[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.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Nemesis_87
Posts: 732
Joined: Sat, 19. Mar 11, 16:26
x3tc

Post by Nemesis_87 »

Just wondering, is there a way to keep ships like destroyers in formation with my carrier? Because they tend to randomly decide to stop, turn around and fly in the oposite direction about 10k then turn bk round to try and get bk in formation, i want to make the only way they will leave formation with me is if i tell them to go on a major offencive, Also stop them persuing nearby targets and just let there turrets do the work

Would be nice if they stay in a nice tidy formation around me so when i tell them to go on a major offencive they r all together and not going in random directions all spread out
Ferenczy66
Posts: 142
Joined: Sat, 14. May 11, 07:09
x3tc

Post by Ferenczy66 »

Does this work with M3 Bombers?
Nemesis_87
Posts: 732
Joined: Sat, 19. Mar 11, 16:26
x3tc

Post by Nemesis_87 »

i take it ur using SRM with its addons, tbh its bst to just use normal bombers seeing CODEA lets u dock M8's (also i doubnt it would work seeing an m3 bomber is still just an M3)
Fanatyk
Posts: 2
Joined: Sun, 27. Feb 11, 15:03

Post by Fanatyk »

Bug found:

The replenishment tender does not register fighters lost while it was out of base replenishing lost fighters (at least reconnasaince, but I think the same happened with ATF).

Cheers,
Adam
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

Ok I decided to really give this script a go.

One question I have though. Will CODEA automatically rename ships or is there an option to disable that like with CAGS or EST. I use a script to color my ship names and was hoping I could continue doing that with CODEA.
User avatar
Saetan
Posts: 3223
Joined: Wed, 1. Feb 06, 19:26
x4

Post by Saetan »

The carrier itself doesn't rename its own name, but ships which own to the carrier will be named automatically. You can change the naming of these ships but I'm not sure though, if you can disable it at all or at least you can enter your color information too.
User avatar
Skillzfire
Posts: 769
Joined: Tue, 3. May 11, 15:11
x3ap

Post by Skillzfire »

Having a little bit of tourble getting this to work with the rebalanced mod i have downloaded the latest version however it sends me a message saying CODEA systems 3.05.06 or higher has to be installed, the same for the military transport 3.5.08 or higher, i dont understand what am i doing wrong?

or are they not compatible if so feel free to call em a tard :D
Death is not a hunter unbeknownst to its prey, one is always aware that it lies in wait. Though life merely a journey to the grave, it must not be undertaken without hope. Only then will a traveler's story live on, treasured by who bid him farewell. But alas, my guest's life has ended, his tale left unwritten
Teine
Posts: 15
Joined: Tue, 9. Aug 05, 19:25
x3

Post by Teine »

CODEA works fine with XRM. You need to make sure you have lucike's library scripts installed as well as the CODEA script. There's a link to the Befehlsbibliothek "Libraries" in the CODEA thread, in the first post.
User avatar
Skillzfire
Posts: 769
Joined: Tue, 3. May 11, 15:11
x3ap

Post by Skillzfire »

Teine wrote:CODEA works fine with XRM. You need to make sure you have lucike's library scripts installed as well as the CODEA script. There's a link to the Befehlsbibliothek "Libraries" in the CODEA thread, in the first post.
ok reinstalled my game deleted all my mods, i installed the updates to the game 3.0 and 3.01 and the bonus pack, then installed XRB then codia + transport, still do go i think i may just give up on X for a while and play something else its frustrating me
Death is not a hunter unbeknownst to its prey, one is always aware that it lies in wait. Though life merely a journey to the grave, it must not be undertaken without hope. Only then will a traveler's story live on, treasured by who bid him farewell. But alas, my guest's life has ended, his tale left unwritten
Heliore
Posts: 21
Joined: Thu, 28. Oct 04, 02:45
x3tc

Post by Heliore »

Nemesis_87 wrote:Just wondering, is there a way to keep ships like destroyers in formation with my carrier? Because they tend to randomly decide to stop, turn around and fly in the oposite direction about 10k then turn bk round to try and get bk in formation, i want to make the only way they will leave formation with me is if i tell them to go on a major offencive, Also stop them persuing nearby targets and just let there turrets do the work

Would be nice if they stay in a nice tidy formation around me so when i tell them to go on a major offencive they r all together and not going in random directions all spread out
I asked a similar question a while ago regarding Frigates, wanting to keep those loaded for anti-cap close into my carrier. The response was dependant on whether the ship in question has a hanger itself. Simply put, if in your case the destroyer has a hanger, even if only capable of holding 1 ship, then assign it as an accompanying carrier rather than putting it into the destroyer hanger. This means it should keep close to the main carrier and only head out if specifically ordered. Since I managed to screw up some mod/script intallations and need to do a full reinstall, I haven't yet got my fleet back upto speed again to put this to the test.

It might be a while before I get to try it out, because I bought TES5 Skyrin and can't put it down long enough to play TC.
X3:3X
Posts: 43
Joined: Wed, 12. Jan 11, 22:54
x3tc

Post by X3:3X »

Could use a fresh perspective on a problem;

Decided to try CODEA out with X-tended TC installed, installation went fine, played through X-tended untill i hit the magical 2 bill mark and got cracking.

Purchased a Panther to try CODEA out on, acquired 15 M4+ Mjollnirs, 10 M3+ Fenrir and 5 Valkyrie scouts.

Purchased a slightly over zealous amount of pilots, installed them in all fighters, assigned the Mjollnir's to Interceptor wing - No problems, assigned the Valkyries to the recon wings and to fly patrols - no problems.

Now, coming to the Fenrirs, i tried to assign them to the Attack Fighter wing but only 1 Fenrir is registering in the main hanger, there others in the hanger ALL meet the no SETA/BE/VEG equipment, all have assigned pilots and the correct software installed.

I've tried everything short of re-installing Xtended and accompanying scripts and i just cannot get CODEA to register the other 9 fighters.

Any help would be appreciated.

X33X
Triaxx2
Posts: 7229
Joined: Tue, 29. Dec 09, 02:15
x4

Post by Triaxx2 »

Check to ensure guns and shields. That's a common problem I encounter, is that while it's piloted and has all the software, for some reason it's suddenly lacking shields and guns.
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

Dovie'andi se tovya sagain
User avatar
Saetan
Posts: 3223
Joined: Wed, 1. Feb 06, 19:26
x4

Post by Saetan »

If Triaxx2' hint doesn't help, you can also post a Log ("Analysis to Log"-Feature, log can be found in a textfile just beneath your savegame directory afterwards) to give us more information to help you.
User avatar
Automatic Jack
Posts: 167
Joined: Fri, 15. Jul 11, 10:27
x3tc

Post by Automatic Jack »

What factors need to be present for the Frigate Missile Barrage command to work?
Currently pressing the hotkey gives me that horrible error beep though I have two equipped and staffed M7M's in my fleet. They'll use their missiles to attack, even switching between Flails and Hammers as needed but I can't get them to do it by my command.

On the other hand, The Bombard command works flawlessly and is so very cool, with the siren going off, the perfect formation and countdown til target. I don't even know if they're doing that much damage but I use them all the time just because they look so awesome doing it.
X3:3X
Posts: 43
Joined: Wed, 12. Jan 11, 22:54
x3tc

Post by X3:3X »

Its sorted, the other 9 had no shields instaleld despite the fact they were cloned ships of the only Fenrir to originally be detected by CODEA and it did have shields .... [/Grumble]

Nice advice Triaxx o/

X33X
Triaxx2
Posts: 7229
Joined: Tue, 29. Dec 09, 02:15
x4

Post by Triaxx2 »

You're welcome. If they didn't have full shields, I notice that CODEA will occasionally rearrange the shields, and if you don't have enough, sometimes you'll see your hugely expensive and valuable M3's running out without full shields. I had a Nova Vanguard that came limping back twice from fights with significant hull damage, and then found out it had a mere 6MJ of shields because of a refit. No idea what happened.
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

Dovie'andi se tovya sagain
X3:3X
Posts: 43
Joined: Wed, 12. Jan 11, 22:54
x3tc

Post by X3:3X »

Heres another question for you then, installed Military Transport for Mechanics and Bomber capability, its enabled in the AL, its hotkey is selected, yet i havent seen one and i parked myself in an argon EQD for 12 hours, i have max Argon Rep and frequently check other Argon sectors but have NEVER seen either red or blue transports, i have had the thing installed for 2 days now. The hotkey when pressed just beeps at me, tried comm's on the stations and they gave no info as to Military Transports.

Currently flying a Panther if that makes any diff.

X33X
User avatar
Automatic Jack
Posts: 167
Joined: Fri, 15. Jul 11, 10:27
x3tc

Post by Automatic Jack »

Is your combat rank Fighter Chief or higher?
Bobisback
Posts: 81
Joined: Fri, 20. Nov 09, 03:10

Post by Bobisback »

great script love it so far, I just have a question, I just setup my carriers and got everything automated, sip production auto equip the fighters, and I even had the replenishment tender setup, I could not get it to do anything for some time and then after some searching found that the fighters need pilots..... ummm well that's a problem how do i put pilots in a ship that does not have the codex console... or does it.

on top of that is there any way to automate the process like maybe put the pilots in the cargo bay of the TM and have it assign the pilots to the fighters when it needs it? any other ideas guys? whats the best way to transfer them? you would think that it would just use pilots off of the carrier and if there was none there then nothing happens.

I love the idea of a replenishment tender but the having fighter pilots in the fighters makes it really difficult to set it up, so far the only thing i can see to do is load all of the fighters onto a carrier and then assign pilots.
Triaxx2
Posts: 7229
Joined: Tue, 29. Dec 09, 02:15
x4

Post by Triaxx2 »

For that you'll need a TP, and the Personnel Transporter script. It'll allow you to transfer pilots to fighters, and other ships without them being already connected to a CODEA carrier.
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

Dovie'andi se tovya sagain

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”