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

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aka1nas
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Post by aka1nas »

Viviox wrote:Hi guys, I'm starting to build a fleet and now having trouble using CODEA to manage them all.

Problem, How do I use CODEA on a Corvette M6, Frigrate M7, and Destroyer M2? Another problem is Battle group, how does that work?

I have a TP transferred 4x Lieutenant pilot into my Vidars, then went into my Griffon's CODEA command and add battle groups. The vidar did not shows up under any battle groups. How to set this up? thanks guys.
Read through the entire instructions on the first posts, there is a lot of info you will want to know. You need higher ranked pilots to fly the larger ships. Throw your lieutenants into tender TS's until they rank up to commander, then move them into M6s and so on. Have the ship follow the carrier, have a pilot of minimum rank, and meet all the equipment requirements to add it to a battle group.

You still need a carrier (or at least a ship with a hangar) to be the "main" ship for CODEA.
Triaxx2
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Post by Triaxx2 »

@Viviox: Have the Vidar's follow the Griffon and then under Hangar and Battle Groups, they should be there.

@sharpspear26: I haven't had a problem. Try ensuring that they've all got all the required doo-dads, and enough energy to get where they're going.
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Viviox
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Post by Viviox »

aka1nas wrote:
Viviox wrote:Hi guys, I'm starting to build a fleet and now having trouble using CODEA to manage them all.

Problem, How do I use CODEA on a Corvette M6, Frigrate M7, and Destroyer M2? Another problem is Battle group, how does that work?

I have a TP transferred 4x Lieutenant pilot into my Vidars, then went into my Griffon's CODEA command and add battle groups. The vidar did not shows up under any battle groups. How to set this up? thanks guys.
Read through the entire instructions on the first posts, there is a lot of info you will want to know. You need higher ranked pilots to fly the larger ships. Throw your lieutenants into tender TS's until they rank up to commander, then move them into M6s and so on. Have the ship follow the carrier, have a pilot of minimum rank, and meet all the equipment requirements to add it to a battle group.

You still need a carrier (or at least a ship with a hangar) to be the "main" ship for CODEA.
I got it now. I didn't have the vidar follow my Griffon. I thought you can add any ships with proper pilots into a battle group.

Thanks Guys.
Triaxx2
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Post by Triaxx2 »

You can, just have to have them follow. :D
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Jams79
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Post by Jams79 »

Is there any way to have pilots retain their bonuses (fight skill etc...) when not following CODEA commands?
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Saetan
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Post by Saetan »

Yes, I think that should be possible. Not sure thought, but by using SRS these bonuses should apply too.
Jams79
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Post by Jams79 »

Nah, they still only apply bonuses when following the scripts patrols and stuff.

I'm a fighter jock, I quite often leave my fleet patrolling whilst I go meandering round the universe I like to take a couple of fighters with me as wingmen amd I would like them to keep the skills and bonuses when they're doing non script tasks.
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Saetan
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Post by Saetan »

They keep their bonusses if they are controlled by Lucikes commands, like CODEA or SRS ... they don't keep their bonusses if they are controlled by Egosoft own commands.

If you want them as wingmans, do that with CODEA. Set them as escorts which follow the commodore (=you) and start your fighter which is added to the commodores hangar (=your hangar) of the carrier.
Jams79
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Post by Jams79 »

That only works in the sector with the carrier. Thanks for the help though.
Heliore
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Post by Heliore »

I have recently started using this mod and find it works brilliantly. I am using it with SRM, so have pleanty of other ships to be playing with as well. It may just be my knowledge of the mod at this time, however, M7s fall into 2 clear catagories, Anti-Cap and Flak/Anti-Fighter. Is there anyway to seperate the catagory, to keep the Flak M7s operating in close to the carrier, but have the Anti-Cap operating in a similar role to the M2. As far as I can see, either all will remain or all will go if told to join main assault, stripping the carrier of its flak screen.

If not already included, would this be a viable update to this excellent mod?
Triaxx2
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Post by Triaxx2 »

That's true, but the beauty of CODEA is that it can be run on a TM, providing you with a local carrier wherever you go.

Most TM's mean you can slap on CODEA, have two Commodore Escorts, and a Cargo Salvage vessel so you don't have to pick up stuff yourself.
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Saetan
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Post by Saetan »

Heliore wrote:... M7s fall into 2 clear catagories, Anti-Cap and Flak/Anti-Fighter. ...
... do you mean the difference between M7 and M7M or does SRM introduce a subform of M7's?


For M7 and M7M it's already clear to CODEA, that M7 will join a ordered attack run while M7M stay close to the carrier. CODEA recognizes that because of the type of compatible missiles on board the M7M's.

If you mean different classes of M7, no there isn't such a thing. And I think, chances to get it added are very low, as Lucike doesn't seem to still beiing active in this forum to me.
Heliore
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Post by Heliore »

Sorry, I didn't mean M7M. I meant that (especially with mods like SRM and Xtra Ships etc) there are a lot of M7s which mount PPC or IBL and are ideal for an anti cap role, but there are also a lot with CIG as primary weapon, yet ideal as a flak platform. With such a diverse number of ships outside of vanilla maybe splitting the M7 hanger in the CODEA mod to something like M7 Defensive and M7 Assault to allow them to operate under seperate rules of engagement.

A good example is the Argon Cerberus or certainly the Griffon running flak loadout in a carrier defence role, operating close in providing anti fighter coverage. The Argon Cyclops however can mount 12 PPC (4F/4L/4R) with overlapping frontal arc of fire, which is perfect for interceping capital ships and supporting M2 in their anti cap role.

It would be nice to assign M7s capable of supporting M2s without those M7s loaded with flack for anti fighter leaving the carrier. CODEA is excellent as is. This is more Christmas wish list thinking on my part.
Mad_CatMk2
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Post by Mad_CatMk2 »

Heliore wrote:Sorry, I didn't mean M7M. I meant that (especially with mods like SRM and Xtra Ships etc) there are a lot of M7s which mount PPC or IBL and are ideal for an anti cap role, but there are also a lot with CIG as primary weapon, yet ideal as a flak platform. With such a diverse number of ships outside of vanilla maybe splitting the M7 hanger in the CODEA mod to something like M7 Defensive and M7 Assault to allow them to operate under seperate rules of engagement.

A good example is the Argon Cerberus or certainly the Griffon running flak loadout in a carrier defence role, operating close in providing anti fighter coverage. The Argon Cyclops however can mount 12 PPC (4F/4L/4R) with overlapping frontal arc of fire, which is perfect for interceping capital ships and supporting M2 in their anti cap role.

It would be nice to assign M7s capable of supporting M2s without those M7s loaded with flack for anti fighter leaving the carrier. CODEA is excellent as is. This is more Christmas wish list thinking on my part.
I know of a work around that SHOULD work to make sure the flak platform M7 stays with the carrier. Since I too encountered your situation, I put those defensive M7's as following carriers (CAR) since all these frigates have a hangar and thus are classifiable as carriers. Although you would need a Captain (am I right?) instead of a Commodore to command the craft.

Keep me updated if this trick does/doesn't work :)
I fly an OWP. What about you?
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Saetan
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Post by Saetan »

May be worth a try, but the manual says only M1 and TM can be used as specific accompanying carriers, althought any ship with hangars can be run as a CODEA carrier itself.

Another possible try if that one by Mad_CatMk2 doesn't work: You could try to add the FLAK M7's to the commodore's hangar. They follow the carrier and just wait until you get teleported into them. I don't think that their turrets would be disabled. Even the hangars, if they got one, should be still useable as you can start CODEA on these M7 by hand. But you would in need to do any setting there again, as they won't be controlled by the main carrier.
Triaxx2
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Post by Triaxx2 »

The manual is a lie. :D M7's are perfectly acceptable as accompanying carriers. Though with the exception of the Panther, most of them don't really have the capacity to make a difference. It's better to have them as Frigates with CODEA running on them.

I also think there's only a minimum rank for piloting, rather than a maximum. There is a maximum promotion rank, but that's it. A Recruit won't get promoted past Lieutenant in a fighter, but a Captain or Admiral can pilot one with ease.
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Heliore
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Post by Heliore »

Thanks for the response. I never even thought to see if I could get the flak load out M7s running as accompanying carriers. Seems obvious now considering they each have at least 1 or 2 fighter capacity. I know that this doesn't add much for the carrier wing overall capacity, but that wasn't the point. This will allow me to seperate my flak loadout anti fighter platforms from the anti cap M7s, meaning only those in the M7 hanger will engage, leaving the main carrier with its in close flak screen intact. Now just need to see if it works. :D
Ferenczy66
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Post by Ferenczy66 »

Has anyone successfully figured out how to use:

Codea
Adv Jumpdrive & Navigation
SRM

and Still have a personal set of wingmen.

Situation is this...
Using a TL with 6 external docking slots. (slots are occupied by M6(x6) and 24 internal fighters. (fighters work fine)

I want to have my COM M6
and use 2 of the M6 as my personal wingman (under CODEA control)
the other 3 i want to have under codea control (but dock onto the TL)
and run flak support normally.


It just occured to me to have 2 of the M6 wingmen assiged as battle group for the m6 separate codea group....
but would they dock when i dock (at the TL)...
-- off to check
Miniboobs
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Post by Miniboobs »

Sorry if this has been asked already I have downloaded the Lucikes_Skript_Kollektion_TC.zip and in it is Waffensystem_CODEA_X3TC_V3303.zip. Along withWaffensystem_MEFOS_X3TC_V3205.zip. Is that the correct up to date version?

Gameplay question; do pilots actually increase in combat effectiveness as they increase in kills and rank? As in a pilot with more kills will be able to out turn and out shoot the average recruit? Does the MEFOS Personnel also have advantage over the average automated turrets and do they gain skill and xp in combat?

Again Sorry if this has been asked before ive been reading as much as I could but couldnt resist the urge to just ask.

Thanks
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Saetan
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Post by Saetan »

Miniboobs wrote:Sorry if this has been asked already I have downloaded the Lucikes_Skript_Kollektion_TC.zip and in it is Waffensystem_CODEA_X3TC_V3303.zip. Along withWaffensystem_MEFOS_X3TC_V3205.zip. Is that the correct up to date version?
Yes, they are.

For general understanding of Lucike's script collection: Lucike always releases a new version of the collection after about a few updated scripts. But then no "new" version gets released too, but the existing release gets replaced with the newer one. That's why you always get the most recent versions of a collection, if you download it from it's topic.
Miniboobs wrote:Gameplay question; do pilots actually increase in combat effectiveness as they increase in kills and rank? As in a pilot with more kills will be able to out turn and out shoot the average recruit? Does the MEFOS Personnel also have advantage over the average automated turrets and do they gain skill and xp in combat?
Pilots increase their abilities with higher ranks. Higher ranks get gained in first line by flight time. Kills aren't a must have and don't give additional improvements, as far as I remember.

MEFOS personnel don't give any enhancements to the turrets. But they are the requirement for the turrets being able to switch their laser for best fitting to the target. So, it's a big improvement anyways.

There is other personnel too, like navigators, helmsmen and machinists. These professions improve speed or ruder for capital ships. More Information about these professions can be found in the topic of the Military Transport script.

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