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

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Triaxx2
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Post by Triaxx2 »

One other option is to remove the other scripts, and install the entire collection. That should ensure everything installs properly.
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Sturmer
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Post by Sturmer »

Remove in what way?
1. uninstall the scripts together with from the savegame

2. just delete the files and then install new ones
Sturmer
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Post by Sturmer »

Bump.

Would be grateful to Triaxx2 if he explained in what way to remove other scripts (I assume you meant other Lucikes' scripts?).
Triaxx2
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Post by Triaxx2 »

Just uninstall the scripts using the delete.bats in the scripts.delete folder, then reinstall with the collection. Done right, the only effect on the save game should be to activate CODEA properly.
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Sturmer
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Post by Sturmer »

Triaxx2 wrote:Just uninstall the scripts using the delete.bats in the scripts.delete folder, then reinstall with the collection. Done right, the only effect on the save game should be to activate CODEA properly.
Thanks, that's what I wanted to know. :)
Sturmer
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Post by Sturmer »

UPDATE: huh, the conflict is with one of the other Lucikes' scripts.

I used delete.bat for all of them and then reinstalled them again. Freezing still.

Then I deleted all of them but CODEA, libraries, basic salary and EST that for some reason didn't want to uninstall.

With just those the game loaded normally and did not froze and there was an option for CODEA in the combat orders menu.

Will dig further which one conflicts.
Sturmer
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Post by Sturmer »

CONFLICT FOUND:

The problematic script that clashes with CODEA is "Brennan's Triumph Tortuga".
Sturmer
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Post by Sturmer »

I've got it working, but no idea what to do.

I have about 8 M3's with pilots assigned, that much I managed. But they're all still just in Commodore's hangar and don't appear in, for example, attack fighter or patrol hangars - how do I assign them those duties?

And when they are assigned, I for example assign my ARgon One a patrol in teh usual way and then go to MEFOS console and start it?

EDIT: okay, I think I've got it running. Somewhat. Right now the two fighters I wanted to patrol are patrolling, seemingly around the carrier. And since there are no enemies ATM I can't test how the ATFs will perform.
Ragemaster9999
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Post by Ragemaster9999 »

Hello, im trying to launch a single bomber from a ghetto carrier, an elephant (TL). I have a lieutenant in the cockpit, he has all the required gear, and he has cargo life support with a technician and a mechanic. He is set as a bomber under the codea menu system in the hanger, with BOM Gladiator proceeding the name. However, when I select an enemy station for bombard, nothing happens. He does not launch and bomb the station, he just sits there in the docking bay with command none.

What is wrong?

Also, there appears to be M3 class bombers, capable of firing tomohawks. Can these be used as bombers, or is it strictly M8 class only? Using XRM mod, not sure if its conflicting with anything, although I doubt it.
Anuke
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Post by Anuke »

Me same problem except I am using a destroyer. Currently trying different settings.

First step is to set up codea on a real carrier and see if m8s launch then.
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Anuke
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Post by Anuke »

They still do not launch. Do you have a ton of mods like I do?
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Saetan
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Post by Saetan »

Only M8 are capable to be used as bombers in regular CODEA, there may be the possibility to use m3 bombers after installing the x-tended compliance package when using the script collection, but I can't guarantee that. And to use the bombers, you need at least four of them on a carrier and you need to start them by yourself by selecting a target for them.
Anuke
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Post by Anuke »

LOL. THAT WAS GOING TO BE MY NEXT TEST. dO I LAUNCH THEM WITH "BOMBARD" OR "RETREAT BOMBERS HOTKEY"?
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Triaxx2
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Post by Triaxx2 »

Bombard.
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Anuke
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Post by Anuke »

But that will make all m7m's launch missiles. Even if they only have boarding pods won't it? That is not good. Any way around this?
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Saetan
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Re: [SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]

Post by Saetan »

RTFM
Saetan wrote:[...]

CODEA Weapon System

[...]

Bombardment: The bomber is a special branch of service, that is assigned a target directly by the carrier with the command console. A squadron always consists of 4 bombers (BOM) to close in on enemy capital ships.

[...]

Light missile barrage Another task of the corvettes (CRC) is the light missile barrage against enemy capital class ships. Since the main task of the corvettes is the defense of the carrier, they will remain in the vicinity of the carrier.

Heavy missile barrage
Frigates (FRG) take on this task and launch a heavy missile barrage on enemy capital class ships. Missile Frigates will stay in the vicinity of the carrier, that means they will not engage enemy ships directly because missile frigates are not equipped for head-on confrontation.

[...]

The console of the CODEA weapon system:

[...]

Bombard
This command sets the target for a coordinated bomber attack. The target has to be an enemy station or ship.

[...]

Hotkeys
There are 23 hotkeys with different useful functions. The hotkeys can be assigned via {options} -> {Controls} -> {Interface}:
These hotkeys are available:

CODEA Weapon System: Bombardment
This hotkey sets the target for a coordinated bomber attack. The target has to be an enemy station or ship.

[...]

CODEA Weapon System: Missile volley of frigates
This hotkey starts one missile volley of all missile frigates inside the carrier group on the selected targed. If no target is selected, a menu for target selection will open.

[...]
Anuke
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Post by Anuke »

Thanks for the reply.

I see that I can disable missle frigates from the bombard command. And control them separately with the frigate hotkey.


New issue though. I have docking space for 4 corvettes on my xrm destroyer. I have them set to my codes. Unfortunatly they are docking automatically and won't launch. I think I saw somewhere that they will not work from a hanger. Is it possible to make them? And if not, is it possible to get them to not dock? I don't think they get fight exp if I don't control them from codes right?
Also these corvettes have docking for one m5. Was I supposed to activate the codes weapons system on them? I pressed "start" in their console.
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Anuke
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Post by Anuke »

Also. Allot of m2 and m7 frigates have fighter docking. Will they launch fighters on their own if they are not set to accompanying carriers? Will they still act as frigates and destroyers if I have codea "started" on them?
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Saetan
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Post by Saetan »

For your corvette landing problem I can't help, as I never played X-Tended, XRM or similar mods. But I can say, that it's Lucike's will that Corvettes can't act as a fighter but have to accompany the carrier outside.

Any ship which has hangars, can run CODEA itself. So even your Corvette-"Carrier" can act as a CODEA carrier. Simply add it to your carrier group and run CODEA on itself too. The corvette itself will follow it's own regular tasks. The same for any other accompanying ships.

Any CODEA carrier in a sector will "talk together" for better combat efficiency.
Anuke
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Post by Anuke »

I told the m6's to protect me from far away. Then I added them to codea again. It made them "in convoy" for their command and they did not dock. That was good. Then I hyperjumped using the advanced hyperdrive. The ships jumped to the middle of the sector despite me having designated a different location. When they came into range, they resumed the convoy command.

Is there any way to get them to hyperjumped with me? Does codea support point to point?
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