Prerequisites: X³ Terran Conflict version 1.3 or higher (not compatible with X³ Reunion) !!
As all the changes are quite extensive, I have not yet been able to fully update all pictures on the first page. Please bear with me, I'll update the manual as soon as possible.
15.05.2009 (Version 3.beta.12)
Bug fix: The cargo salvage ignored ammunition containers.
Bug fix: The cargo salvage ignored other containers, while pilots or fighter drones were in space.
Bug fix: The cargo salvage didn’t start if pilots had to be rescued.
Bug fix: Rearmament of tender ships caused them to unload all their current freight.
Bug fix: Patrol and Reconnaissance reacted slowly to a retreat command.
The commodore can promote a captain with good performance reviews to admiral (s. Pilot ranks, Personnel Overview and additional Information).
Codex of behavior added. Several codes of conduct can be established / edited.
Weapons configuration can now be transferred to another carrier.
Tender ships, including all supply settings, can now be transferred to another carrier.
Because of all the different armaments, the commodore has now his own hangar and battle group.
Major Offensive. All Battle group ships can take part in a major offensive against enemy capital class ships.
Corvettes, Frigates and Destroyers can be given the order to retreat. Additionally Homeports can be configured for these ships.
Missile Frigates will defend themselves in case of an attack and will use small missiles.
New Rockets: Banshee, Wildfire, Wraith und Firestorm.
New Weapons: Photon Puls Cannon, Starbust Shockwave Generator.
Four new hotkeys: Major Offensive, Standby Corvettes, Standby Frigates, Standby Destroyers.
Cant figure out how i can promote to admiral (or is this an auto thing).
Also, is there a limit to how many captains you can have at once assigned to carrier? I have only gotten 2 (they were quick to gain rank of captain) but I havent had any since and I've been playing awhile...lol.
Just wondering if there can be a function to promote pilots so i can get these ships of my fleet 'manned'.
When I enable patrols on my carrier while IS, I seem to be getting a repeatable CTD when CODEA launches the fighters. I didn't have this problem prior to beta 13.
Ook wrote:How exactly can an officer promote a lower rank to a rank above his own?
Maybe he's been a bad boy and needs to be punished?
This is the S&M forum after all!
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
One thing I don't get yet is how my pilots are promoted. I have 12 lieutenant in training-ships on patrol, but they don't promote any higher than that. Do I need to transfer them all to all other ships (TM/TL/Bomber) where they can get a higher rank?
Like a thousand other commanders on a thousand other battlefields, I wait for the dawn...
aka1nas wrote:When I enable patrols on my carrier while IS, I seem to be getting a repeatable CTD when CODEA launches the fighters. I didn't have this problem prior to beta 13.
You have beta 12, have you?
This problem is known and solved with beta 13. Don't know when it will be translated.
The following file was a hotfix for us Germans. Don't know whether this works with the english version or not.
Stealth17 wrote:One thing I don't get yet is how my pilots are promoted. I have 12 lieutenant in training-ships on patrol, but they don't promote any higher than that. Do I need to transfer them all to all other ships (TM/TL/Bomber) where they can get a higher rank?
hey guys. ok, I've played around with this for a few 'invasion' attempts and here are some of my observations. I have (because not enough high rank pilots so they have Lt's in there) an m2, 4x heavy dragons, and 4 M7M in my commodore battle group and 2 tigers as my frigate battle group along with my carrier.
My fleet:
raptor (loaded)
frigates battle group: 2 x tiger
commodore battle group: python, 4 x cobra, 4xheavy dragon
I tried a couple of sector invasions and this is what happened:
Carrier - works perfect
Frigates (Cpt pilots)- do nothing unless i take the carrier into close quarters with enemy capitals
commodore battle group (all ships have Lt. pilots as no one is ranking up anymore(?) above Lt.)
Enter Sector (invasion)
All my commodore battle group ships follow me into sector. However, some of them drop in/out of the commodore group and others just jump in/out of sector. This is their routine while the battle rages. They also seem to ignore their 'emergency' jump threshold so if they're stuck in the 'in and out of battle group' routine they'll just die not firing a shot.
All ships (except the fighters from the carrier as they work perfectly) dont know what they should be doing. I think there should be an 'attack this' command for all the different battle groups otherwise default to 'protect' or something similar so they actually attack something. The frigate battle group does nothing but hang around my carrier unless something comes in range...so I have to risk my carrier in close quarters with the enemy to get them to engage.
Also, any ship with main guns (missiles-m7m) is epic fail in any battle group even with fire missles 100%. Perhaps they should have their own battle group as well (so they can be targetted).
You cannot tell your ships what to attack because Codea will take back control of the ship immediately. Perhaps either a command like above where you can tell each battle group their target or (if possible) you can command each ship from the carrier and it is recognized as a codea attack command so its not overridden. This way you can issue 'orders' to ships in the fleet.
Fighters work fantastic though.
Also, just a passing thought...lol. I'm using 'station takeover' script which involves a TP and marines assaulting a station to see if they can take it over. It would be a cool addition to the fleet to have that added in as another facet.
aka1nas wrote:When I enable patrols on my carrier while IS, I seem to be getting a repeatable CTD when CODEA launches the fighters. I didn't have this problem prior to beta 13.
You have beta 12, have you?
This problem is known and solved with beta 13. Don't know when it will be translated.
Oh yeah, it was beta 12.
Thanks for that info Maclane, I'll either apply the hotfix or wait a few days and see if beta 13 is released in english.
Damn, I had my Lieutenants flying for ages trying to level them up with Beta12, almost at the edge of uninstalling because of the frustration
Next time please mention bug(fix)s like this in the english thread too
Oh, and I noticed very strange behaviour when assigning CODEA ships into wings. Very bad idea, its like CODEA & the Wing commands are trying to give their own orders simultaneously. Though I miss the grouping of ships on my overview - with 30 ships of all kinds its kind of hectic to try and select something properly
Just another issue i'm having and that is adding m8 vipers as bombers. have all the software etc, can transfer pilot over but it just will not find the bombers. I got them to add once before (see my previous previous post) but they were lost from the codea system on my first assault and now cannot get them back into play.
I just saw the beta 13 post so i'm going to try that one and try again.
lordlexus wrote:Just another issue i'm having and that is adding m8 vipers as bombers. have all the software etc, can transfer pilot over but it just will not find the bombers. I got them to add once before (see my previous previous post) but they were lost from the codea system on my first assault and now cannot get them back into play.
I just saw the beta 13 post so i'm going to try that one and try again.
Kill the homebase settings for the bomber and let them follow.
* I'm not seeing any kills on the Ace of Aces menu. This is new as of 3b12 but I should also add this is a new navy that started about a week ago. (Although I've spent a lot of time on this new start.)
* This is the one that gets me: I put most of my carriers in the Xenon border sectors while I'm not using them. Patrol and Recon are always set to on. I see both along with ATF fighters wander into the Xenon sectors. I've tried putting the carrier into the modes of Attack all Enemies, Patrol Sector, and none. In all of these cases the fighters still wander off.
* This is a config question: I'm pretty sure I read that capital ships should have their emergency jump settings set. What about auto jump and missile fire probability? What about loading torpedoes? (I do have torpedoes, e-cells, and fighter drones set up in armaments.) What about fighters for auto jump and missile fire?
I love this script! Really appreciate all you've put into your work!
hi lucike. Tried that. Also added all equipment and software (except video enhancement goggles) and still no go. Put an IRE laser in cargo bays too (in case it didn't think a rear turret was an actuall gun mount) as i read it needed to have a weapon onboard (pbe was installed). I can transfer a pilot to the ship and I can add it to the commodore group but no joy on the bomber group. I've tried everything to get them to join up.
I suppose i'm the only one with this issue? lol
JCanning wrote:
* This is a config question: I'm pretty sure I read that capital ships should have their emergency jump settings set. What about auto jump and missile fire probability? What about loading torpedoes? (I do have torpedoes, e-cells, and fighter drones set up in armaments.) What about fighters for auto jump and missile fire?
I love this script! Really appreciate all you've put into your work!
JC
I'm going to piggyback on JCanning's post:
Can we set up the armaments screen to resupply missiles, ammo, and energy to the larger Battle Group ships without touching their weapon loadouts? Or alternately have the tenders resupply other capital ships in the fleet? The arming functions are ok with fighters and I can accept having some uniformity of equipment forced on me there, but it's really cumbersome with larger ships as you're more likely to have fewer ships of different types with wildly different loadouts.
Would it be possible to have an option to have it ignore the weapon setups for a specific battlegroup/hangar and just supply the other items?
As far as fleet resupply, if I have noticed correctly as long as you dont hit the 'rearm group' and just have the amounts there in the armament section they should resupply automatically. I did rearm my frigates with it the first time around when ppc was not in the list and know what you mean with it removing weapons but since then i havent had an issue by not touching the rearm button.