 10. Jul 14, 06:33

You´re wellcome.
Can´t help you with scripting, but where is the problem? You dock your carrier, go to personal adm. menue, hire "all pilots", confirm. Then do it again, as often as you need, afaik, and you can fill your ship with loooots of pilots :)
"Only fools seek power, and only the greatest fools seek it through force".

ProdigyToby
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Post by ProdigyToby » Thu, 10. Jul 14, 15:25

Oh I know how to do that, Im im just tired of flying to other sectors to get pilots all the time, Im wondering if I can make my own barracks or outpost or something and put it in the sector my hq is in so its much more convenient, im just asking if theres a way to do that?

d_ka
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Post by d_ka » Thu, 10. Jul 14, 20:57

Oh, i know that you know it :)
It´s just that i can´t imagine an ammount of pilots you´d need that can´t be obtained at once the way i´ve suggested - you can have hundreds of them on your carrier(s) after a single visit at a random MP, so why bother with any other solution?

To the actual question: not that i know of, sorry.
"Only fools seek power, and only the greatest fools seek it through force".

ProdigyToby
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Post by ProdigyToby » Fri, 11. Jul 14, 15:40

Ill try your method then, thanks

darqen27
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Post by darqen27 » Sun, 17. Aug 14, 03:28

Codea seems to be a great system, but im still having the issue of fighters stopping in space and shooting from stationary positions
- Darqen Tasquenesk

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