[SCR] CODEA Weapon System [09-06-03 X3TC 3.beta.19]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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ok, my previous post on page 13 was crapola. I apologize for it.
My issue was that I cannot and could not get my m8 vipers to join the battle group. So, I tried adding Lt's to commodore battle group to get them to level up above lt.... Of course this wouldnt work and Lt's wont level up without first going into an m8 so then they get promoted to cmdr., etc, etc. I had a revelation this morning on a workaround for my promotion issues and figured it out.
I took my tender Cmdr's out and put them into heavy dragons and they promoted instantly. So, I basically spent 20 minutes swapping out pilots from fighters -> tender -> dragon...etc until they all promoted to respective levels where i could then use them in frigates, destroyers etc. It went really quick as they all had a lot of flight time.
So after my fleet was properly set up in their real battle groups I tried some more sector invasions and everything worked fantastic. I had zero issues with anything. I also had a cpt that was ready for admiral position. However, some questions arise...
Do M7M swap out missles (ie: flails for hammers) depending on the need or do i have to manually set the missiles to use?
Does CODEA only use specific missiles so far? ie: can an m7m use flails/hammers?
Does running MEFOS on a m7m make a difference for said missile selection
And do the missiles on board make a difference on the m7m target selection?
That's it I think. So far it was great and it was quite a show...lol.
So once again I apologize for my negative post on page 13 as I was incorrectly trying to work around the 'system'.
My issue was that I cannot and could not get my m8 vipers to join the battle group. So, I tried adding Lt's to commodore battle group to get them to level up above lt.... Of course this wouldnt work and Lt's wont level up without first going into an m8 so then they get promoted to cmdr., etc, etc. I had a revelation this morning on a workaround for my promotion issues and figured it out.
I took my tender Cmdr's out and put them into heavy dragons and they promoted instantly. So, I basically spent 20 minutes swapping out pilots from fighters -> tender -> dragon...etc until they all promoted to respective levels where i could then use them in frigates, destroyers etc. It went really quick as they all had a lot of flight time.
So after my fleet was properly set up in their real battle groups I tried some more sector invasions and everything worked fantastic. I had zero issues with anything. I also had a cpt that was ready for admiral position. However, some questions arise...
Do M7M swap out missles (ie: flails for hammers) depending on the need or do i have to manually set the missiles to use?
Does CODEA only use specific missiles so far? ie: can an m7m use flails/hammers?
Does running MEFOS on a m7m make a difference for said missile selection
And do the missiles on board make a difference on the m7m target selection?
That's it I think. So far it was great and it was quite a show...lol.
So once again I apologize for my negative post on page 13 as I was incorrectly trying to work around the 'system'.
q6600 (@3ghz)
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Hey,
How do I hook-up the tender to my carrier? It has the required components, I transferred a pilot, tried homebasing and un-homebasing the ship to my carrier and it's set to Follow me. Anything I'm missing here?
Stealth17
How do I hook-up the tender to my carrier? It has the required components, I transferred a pilot, tried homebasing and un-homebasing the ship to my carrier and it's set to Follow me. Anything I'm missing here?
Stealth17
Like a thousand other commanders on a thousand other battlefields, I wait for the dawn...
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my guys wouldnt progress past Lt in fighters alone. I had to use my tenders as 'pilot upgrade vehicles' since I couldnt get the m8's too hook up.
Once they went to Cdr rank (which didn't take long) i moved them into dragons and they did their own thing from then on.
As far as tender problem...not sure on that one. I didn't set a home base on them. just made them follow, transfered pilot over and then added them to tender hanger. Then tender admin and set them up there. Also armament for them and set up energy cells.
Once they went to Cdr rank (which didn't take long) i moved them into dragons and they did their own thing from then on.
As far as tender problem...not sure on that one. I didn't set a home base on them. just made them follow, transfered pilot over and then added them to tender hanger. Then tender admin and set them up there. Also armament for them and set up energy cells.
q6600 (@3ghz)
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4 gb ram
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Hah, you're right... this might be the bug mentioned before or a left-over, but I also had to move my Lts to my tenders to have them immediately promoted to Commanders. I'm using (Heavy) Dragons too btw
I've got a Python, Panther, Tiger (about to buy more of those sweeties) + a few H. Dragons.
Now for levelling them up to Captains so I can assign personnel to the M7/M2 ships... time for some more exercise with bounty kills

Now for levelling them up to Captains so I can assign personnel to the M7/M2 ships... time for some more exercise with bounty kills

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CODEA Weapon System
(Carrier Orbit Defense of Enemy Attack)
(Version 3.beta.12 - May 15th 2009)
[ external image ]
[ external image ] [ external image ]
-> CODEA Weapon System 3.beta.13
-> Necessary "Libraries" (NEW Version. 05/20/09! Reinstall!)
-> CODEA Manual .PDF Not yet updated!
Prerequisites: X³ Terran Conflict version 1.3 or higher (not compatible with X³ Reunion) !!
17.05.2009 (Version 3.beta.13)
(Carrier Orbit Defense of Enemy Attack)
(Version 3.beta.12 - May 15th 2009)
[ external image ]
[ external image ] [ external image ]
-> CODEA Weapon System 3.beta.13
-> Necessary "Libraries" (NEW Version. 05/20/09! Reinstall!)
-> CODEA Manual .PDF Not yet updated!
Prerequisites: X³ Terran Conflict version 1.3 or higher (not compatible with X³ Reunion) !!
17.05.2009 (Version 3.beta.13)
- Bug Fix: Patrols caused an error, if the sector itself was hostile.
- Bug Fix: If the target of a major assault was deleted, big ships nevertheless flew to the target..
- New Weapon: Point Singularity Projector.
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Mefos?
Just wondering, the pdf for CODEA mentions MEFOS. Is this script only in the german forum? Its just that i need the PDF for MEFOS and the link is broken on the German page. Would i be right in thinking that the pdf, even if it did work, is in german? Maybe someone could even explain to me how i can acquire the personnel (scientists, Mechanics etc) for the MEFOS weapons system and how they are used? Thanks for the help!
EDIT
Please ignore, I found all my answers on page 3.
EDIT
Please ignore, I found all my answers on page 3.
...festering and seething like some enormous interactive monster.
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Problems
I have 8 Falcon Haulers in a Shrike, each of the Haulers does not have a boost extender, goggles, or a SETA.
Each fighter is listed in the Hangar of the commadore, but I can't for the life of me figure out wehat I am doing wrong in assigning them to a task either interceptor or attack.
I read the introduction directions, but I must be missing something. If I have 8 ships listed in the hangar of the commadore, how do I get those 8 into an attack hangar?
I have 8 Falcon Haulers in a Shrike, each of the Haulers does not have a boost extender, goggles, or a SETA.
Each fighter is listed in the Hangar of the commadore, but I can't for the life of me figure out wehat I am doing wrong in assigning them to a task either interceptor or attack.
I read the introduction directions, but I must be missing something. If I have 8 ships listed in the hangar of the commadore, how do I get those 8 into an attack hangar?
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Have you staffed the fighters by transferring a pilot aboard?thunderai wrote:Problems
I have 8 Falcon Haulers in a Shrike, each of the Haulers does not have a boost extender, goggles, or a SETA.
Each fighter is listed in the Hangar of the commadore, but I can't for the life of me figure out wehat I am doing wrong in assigning them to a task either interceptor or attack.
I read the introduction directions, but I must be missing something. If I have 8 ships listed in the hangar of the commadore, how do I get those 8 into an attack hangar?
Like a thousand other commanders on a thousand other battlefields, I wait for the dawn...
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I have to tenders and 1 supply attached to Panther. I have another panther in the same system and cannot get any tenders attacked to it. Is there a 2 tender/1 supply ship total limit?
Also, am I reading the mefos correctly that in order to even see these transports I have to have an Argon rank of Federation Guardian / Fighter Chief ?
Also, am I reading the mefos correctly that in order to even see these transports I have to have an Argon rank of Federation Guardian / Fighter Chief ?
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Hey Lucike. Just an observation/ feature request...lol...
I notice that when jumping in/out of a sector with a fleet that it takes forever for all the ships to follow. Also, emergency jump does not work with ships in the fleet (at least as far as I can tell). Is it possible to create through the codea menu its own fleet jump commands to 1. speed up the fleet jump process and 2. allow emergency jumps...and 3. let you set up the fleet jump sequence of ships.
It would be very cool to have the 'little' ships jump out first, then carrier, then tigers and finally destroyers.
Reason being is I've watched many sorry dragons gunned down while waiting for their turn to jump out of a hostile sector...since the carrier goes first he takes all fighter cover with him and they are left on their own. I've watched as the clock ticks by and sometimes its over 5 minutes if hostiles are still engaging while the fleet is retreating.
what do you think?
I notice that when jumping in/out of a sector with a fleet that it takes forever for all the ships to follow. Also, emergency jump does not work with ships in the fleet (at least as far as I can tell). Is it possible to create through the codea menu its own fleet jump commands to 1. speed up the fleet jump process and 2. allow emergency jumps...and 3. let you set up the fleet jump sequence of ships.
It would be very cool to have the 'little' ships jump out first, then carrier, then tigers and finally destroyers.
Reason being is I've watched many sorry dragons gunned down while waiting for their turn to jump out of a hostile sector...since the carrier goes first he takes all fighter cover with him and they are left on their own. I've watched as the clock ticks by and sometimes its over 5 minutes if hostiles are still engaging while the fleet is retreating.
what do you think?
q6600 (@3ghz)
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8800gtx
40" LCD @1920x1080 (yeah, thats right!)
4 gb ram
8800gtx
40" LCD @1920x1080 (yeah, thats right!)
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my M2 smashes in my rear each time i jump (if it's "following" me)...aka1nas wrote:The delay is likely due to how TC waits for ships to clear the gate before jumping in more (previous X games did not and ships would jump right on top of each other and destroy each other). As smaller, faster ships should clear the gate more quickly, it might make more sense to have them go first.

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As for the gate conversation I have to immediatly pull up and SETA away from the gate or else my Hercules will distroy itself when it comes through. its just something I do now out of habbit, although i'd love not having to do it.
As for the script, is there anyway to make it so my fighters will not launch if a Beastclaw is in the enemies fleet? They always get cremaed by the beastclaw and their weapons. I know Falcon Haulers get creamed when a beastclaw is in the fleet, I could try the Eclipes and see if they fair any better.
So ideas/suggestions: I know in the control settings you can tell your fighters not to launch at large or medium groups, can you add an Exemptions lit where fighters wont launch at all if a certian ship is in the enemy fleet?
As for the script, is there anyway to make it so my fighters will not launch if a Beastclaw is in the enemies fleet? They always get cremaed by the beastclaw and their weapons. I know Falcon Haulers get creamed when a beastclaw is in the fleet, I could try the Eclipes and see if they fair any better.
So ideas/suggestions: I know in the control settings you can tell your fighters not to launch at large or medium groups, can you add an Exemptions lit where fighters wont launch at all if a certian ship is in the enemy fleet?
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35 fighters? Yeah sure. Just a small advice: do arm your fighters (automatically via CODEA) with missiles! If you have a fighterwing of 35 fighters again 10-15 Centaurs/Ospreys than you're bound to lose some if they're not armed with missiles. I use Thunderbolts for my fighters. Each time they land they get 8 thunderbolts. I also equip my fighters (all Eclipses) with Wasps so they're able to take out those fast M5 and M4 class craft.MadGizmo wrote:I think I am going all Teladi for my first CODEA project. Will room for 35 be enough?
Good luck MadGizmo! And have fun

Like a thousand other commanders on a thousand other battlefields, I wait for the dawn...
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Thanks for the reply!
Missiles? I eat them for breakfast.
I believe no ship can do without. It keeps enemies at a distance. Slow ships firing missiles have definitely an advantage. They can fire more of them before they reach their target and engage in close combat. I think the AI should half the speed of the ships before they are in firing range.
A ship moving faster than its missiles strikes me as odd. You don't want to reach your enemy sooner than your missiles, do you?
Tempest missiles (and the M7M/M8 variants) are very cool. The more you fire of them the better. If their initial target gets destroyed by something else then they'll select a new one automatically. It soon becomes a swarm the enemy cannot escape.
Edit: About the fighters... I might go for the Kea (5*25MJ + 410 cargo - so lots of missiles and ammo) if I can't lay my hands on a Falcon Sentinel (2*200MJ + 254 cargo) or Falcon Hauler (1*200MJ + 353 cargo). But the Hauler might be a bit too fast for my taste. Falcons don't have a turret to protect their back, so I might go for the Kea anyway. And I won't go for any M6. They are not worth the trouble. That class has been nerfed beyond belief. I rather have M7/M7M protection.
Missiles? I eat them for breakfast.

I believe no ship can do without. It keeps enemies at a distance. Slow ships firing missiles have definitely an advantage. They can fire more of them before they reach their target and engage in close combat. I think the AI should half the speed of the ships before they are in firing range.

A ship moving faster than its missiles strikes me as odd. You don't want to reach your enemy sooner than your missiles, do you?

Tempest missiles (and the M7M/M8 variants) are very cool. The more you fire of them the better. If their initial target gets destroyed by something else then they'll select a new one automatically. It soon becomes a swarm the enemy cannot escape.

Edit: About the fighters... I might go for the Kea (5*25MJ + 410 cargo - so lots of missiles and ammo) if I can't lay my hands on a Falcon Sentinel (2*200MJ + 254 cargo) or Falcon Hauler (1*200MJ + 353 cargo). But the Hauler might be a bit too fast for my taste. Falcons don't have a turret to protect their back, so I might go for the Kea anyway. And I won't go for any M6. They are not worth the trouble. That class has been nerfed beyond belief. I rather have M7/M7M protection.
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tender & corvette problems
I can attach corvettes and tenders to the Commodore battle group but not the hanger. And not to the tender and corvette battle groups.
I transfer pilots (Lieutenants) to both and made sure that forbidden software is not on the corvette or tender. I also transferred (via cargo transfer) technics to both TS and M6. But still get no available tender and corvettes when I try to make up the battle groups. Both ships are following the carrier.
What am I doing wrong. Should MFOS be loaded on corvette and tender?
I transfer pilots (Lieutenants) to both and made sure that forbidden software is not on the corvette or tender. I also transferred (via cargo transfer) technics to both TS and M6. But still get no available tender and corvettes when I try to make up the battle groups. Both ships are following the carrier.
What am I doing wrong. Should MFOS be loaded on corvette and tender?