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

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Morkonan
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Post by Morkonan »

X3:TC Unmodded

I plan on installing and trying out CODEA and its required libraries of scripts. (But, not the optional ones.) I run no mods, at the moment, and haven't ever used a mod for this game. (Though, I've modded other games extensively, so I'm familiar with the basic concepts.)

Some "noob" modder questions:

1) What sort of special preparations should I make before I copy the files over to my X3:TC install? Anything? In other words, should I be easily able to revert to my previous X3:TC state should something go awry? Should I copy and save certain files or directories "just in case" or will the Install/Uninstall script do all that for me?

2) What sort of gameplay changes should I expect? Are there any mechanics that will get introduced that are not strictly associated with the specific use of CODEA ships? In other words, does it change anything else about the game? ie: Will I find different functionality in certain types of game mechanics, weapons, ships, combat, economic interactions and the like that are not directly associated with CODEA's main functions? (IIRC, there's also a turret mod or some other combat related mod that is necessary.)

3) Can it go "boom" and have a chance at forcing me to reinstall the game? I bought the game as an online install and don't want to have to force another hour-long download... :D I'm not worried about "Operator Error" during installing the game, but do worry about instability issues or manual tweaks that might be necessary.. which bring me to my last question:

4) Are there any "after release" tweaks necessary for smooth integration into an unmodded install of X3:TC that may have become apparent after the last release of CODEA?

5) Special Note: I don't run nor do I plan to run any other mods other than those that come with CODEA, so no need to worry about incompatible scripts in your advice.

Thanks to anyone who deigns to answer my questions, regardless if you provide correct answers or not! ;)
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DrBullwinkle
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Post by DrBullwinkle »

Mostly, just do it.

The vast majority of scripts install and uninstall without causing problems. Most mods install OK, although some require a new game start (read the docs). Some mods cannot be uninstalled without starting a new game.

If you want to be extra safe, then back up your entire X3TC tree. Also back up your saved games, because the saved games correspond to the scripts and mods that you have installed.
  • Note that X3 does not keep anything important in the registry or the Windows folder, which means that you can have multiple X3 folders. Just copy the entire tree to a new location. If you do this, you will also have to keep your saved games organized so that you can use the correct saved game with each installation.
Lucike is a meticulous, careful, and thorough script-writer. His scripts usually work as documented, and he quickly fixes problem reports. The only "catch", if you are not fluent in German, is that his documentation and web site are in German. Google Translate is usually sufficient to understand, and there are English-translated support topics on this forum by Saetan and Wyvern. The docs are important because Lucike's script also are among the most complicated to use; typically with many small requirements that may not be obvious until you read the documentation.

One more "catch": The current version of the Plugin Manager (PM 1.41) places Lucike's uninstall scripts into the main script folder. The result is that many of Lucike's scripts do not work when installed via the Plugin Manager. Installing manually is well-documented and reliable.
  • I actually do a slightly-complicated dual-installation. I install with the Plugin Manager, then I manually copy the setup scripts into the scripts folder; overwriting the setup scripts installed by the PM. The reason that I do it that way is that the Plugin Manager tracks my installed scripts and mods, so that I can see, at a glance, what I have installed in my current game.
There are many things that you *can* add to enhance your CODEA experience (mostly unrelated to CODEA), but there is nothing that you *must* add (other than what is stated in the docs).

Kaplah!
Last edited by DrBullwinkle on Thu, 31. May 12, 17:45, edited 2 times in total.
Aegyen
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Post by Aegyen »

Addendum to the above: Lucike also provides 'uninstall', and 'delete' .bats, with his scripts. This makes removing them very easy, and clean.

As with all modding, read the readme's carefully, and you will have no issues.
Triaxx2
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Post by Triaxx2 »

If you should find yourself in need of any sort of assistance with CODEA, I'm on everyday, and so far I've yet to encounter a problem I can't help with, that's not a coding issue. And Lucike is good at dealing with those.

Speaking of, did he ever fix the issue with patrols retreating instead of attacking?
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Morkonan
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Post by Morkonan »

A very big thanks to the posters who replied above!

One thing that I am not used to is that there are no "Readme" docs or instructions included with any of Lucike's downloads. There are also no offline "manuals" that I can find for those. Or, are there?

1) Are there any pdfs or manuals I can download for CODEA and refer to offline or do I have to copy/paste my own? (Links other than to this thread would be much appreciated, should I have to c/p my own.)

Is this common with X3 mods? A nice downloadable manual would sure be a great help.

I currently keep a manual backup of my X3 game saves, rotating between three different revisions, just to be sure I don't screw up my ongoing game. It's good to know I can just copy/paste X3's directory. But, I assume different iterations of the exe's will write to the same default "My Documents/Egosoft/X3TC" save-game directory.

2) Is there a way to change the default save-game directory in different iterations of X3:TC? (Or, is that why the community has such a well-developed save-game manager to begin with? :D )

3) In regards to Registry entries, IIRC, X3 writes some settings there in regards to quest/mission completion and other in-game events, as well as "unlock" history for different starts. (Right?) This won't be an issue across different iterations?
Triaxx2
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Post by Triaxx2 »

1) No, mostly it's just Lucike, who puts so much into his scripts that I suspect he doesn't completely understand them enough to write the manual.

2) Not as far as I know.

3) The only plots written to the registry are those that unlock starts. Like completing the Terran plot unlocking USC Commander start, so that gets written into the registry.
A Pirate's Revenge Completed Now in PDF by _Zap_
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DrBullwinkle
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Post by DrBullwinkle »

Morkonan wrote:Is this common with X3 mods?
Actually, between Lucike and Saetan, the documentation for Lucike's scripts are better than most. You may have to copy and paste your own offline docs.

Then consider posting them, because others may be interested. :)

(I have no clue what Triaxx2 meant... Lucike's docs are some of the best that there are.)
I currently keep a manual backup of my X3 game savesIt's good to know I can just copy/paste X3's directory. But, I assume different iterations of the exe's will write to the same default "My Documents/Egosoft/X3TC" save-game directory.


Correct.
Is there a way to change the default save-game directory in different iterations of X3:TC?


No, the way that you are doing it is the best solution.

Caution: The Saved Game Manager built into the Plugin Manager is not currently working correctly. TURN IT OFF!
X3 writes some settings there in regards to quest/mission completion and other in-game events, as well as "unlock" history for different starts. (Right?) This won't be an issue across different iterations?
There are instructions somewhere for changing those numbers manually.
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Morkonan
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Post by Morkonan »

Thanks guys!
DrBullwinkle wrote:
Morkonan wrote:Is this common with X3 mods?
Actually, between Lucike and Saetan, the documentation for Lucike's scripts are better than most. You may have to copy and paste your own offline docs.

Then consider posting them, because others may be interested. :)
If I develop them and get the necessary permissions from the originators, I'll put them into a .pdf file. With pictures an' everything! :D
There are instructions somewhere for changing those numbers manually.
Yeah, I used to have a link to a page where <insert prominent forum member with well respected commentary that doesn't post here any longer and who's name I forgot here> detailed all the settings contained in the registry entries as well as how to modify them and their codestrings. Shouldn't be to difficult to google back up, though.
DrwHem
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Post by DrwHem »

ive been having issues assigning certain ships to certain roles. i bought an M$ gave it a pilot and all the required equipment but the ship comes with fight 1 and 2 built in and for some reason the damn script dosnt seem to accept that it has them installed and therefore i cant assign it as a salvage ship..is there any workaround for this?
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Saetan
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Post by Saetan »

CODEA does accept bulit-in equipment, no workaround needed. Your mistake must be anywhere else.

Is it docked, does it has a pilot, is it properly equipped, no forbidden equipment installed .... something like that.

Crystal balls are out of stock again, more info is needed to help you. For example, you could post a log via the "analysis to log"-feature of CODEA.
Aegyen
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Post by Aegyen »

Morkonan wrote: 2) Is there a way to change the default save-game directory in different iterations of X3:TC? (Or, is that why the community has such a well-developed save-game manager to begin with? :D )
This-> http://forum.egosoft.com/viewtopic.php?p=2917206

I had completely forgotten to find it again, when I returned, until I decided to give one of the big mods a try. It takes a small bit of getting used to, but it is well documented, so not that much of a hassle.

Give it a go, maybe it is what you are looking for.
DrwHem
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Post by DrwHem »

im trying to make an argon centuar a codea corvette. I have a pilot of the rank LT who is unassigned at the moment. im using a zephyrus tender as a CODEA carrier at the moment. we are both docked at the corvette headquarters and the ship dose not have the forbidden equipment and has all the required equipment. its been awhile since i used CODEA so can someone refresh my memory on how to make CODEA corvettes, missiles frigates, and frigates?
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Saetan
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Post by Saetan »

Corvettes and other accompanying ships have to follow the carrier to be recognized.
DrwHem
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Post by DrwHem »

ok its following me now but when i goto transfer pilots to cockpit i have no ship showing up. i also have no ship showing up for corvette battle group admin...:( does it only work if its a real carrier? im using a fighter tender now since i dont have the $150 million or so needed for a real carrier.
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Saetan
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Post by Saetan »

Any ship which is capable of carrying other ships is fine for CODEA. Are the transporter devices installed for beeing able to transfer pilots to other flying ships?
DrwHem
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Post by DrwHem »

i have 1 on my corvette..guess i need to buy one for the tender too. where do they sell them? its been awhile since i bought mine and cant remember where i got it.
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Saetan
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Post by Saetan »

Mhmm, I think TerraCorp should have them in stock, not sure though.
But you could post a log ("analysis to log"-feature, logXXXXX.txt found just beneath your savegame directory) to see what's really missing.
DrwHem
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Post by DrwHem »

the transporter device was the problem. its working now. thanks
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Post by DrwHem »

i have a new issues lol.
i have 3 interceptors and a cargo salvage on my ship. and i have 1 corvette following. i have 1 spare pilot in the ship who is not assigned. i want to assign this recruit to one of my interceptors but when i click on personnel transfer and exchange pilots it beeps at me. when i click remove pilots from cockpit it beeps at me. wtf??
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Saetan
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Post by Saetan »

Fighters need to be docked to transfer pilots, just in case as you have left them following your carrier because of the postings above.

In case if they are docked already, I can't help you with the yet given informations.

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