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

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Miniboobs
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Post by Miniboobs »

Thanks. Ill go install that military transport :)
Miniboobs
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Post by Miniboobs »

I have been playing for a while now (4hrs real time) its been very enjoyable. These scripts add so much more to the game! Im unsure about something. I have 7 pilots one of them is peti officer and the rest are recruits. Is it the overall time of duty, or the Use time that is used for promotion? My peti officer has 5:07 Stazuras for time of duty and 0.21 stazuras of use time. Is that why she is not geting a promotion?

If you have Promote Pilots (Yes) displayed that means promotion is active? or do have have to press the yes button to make it displayed as (no). I know its a dumb question but I haven't had a promotion so im thinking I didn't turn it on or something. And ive been changing it every now and then to see if anyone gets a promotion but nothing.

Do I need to wait a while in game to be able to see them military transports to hire gunners and mechanics? Even though I installed Military Transporter and Personal Transporter I dont see anywhere to recruit only at military outpost with CODEA for pilots and normal marines.
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Saetan
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Post by Saetan »

Promotion set to yes is correct, for pilots being promoted. Only real flight time counts, and this flight time only, if its running a command by CODEA or any other military script (e.g. SRS) by Lucike.

Military transports can only be seen, if you already gained the required Argon and Fighting ranks. See its manual for further information, don't know the correct ranks myself without looking them upm first.
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EvanWeeks
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Post by EvanWeeks »

I've been fiddling with CODEA for a little while now, trying to get it to work with the Battlestar Galactica mod. Everything loads fine, and I've got the script running on the Galactica. My first mistake was trying to put the various departments into wings and command them directly. Oops. Took them out of wings, as this caused the two scripts to compete endlessly.

Now I'm having issues setting up the weapon, missile and ammunition kits I'd like each department to fly. The Energy Bolt Multi-Barreled Cannon that each Viper carries isn't listed among the possible weapons for loadout. I added just the ammunition to the loadout for the attack fighter department (Energy Bolt Chaingun Ammunition) and hit "Arm Fighters." About 5-6 seconds later, I get a beep, but the fighters aren't loaded with ammunition. No change in their loadout has occurred whatsoever. Any idea what I'm doing wrong here? Frankly I'm confused terribly about the whole automatic arming thing.

Edit: Ok, I found where the weapons list is generated in the script and added the BSG-specific weapons. Now I need to figure out what's stopping it from arming the fighters. Bear with me while I list the variables involved:
* all of the fighters have weapons on board already
* several fighters have the correct ammunition on board (manually performed)
* there's plenty of ammo on the galactica
* there's loads of weapons
* fighters all have pilots assigned and respond, as far as I can tell, appropriately to threats except that they are unable to fire their weapons.

Edit2: On further reflection, I simply added my own script to re-arm the fighters aboard Galactica with ammunition and the correct weapon loadout based on class. It was easier than I thought it would be.
Miniboobs
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Post by Miniboobs »

EvanWeeks wrote:I've been fiddling with CODEA for a little while now, trying to get it to work with the Battlestar Galactica mod. Everything loads fine, and I've got the script running on the Galactica. My first mistake was trying to put the various departments into wings and command them directly. Oops. Took them out of wings, as this caused the two scripts to compete endlessly.

Now I'm having issues setting up the weapon, missile and ammunition kits I'd like each department to fly. The Energy Bolt Multi-Barreled Cannon that each Viper carries isn't listed among the possible weapons for loadout. I added just the ammunition to the loadout for the attack fighter department (Energy Bolt Chaingun Ammunition) and hit "Arm Fighters." About 5-6 seconds later, I get a beep, but the fighters aren't loaded with ammunition. No change in their loadout has occurred whatsoever. Any idea what I'm doing wrong here? Frankly I'm confused terribly about the whole automatic arming thing.

Edit: Ok, I found where the weapons list is generated in the script and added the BSG-specific weapons. Now I need to figure out what's stopping it from arming the fighters. Bear with me while I list the variables involved:
* all of the fighters have weapons on board already
* several fighters have the correct ammunition on board (manually performed)
* there's plenty of ammo on the galactica
* there's loads of weapons
* fighters all have pilots assigned and respond, as far as I can tell, appropriately to threats except that they are unable to fire their weapons.

Edit2: On further reflection, I simply added my own script to re-arm the fighters aboard Galactica with ammunition and the correct weapon loadout based on class. It was easier than I thought it would be.

Whats your opinion on the compatibility for the BSG mod? Did you do alot of tinkering around? Also is the BSG mod completed or near completion? I assume they will put full BSG universe and story aswell? Im new to all this so I dont think ill have the experties to add my own script or nothing like that.
aka1nas
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Post by aka1nas »

Should CODEA be able to launch attack fighters from a carrier when OOS? I am 99% sure that it did during previous games, but in my current game my CODEA fleets never do OOS. Patrols and Recon flights still get sent out, but nothing else.

I'm using:

SRM
IR:CE
Litcube's Vanilla Rewrite
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Saetan
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Post by Saetan »

CODEA should start its fighters OoS, sure it doesn't? Does it start if you are in the same sector as the affected carriers? Are the potential targes maybe of civil class (freigthers) and your affected carriers are set to don't attack civil ships?
aka1nas
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Post by aka1nas »

It's working great IS, but seems to not send attack fighters out under any circumstances OOS. I've watched some of my carriers sit there and get dinged by pirate M5s forever, for example, and CODEA never launches any fighters.
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Saetan
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Post by Saetan »

I don't see a reason for that. I had a setting in mind to control if a carrier is used OoS too, but didn't find any hint for something like that inside the manual. So I think my mind mixed something up ...

... what you could try is to reinstall all the codea releated files, maybe something got mixed up there sometime?
Triaxx2
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Post by Triaxx2 »

Check shielding and flight prohibitions. CODEA has the disturbing tendency to improperly shield ships, then not launch them. I've had a hold full of spare 25mj shields, and found a Nova Vanguard heading out with 3x1MJ shield.
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aka1nas
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Post by aka1nas »

They launch fine in-system though. Would the above only apply OOS?
Miniboobs
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Question

Post by Miniboobs »

I just installed Improved Races and also Revelations and im playing it all together with CODEA, Personal Transport, Military Transport, MEFOS.

Ive encountered something strange so im wondering if its compatibility. Im playing a carrier with 12 pilots on board and been through many engagements but their kills and rank in ace of aces are still all the same. Even though Ive seen them get kills. This happened after I installed Improved races and Revelations but I have no idea why all of a sudden they stoped gaining kills. When I first got it working they were gaining kills normally and getting promotions. Also Ive noticed that when they do gain kills I didnt get money for their kills but recently ive seen that I get money every explosion made by them. Donno if thats a factor. But one thing is for sure everything else is working fine its like all of a sudden their stats just froze up.

Please give any advice if you have encountered it before. Thank You.
Miniboobs
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Post by Miniboobs »

Ive tried re installing CODEA and loaded up a save game just before a dogfight and still the same. I see they make kills but nothing displayed in ace personal menu. Anyway Id like to add that I changed some values of fighters and lasers etc with X3 Editor 2 but surely this wont effect CODEA pilots in any way?

Just hope I dont have to do a full re install of the game. But im willing to do it if it will get pilots exp working properly.

Edit: Ive been running a patrol with SETA my pilots get promotion for flight time, just when they get into shootings its not recorded in their personnel data or ace of aces list.
Marruth
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Post by Marruth »

I can't seem to download this. The link claims the file is missing. Is that just me?
aka1nas
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Post by aka1nas »

This is an old version, you should be getting it from the combined Lucike's script collection thread.
Shoam2B
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Post by Shoam2B »

hey all

My Replenishment Tender works fine, just the problem I having is that i dont see any order in the order section even if the Replenishment Tender is working and delevering new ship to the carrier after the lost of the old ones

and nother thing about the supply to carrier thing....
the Tenders taking order supply from the carrier weapon [missile] menu.
The problem is, thet sometime you have fighter inside the carrier thet use missiles that the carrier cant use, therefour you cant supply the carrier with the missile you need for the fighter.

Exaple: Mammoth as carrier cant use hornet or typhoon missile and you have fighters like Medusa Prototype that needs them.

It'll be nice to add a standalon menu of wares to rearm, even guns and shield.

How i supply my Carrier with Ore and Microchips for the repeirs?!
chucktown079
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x3ap

Post by chucktown079 »

I really like using the script so far. I just have a question maybe some more later but right now i noticed that whenever i have my fighters set on attack or intercept that if a enemy comes in range it only launched one fighter to go after it. I am just using a Chokaro with 3 heavy fighters and only going after lone transports. If i was to run into some real fighters would this script still only launch one attacker to combat it?
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Saetan
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Post by Saetan »

CODEA decides on the enemy target how many fighters to start ... if there are more or more dangerous enemies, CODEA will start more than one fighter of course.
chucktown079
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Post by chucktown079 »

Cool, so it basically will determine what it needs to counter any threats and can use the assets to attack more than one target at a time making my raids more efficient!!! that is awesome!!!
Triaxx2
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Post by Triaxx2 »

Yeah, and the average heavy fighter is more than enough for a single freighter.
A Pirate's Revenge Completed Now in PDF by _Zap_
APR Book 2: Best Served Cold Updated 8/5/2016

The Tale of Ea't s'Quid Completed

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