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

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Mr.Binks
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Post by Mr.Binks » Sun, 19. Feb 17, 08:35

Found the problem and fixed it. It was working out ogf the box with TC no issues. For AP though I had to use the plugin manager to install it. Might want to add that the OP.

Pind
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Post by Pind » Sun, 9. Apr 17, 14:50

I'm having an issue with CODEA where the # of confirmed kills is not being recorded for my pilots.

I watched one of my pilots kill an M5 pirate ship, but checking that pilot in the Personal Overview showed 0 kills.

Anyone else run into this problem?

Pind
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Post by Pind » Tue, 11. Apr 17, 06:49

Also having trouble with getting the "Escort follows traders" setting to work.

Seems that "Escort follows Commodore" works fine though, and escorts do automatically work with manually set escort targets.

Pind
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Post by Pind » Wed, 12. Apr 17, 06:47

Fixed the Escort follows traders option. Problem was I was using OK Traders and MK3 Reloaded.

If you are using OK Traders just add the following 2 lines to the check in plugin.codea.main.pck under <EscortTheTraders:> (and don't forget to restart CODEA on the carrier you are testing on)

Code: Select all

skip if $Script
$Script = $ShipOrbit-> is script 'glen.trade.ok.cmd' on stack of task=0
Still trying to figure out why kills are not being recorded...

Sinnerman49
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Post by Sinnerman49 » Sat, 8. Jul 17, 01:14

Anyone been successful porting CODEA to Litcube's Universe?

I don't think Lucike is updating any of his stuff anymore...

I've tried my damndest, Willing to throw some change to someone if they make a LU compatible CODEA (With permission of course!)

CloneSargaent
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Post by CloneSargaent » Sun, 9. Jul 17, 18:34

I don't know if its Lucike or someone else,but someone did some fixes for a number of his scripts last year on his website here (use google translate if you don't understand German) https://www.xuniversum.info/index.php?o ... &Itemid=62
Last edited by CloneSargaent on Fri, 4. Aug 17, 15:31, edited 1 time in total.

Mu_4
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Post by Mu_4 » Fri, 21. Jul 17, 13:48

Hi, I recently installed CODEA and I have a Russian install of the game. So every time I launch It it searches for language files my install doesn't have and so it doesn't work properly.

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X2-Illuminatus
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Post by X2-Illuminatus » Fri, 21. Jul 17, 14:24

Check your t-folder. In it you should find the following t-files:
  • 8014-L039.xml
    8014-L044.xml
    8014-L048.xml
    8014-L049.xml
Rename the file "8014-L044.xml" (English) to "8014-L007.xml" (Russian). Afterwards open that file with a text or xml editor and change the language id (in the second line) from the displayed "44" to "7". Save the file and start the game / load your savegame then. That way your game will recognise the text file and you will see the English texts.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten

Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)

Neuauflage der fünf X-Romane als Taschenbuch

The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!

firefightervf06
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Ship extensions

Post by firefightervf06 » Sat, 22. Jul 17, 04:25

I installed all the necessary files. It took me a few tries, kept saying I didn't have the new library version installed then told me the basic salary wasn't new enough but I got those done. Now when I pull up a ship the installed software isn't there anymore so some of the ships are just stopping whatever they were doing. Any ideas? Thanks.

Edit: Removed the files and re-downloaded them. Extracted into add-on folder and games starts perfect and looks like all there. Now to learn how to use it lol.

Mu_4
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Post by Mu_4 » Sat, 22. Jul 17, 17:50

Thanks For the help but I already tried that site and sadly I have no Idea when it comes to German :gruebel:

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X2-Illuminatus
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Post by X2-Illuminatus » Sat, 22. Jul 17, 18:16

Which post are you referring to, Mu_4? In my explanation I didn't wrote anything about visiting a website and you do not need to understand German to follow my explanation.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten

Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)

Neuauflage der fünf X-Romane als Taschenbuch

The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!

CloneSargaent
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Post by CloneSargaent » Sun, 23. Jul 17, 02:45

Which post are you referring to, Mu_4? In my explanation I didn't wrote anything about visiting a website and you do not need to understand German to follow my explanation.
I think Mu was referring to my post Illuminatus
I don't know if its Lucike or someone else,but someone did some fixes for a number of his scripts last year on his website here (use google translate if you don't understand German) https://www.xuniversum.info/index.php?o ... &Itemid=62
Last edited by CloneSargaent on Fri, 4. Aug 17, 15:30, edited 1 time in total.

Mu_4
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Post by Mu_4 » Sun, 23. Jul 17, 20:45

Yeah sorry about that X2-Illuminatus I am kind of new to the forum so when I checked what the response was CloneSargaent's Response from before showed up. Thank you for the help the mod seems to be working now.

CloneSargaent
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Post by CloneSargaent » Fri, 4. Aug 17, 15:49

Dang, the link for my other posts is for CODEA weapon base(CODEA Waffenstützpunkt on the website) sorry about that, i have fixed the links to the proper CODEA page(CODEA Waffensystem on the website), its still in german so use google translate or translate plugin thing on chrome.

Direct link to download all you have to is click the download button on the page:
CODEA weapon system Version 3.3.12

firefightervf06
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mars turrets and missile firing

Post by firefightervf06 » Sun, 6. Aug 17, 22:45

I have two things I'm having problems with. I have 4 large battlegroups going now and love it. 1st problem though is I've noticed my fighters aren't using the MARS turret functions. I buy my fighters completely setup minus missiles through the yolandis script or however it's spelled so MARS is already in it. I turned it on manually for every fighter plus the missile defense manually. I check in on them and half aren't using missile defense and the probability is set to 5 or 0. I fixed it all manually and look back and half are undone again. Is the carrier doing this and does it control the missile probability? Are they still using the missiles? Because when I check their freight it doesn't look like it, and they're getting annihilated. This is OOS also.

CloneSargaent
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Post by CloneSargaent » Mon, 7. Aug 17, 00:26

I don't know if your running vanilla or not but I have never seen ships (in general) use missiles OOS or never seen work well OOS all that often. But maybe it might work properly with one of the scripts that improves OOS combat. I have ever tried using CODEA OOS, don't like the combat in OOS and the fact that emergency jump doesn't work. I feel that CODEA works better IS than OOS unless you can afford the loses. If you want a solid OOS defense get an M2 or a few with the best fire power and you should be good.

firefightervf06
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Post by firefightervf06 » Mon, 7. Aug 17, 02:39

Thanks, I'm not running vanilla. I had thought that between the MARS mod and this it'd use missiles effectively.

CloneSargaent
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Post by CloneSargaent » Mon, 7. Aug 17, 03:50

Well MARS is great for any ship that isn't a m5,m4,m3, or m7m and that goes for IS and OOS. CODEA does use most its given missiles effectively(imo). Its just OOS doesn't favor missiles at all, rule of thumb in OOS(unmodded) is FIREPOWER and NUMBERS.

An example of this is I had a Ray in XTC move to the near center of a sector so that when Kha'ak ships that sometimes pour out the east gate, will come at it in straight line allowing it to take the fastest and weakest one at time. Number of Kha'ak ships range from like 20 to 30 with at least 2 m1s(fighters deployed), 3 m7s, and 8 m6s. My Ray can kill almost all of the ships but sometimes needs to jump to the next sector regenerate its shields. But if the Kha'ak fleet bunches up to attack some civillian ship or rrf, that now stacked fleet can murder my Ray, they still lose some their ships but not nearly as much as before.

Anyway the morale of the story is don't use CODEA or any Carrier script(imo) OOS unless you have the money.

Edit#1:XTC is kinda bad example because missiles do work OOS they just work weirdly or like lasers idk, haven't experimented alot with missiles in OOS in XTC but I've seen 3 m7ms with 3 m6s nearly clear out a sector.

firefightervf06
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Post by firefightervf06 » Mon, 7. Aug 17, 11:02

Ok, thanks. So just don't count on missiles unless in sector then lol. My second problem is my replenishment tender. I have fighters waiting at the home base with pilots in them fully setup and it won't go get them. It shows it has orders, plenty of jump fuel, a captain for the pilot just to make sure that wasn't it, and it just follows the M1 along doing nothing but wasting my money lol. Any ideas?

CloneSargaent
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Post by CloneSargaent » Mon, 7. Aug 17, 14:16

Well I've never used replenishment tenders nor had the urge to try them after i saw how stupidly CODEA resupply tenders work (not jumping, traversing enemy sectors, etc.). But I am not surprised that it doesn't work. So I have stuck normal tenders that work properly and using CLS2 to resupply them or my carrier. Your going to have jump to where replacement fighters are or have fast a TL with a large hanger space like the elephant, replace them manually.

EDIT#1: Take look at page 4, I think it might solve your replenishment tender problem.

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