[SCR] CODEA Weapon System [09-06-03 X3TC 3.beta.19]

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MadGizmo
Posts: 337
Joined: Thu, 27. Nov 08, 21:26
xr

Post by MadGizmo »

I think I am getting the hang of it now.

But I hoped I would get more control over the armaments. Instead it seems to restrict certain weapon use. Like ammo OOS. Or combining lasers. Or they don't use all available weapons. All of those have pros and cons, but I am not willing to settle on what the script thinks is right. "Fighters will use the missiles most suitable for the current situation". Shiver. This feels wrong. I should be in command. Not the system. There should be options that tell what weapons will be used in what situation and one should be able to override those defaults (not in real time of course). I'll keep an eye on this beta, though, and see how it evolves, because it looks like there is a lot love and work invested in this script.

Success. :)
aka1nas
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Re: tender & corvette problems

Post by aka1nas »

LarryBurstyn wrote: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?
You need to homebase them to the carrier also IIRC.
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etz
Posts: 51
Joined: Wed, 24. May 06, 14:34
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can't add bombers

Post by etz »

hi everybody, i have a carrier, loads of fighters, 4 interceptors and 1 tender in my CODEA fleet
It seems though that even with the latest version of codea (3.3.13) and libraries i can't seem to add bombers. My gladiator is following the carrier (i tried also to add the carrier as homebase but does not work).
The bomber in question:
- has a liutenant pilot
- has a PRG
- has a scientist and mechanic on board
- is running nav1, fight1&2, cargo life support and docking PC

is it perhaps because the scientist is terran and the mechanic paranid? those racist idiots....
aka1nas
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Post by aka1nas »

thunderai wrote: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?
My fighters took on a fairly decent pirate fleet the other day, with several Blastclaws peppered in. Thunderbolts really helped, as well loading up the M3s with a full set of HEPTs (Blastclaws don't evade all that well).
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etz
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Re: can't add bombers

Post by etz »

etz wrote:hi everybody, i have a carrier, loads of fighters, 4 interceptors and 1 tender in my CODEA fleet
It seems though that even with the latest version of codea (3.3.13) and libraries i can't seem to add bombers. My gladiator is following the carrier (i tried also to add the carrier as homebase but does not work).
The bomber in question:
- has a liutenant pilot
- has a PRG
- has a scientist and mechanic on board
- is running nav1, fight1&2, cargo life support and docking PC

is it perhaps because the scientist is terran and the mechanic paranid? those racist idiots....
oh i got it... with a technician and a mechanic on board i managed to add them to the hangar... is the first page to be updated? doesn't matter... hooooray! tomahawks will fly now! :)

do mechanics repair all damaged ships or only the ones removed from the hangar? if the latter, it would be better to see the damage status (asterisks) also in the main hangar, what do you guys say?
dukedroklar
Posts: 35
Joined: Sun, 15. Apr 07, 08:31
x3

Post by dukedroklar »

I don't know why but i just cant find any of the military personel transports anywhere. I installed mefos and the libraries, enabled the mefos personel in the game AI screen and searched every freakin Argon sector with an equipment dock, trading station or a military station. If anyone knows, I will fax you one million dollars!!!

To the previous posters about their covettes. I have not been able to get any corvettes attached with a Lt. I have always had to give them a commander to get them attached and working.
DJSfinx
Posts: 69
Joined: Sun, 25. Jan 09, 23:18
x3tc

Post by DJSfinx »

Eh, if you installed MEFOS fine, you should 1) have new hotkey options to assign 2) assign the MEFOS configuration hotkey 3) while flying a ship with MEFOS installed, hit the hotkey and you will get a list of all Military Personal Transports currently flying.

Just clicking one will order your ship to try to beat it to its destination...
Stealth17
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Joined: Thu, 1. Nov 07, 19:11
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Post by Stealth17 »

@etz:

A word of advice: Set the bomber formation to Hammer. Pliers is a beautiful formation, but it takes ages before the bombers are in position. Hammer is just launching, getting range, fire tomahawk and land. Kaboom! :lol: :lol:
Like a thousand other commanders on a thousand other battlefields, I wait for the dawn...
BlackRain
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Post by BlackRain »

Hey got a problem. I have 4 claymores loaded on my Woden and set them as bombers. They are docked on the Woden but I cant undock them. Whatever command I do, the ships stay docked in the woden and cant come out. When I set them to bombard a target they also do nothing. What is going on here?
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etz
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Post by etz »

MadGizmo wrote:I think I am getting the hang of it now.

But I hoped I would get more control over the armaments. Instead it seems to restrict certain weapon use. Like ammo OOS. Or combining lasers. Or they don't use all available weapons. All of those have pros and cons, but I am not willing to settle on what the script thinks is right. "Fighters will use the missiles most suitable for the current situation". Shiver. This feels wrong. I should be in command. Not the system. There should be options that tell what weapons will be used in what situation and one should be able to override those defaults (not in real time of course). I'll keep an eye on this beta, though, and see how it evolves, because it looks like there is a lot love and work invested in this script.

Success. :)
I would also like to personally have more control on the armaments usage, but on the other hand without CODEA I think the option to go through all your ships and change the loadout in the midst of battle is a little painful... Anyways the script has great potential, but even if left with the current features, I can't do without it! :)
dirtyred
Posts: 7
Joined: Wed, 6. May 09, 22:59

problem on miltary transport

Post by dirtyred »

when i open up the config hot key i can only bring up the weapon group and nothing else. even when i assign weapon group still cant get location of transports can anyone help out please ive reloaded the script twice and still a no go on this
lordlexus
Posts: 135
Joined: Wed, 9. Nov 05, 18:53
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Post by lordlexus »

You have to be fighter chief (18% at least) and not sure on how high the race notoriety has to be but i'm thinking overwatch?...not sure on that and then you should be able to see the routes. Usually, I just put an Lt. in a tp class ship and post him at Elana's fortune, aladna hill and black hole sun and they pick up mefos guys on their own.

Thanks for tip on M8 bombers. I couldnt get them to hook up either until i had mechanics on board. Now they are working.
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etz
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Post by etz »

lordlexus wrote:Thanks for tip on M8 bombers. I couldnt get them to hook up either until i had mechanics on board. Now they are working.
Yeah well... uhmmm are yours launching and bombarding? Mine are just sitting in the hangar even if i target to bombard something
worl
Posts: 21
Joined: Sun, 27. Jan 08, 23:42

Post by worl »

After I installed this script I wasn't able to load or start a new game. It just freeze forever on the loading screen. I got both the mod and the libraries. I can't think of a mod im using that would conflict CODEA ?

Edit: Ok I think I found the problem but not the solution. I renamed and modified the file 8014-L044.pck to 8014-L033.pck just as I do for the XML files. What is a .pck anyway? When I open it with a text editor, it's just random ascii, I can only read 8014-L044 in the 1st line. :?
dirtyred
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Joined: Wed, 6. May 09, 22:59

how do you transfer pilots to ship like m8 and m5

Post by dirtyred »

thanks for the tip on getting crew members, can you hire them as well? if so how and how to transfer pilots to ships
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Saetan
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Post by Saetan »

worl wrote:What is a .pck anyway?
It's a packed version of the .xml. It's packed as a .gzip, if I remember right, and renamed to .pck. Try to open it with an unpacker, like 7-zip.

Important for changes on scripts or text-files: X³ will always handle .pck's (if available) with priority, instead of the .xml
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etz
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ion cannons

Post by etz »

hi, it seems i cannot add ion cannons to the destroyers armament (can't find them in the laser weapon list)
Dreez
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Post by Dreez »

I have a question about CODEA, and it might be a more 'individual' matter
of taste. But i need to know if the script is considered cheat or an 'fix' to
the regular game. I am a strike follower of not using cheats in ANY games,
and i believe that if i cannot beat the game without using cheats, i simply need
to get better to pick another game.

The thing is that CODEA seems to only bring much needed feats into X3TC,
feats that should have been in the game on release, so i figure it's not cheat.

I know many players uses CODEA, but what is the general opinion?.
I don't want to install and use CODEA if the majority of the playerbase
consider it to be cheating.
Of all the things i've lost, i miss my mind the most.
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ScRaT_GER
Posts: 1962
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x3tc

Post by ScRaT_GER »

Why do you care, if the majority of the playerbase considers a script as a cheat?
The only thing important is, that you don't have the feeling to be cheating.

As for me, I don't consider CODEA or MARS a cheat. The first one is a powerful script to manage your carriers, which is something Egosoft couldn't manage until now.
The second makes your turrets shoot at aims they can actually hit, unlike the standard Egosoft scripts.
There are many other scripts, which I wouldn't consider cheating (e.g. Lucike's trading-scripts), so if I was you, I'd just try them out.

Greets,
ScRaT
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Gazz
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Post by Gazz »

Dreez wrote:I know many players uses CODEA, but what is the general opinion?.
I don't want to install and use CODEA if the majority of the playerbase
consider it to be cheating.
The tricky bit is that you're asking a question that only you can answer. =)
I think 10 million flies can be wrong.

MARS is only as much cheat as you want.
If you keep it to yourself - more power to you.
If you enable it for the AI but don't use it yourself, you get more challenging fights.
Your decision.

CODEA is a different kind of beast.
AKAIK you can't let the AI use it against you so the cost is in micromanagement like buying / configuring ships or shuffling pilots through different ship types so they get their promotions.
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.

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