[SCR] CODEA Weapon System [09-06-03 X3TC 3.beta.19]
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I never did get this question answered. To add to this can I use my TMs as carriers or does it really have to be a carrier class ship to work with codea?My only question at the moment is if argon military installations are really the only place to aquire new personel, (i.e. pilots, mechanics, flight engineers)? Or, can these (or at least some of them) be aquired at other races military installations.
For some odd reason I don't want to install this script if it is so argon focused, it just doesn't feel real that way.
Also, where in the world do I find mefos I've looked everywhere and I can't seem to make the search engine work.
Man this forum sometimes makes me feel like a jack-ass.
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Hmm, coulda swore the link use to be in the main post but anyway, here is a link for MEFOS...
http://forum.egosoft.com/viewtopic.php?t=219843
My supply tenders still dont seem to refill the primary tender. Yes I have all the carrier and tender amounts listed for the tender on the carriers tender management area.
Also, seems like a pain in the arse constantly swapping pilots. Would be nice to have a max level for a hangar and have codea swap them when they reach the max providing you have appropriate min level pilots as replacements available.
http://forum.egosoft.com/viewtopic.php?t=219843
My supply tenders still dont seem to refill the primary tender. Yes I have all the carrier and tender amounts listed for the tender on the carriers tender management area.
Also, seems like a pain in the arse constantly swapping pilots. Would be nice to have a max level for a hangar and have codea swap them when they reach the max providing you have appropriate min level pilots as replacements available.
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Re: Mefos
CODEA rocks! It is so much fun. But I can't figure out how to get MEFOS started.
I just achieved Flight Chief (or whatever the combat achievement is called) and have been the highest level Argon achievement for a while. Do these MEFOS colored transports just start appearing out of nowhere? I have not seen a single one in all of Argon space. Am I doing something wrong?
Also can someone point me to this menu? I can't seem to find any such TP list from MEFOS. (This is from page 2 of this post.)
I just achieved Flight Chief (or whatever the combat achievement is called) and have been the highest level Argon achievement for a while. Do these MEFOS colored transports just start appearing out of nowhere? I have not seen a single one in all of Argon space. Am I doing something wrong?
Also can someone point me to this menu? I can't seem to find any such TP list from MEFOS. (This is from page 2 of this post.)
enenra wrote:
Assign a hotkey to the MEFOS-menu, there will be a list of all these TPs (providing your rank with the argons is high enough)
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Somehow my supply base setting in tender administration got removed so after resetting it to my complex the tender supply ships are now working fine.
@ tank29: I along with a few people here have never been able to get MEFOS transports working. It may be a conflict with another script, who knows. As aka1nas stated, make sure you have mefos transports enabled in AI settings.
I personally just circumnavigated the whole MEFOS pilot problem by installing the MARS combat script for ship weapon management which doesnt require any additional crew to function. The only thing i cant use is bombers but I don't really care since I just add a few m7m's to the fleet for missile protection.
One script I really like and works well in combo with CODEA is Player Workshops @ http://forum.egosoft.com/viewtopic.php?t=244052 This allows ships docked at equip docks or on carriers to choose and install preset packages of software and equipment as well as ship upgrades (engine/cargo/rudder). I just make a Player Workshop package called codea att fighter (for example) which includes the basic requirements: Fight Command Software MK1, Fight Command Software MK2, Navigation Command Software MK1 and a Docking Computer. Other loadouts like Codea salvage will also include a cargo lifesupport and a transporter.
My equipping process goes like this. I buy 10 ships from a shipyard that has L availble (so i dont have to deal with shields and some of the weapons). I add them to a wing and order the wing to dock at my "Elephant Taxi" which is loaded with all the weapons, missiles, drones, etc. I then remove them from the wing and each ship uses Player Workshop to load the appropriate software/gear package. Then I use CODEA to transfer fresh pilots and the CODEA armament screen to equip them all at the same time. My "Elephant Taxi" then delivers them to whichever Carrier is in need. Works well for me...
@ tank29: I along with a few people here have never been able to get MEFOS transports working. It may be a conflict with another script, who knows. As aka1nas stated, make sure you have mefos transports enabled in AI settings.
I personally just circumnavigated the whole MEFOS pilot problem by installing the MARS combat script for ship weapon management which doesnt require any additional crew to function. The only thing i cant use is bombers but I don't really care since I just add a few m7m's to the fleet for missile protection.
One script I really like and works well in combo with CODEA is Player Workshops @ http://forum.egosoft.com/viewtopic.php?t=244052 This allows ships docked at equip docks or on carriers to choose and install preset packages of software and equipment as well as ship upgrades (engine/cargo/rudder). I just make a Player Workshop package called codea att fighter (for example) which includes the basic requirements: Fight Command Software MK1, Fight Command Software MK2, Navigation Command Software MK1 and a Docking Computer. Other loadouts like Codea salvage will also include a cargo lifesupport and a transporter.
My equipping process goes like this. I buy 10 ships from a shipyard that has L availble (so i dont have to deal with shields and some of the weapons). I add them to a wing and order the wing to dock at my "Elephant Taxi" which is loaded with all the weapons, missiles, drones, etc. I then remove them from the wing and each ship uses Player Workshop to load the appropriate software/gear package. Then I use CODEA to transfer fresh pilots and the CODEA armament screen to equip them all at the same time. My "Elephant Taxi" then delivers them to whichever Carrier is in need. Works well for me...
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Just an update: It seems that I needed to give MEFOS enough time to recognize that I had just reached the Fighter Chief rank. I can now see the transports in the system map and the MEFOS menu. Things are working great. (I think that I just saved, quit, shutdown X3TC and started back up to get everything working.)
One thing that I was a little surprised about is that the MEFOS transports stop not only at Argon Equipment Docks and Military Outposts, but also at Argon Free Trading Stations (or whatever they are called). Makes for lots of running around, but not a big deal.
Thanks for the suggestion about the workshop. I didn't know what that mod was, but it seems pretty interesting and I am going to check it out!
Thanks for the help and suggestions everyone!!
One thing that I was a little surprised about is that the MEFOS transports stop not only at Argon Equipment Docks and Military Outposts, but also at Argon Free Trading Stations (or whatever they are called). Makes for lots of running around, but not a big deal.

Thanks for the suggestion about the workshop. I didn't know what that mod was, but it seems pretty interesting and I am going to check it out!
Thanks for the help and suggestions everyone!!
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im a bit stuck here....
i have 12 ships with pilots (none of the prohibited wares on the ships)
and i seek to setup those "Interceptor" and other Hangars.
But it always tells me i have no suitable ships no matter which hangar
i try to setup.
I have 5 medusas and 4 Mambas Vanguards and Blastclaw etc etc
Which i have organized in 3 Wings.
My Pilots are recruit and petty officer.
I just dont get it and i have read the instructions but i miss the point.
Also my fighters dont come out of bay even with enemies around, often
they dont launch and stay inside.
oh yes carrier is a full blown panther.
i have 12 ships with pilots (none of the prohibited wares on the ships)
and i seek to setup those "Interceptor" and other Hangars.
But it always tells me i have no suitable ships no matter which hangar
i try to setup.
I have 5 medusas and 4 Mambas Vanguards and Blastclaw etc etc
Which i have organized in 3 Wings.
My Pilots are recruit and petty officer.
I just dont get it and i have read the instructions but i miss the point.
Also my fighters dont come out of bay even with enemies around, often
they dont launch and stay inside.
oh yes carrier is a full blown panther.
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As CODEA seems to handle missile usage of it's ships (I've noticed it will use the missiles I have it equip on fighters even though the missiles are not actually installed on those fighters), is it smart enough to do some sort of threat assessment and missile selection if I give one of the ships multiple missile types? I.E. If I give my fighters some wasps as well as thunderbolts, which missile would CODEA choose to fire and when? Same sort of case with battle group ships. I'd want to give my M6s and M7s a mix of thunderbolts and firestorm torps for different sized targets.
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Hmmm, that's wierd. I had accidently left ships in wings before and codea didnt seem to have any probs assigning them to hangers. Didnt realiuze it till i was scanning through my wings list and then removed them. Can't swear they were actually going out on codea attack missions but they did get the "att" header and was visible in the hanger.wyvern11 wrote:dissolve the wings - codea does its own wings and afaik does not accept vanilla-wings
sabrehawk: did removing them from the wings allow you to assign them to the hangers? If not make sure they have at least 1 weapon installed. The ships won't do anything unless they are assigned to a hanger.
aka1nas: I have been watching my fighters missile use for a while now as I was curious about that too. I had them loaded with mosquitos (for missile defense), wasps (for fast fighters) and tempests since i love the fact that they are FOF and figure it's a good tactic with large squads. Anyway, i have checked at least 10 times the numbers of remaining missiles on fighters when returning from a vanquished threat. So far I have only seen them use 3-4 tempests.
Keep in mind that this was witnessed from OOS battles which I guess makes sense since i think oos they only use the most powerful weapons. I thought that some of the mosquitos would've been used for missile-d though.
I did do a massive IS xenon sector assault just to see how well it would do and check to see if the fleet actually behaved correctly. WOW, was that impressive. My Boreas destroyer was kicking some major a$$ with some pretty good fire coming from the corvettes and carrier as well. The carrier was making good use of it's 65 ship compliment BUT i was stunned to see my M7M not fire 1 lousy missile. I was expecting to see flail tunnels streaming towards the enemy Q's but nope. just followed along like it was a dang sight seeing cruise liner. Very dissapointing. (gonna do another IS xenon assault and this time i'll also pay attention to the fighters missile use).
Anybody using M7M's in their codea fleets? What's your experience with them?
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Mine two FRG Minotaurs fires salvos all right, but I have not yet identified the priority, they seem to aim on big ships first and then launching salvos of hammers.
A bit too much, as they keep firing them while first salvos travel to target. It is a good thing hammers are seekers, so they are not lost entirely.
I think that your CODEA M7M did not fire because enemies did not enter his zone of attention (or the initial 30.000 activity zone of the carrier maybe?), and launching full wing of 6 recon fighters seem to help.
As for fighters, they definitely do threat assessment, mine are equiped with thunderbolts and silkworms + a few mosquitos, as you can enable Mosquito missile defense in CODEA general options IIRC. Fighters do use right missiles on right targets and CODEA makes a carrier a beast (if you manage to set all the tender supplies and CLS2s right
)
A bit too much, as they keep firing them while first salvos travel to target. It is a good thing hammers are seekers, so they are not lost entirely.
I think that your CODEA M7M did not fire because enemies did not enter his zone of attention (or the initial 30.000 activity zone of the carrier maybe?), and launching full wing of 6 recon fighters seem to help.
As for fighters, they definitely do threat assessment, mine are equiped with thunderbolts and silkworms + a few mosquitos, as you can enable Mosquito missile defense in CODEA general options IIRC. Fighters do use right missiles on right targets and CODEA makes a carrier a beast (if you manage to set all the tender supplies and CLS2s right

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dukedroklar wrote:There's no missile defense OOS at all, missiles always insta-hit. I think Gazz's OOS rebalance script might implement this, however.wyvern11 wrote:
Keep in mind that this was witnessed from OOS battles which I guess makes sense since i think oos they only use the most powerful weapons. I thought that some of the mosquitos would've been used for missile-d though.
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hi..
this is a great script.. rly adds a lot of depth and tactics to the game..
i have one problem tho, when i try to select a suply base for my suply tender, i get the cursor on the map like when you have to choose a position.. but i cant select any stations.. do the stations have to be player owned..?
thanks again for this great script..
this is a great script.. rly adds a lot of depth and tactics to the game..
i have one problem tho, when i try to select a suply base for my suply tender, i get the cursor on the map like when you have to choose a position.. but i cant select any stations.. do the stations have to be player owned..?
thanks again for this great script..
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Hi,
good thing the script's developer does not forget to check the feedback
Anyhoo, here is what I observed: before jumping into Ocracoce's Storm I had a Codea M1 with escorts waiting in Empire Edge, patrols ON, recon ON. I was hoping there will be a need to such a firepower (and there was not any
). So I jumped in the whole party (M1, 2xM7M, 2xM6) into that Yaki sector where you have to clear the mines.
After some moderate fighting the storyline took me to Kingdoms End, I left the M1 with escorts there doing nothing.
After talking to the plot character in Kingdoms End i checked on the M1 - for some reason 6 Faulcons from the ATF wing were linfering in Empires Edge with command "Idle". It did not help to dock them all, as they kept the that semi-numerical designation code behind their names. Only removing them from ATF hangar, then removing the pilots and transfering them to cocpits again was the solution.
Thought you would like to know
P.S. I had the same happenned to CSV ones, but Iwas already wise at the moment and swapped the pilotes with a speed of a lightning
good thing the script's developer does not forget to check the feedback

Anyhoo, here is what I observed: before jumping into Ocracoce's Storm I had a Codea M1 with escorts waiting in Empire Edge, patrols ON, recon ON. I was hoping there will be a need to such a firepower (and there was not any

After some moderate fighting the storyline took me to Kingdoms End, I left the M1 with escorts there doing nothing.
After talking to the plot character in Kingdoms End i checked on the M1 - for some reason 6 Faulcons from the ATF wing were linfering in Empires Edge with command "Idle". It did not help to dock them all, as they kept the that semi-numerical designation code behind their names. Only removing them from ATF hangar, then removing the pilots and transfering them to cocpits again was the solution.
Thought you would like to know

P.S. I had the same happenned to CSV ones, but Iwas already wise at the moment and swapped the pilotes with a speed of a lightning

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I need help with setting up the M8 bomber wing.
I have other MEFOS script installed, but I don't understand how I can assign personal to the bomber wing. You can't dock an M8 in the carier and I dont understand the MEFOS script enough to see what I am suppose to be doing.
Does anyone who has setup the M8 bomber wing know what to do?
I can get the pilot into the M8, (the guide says it wont dock until I crew it). How do I use MEFOS to crew it?
I have other MEFOS script installed, but I don't understand how I can assign personal to the bomber wing. You can't dock an M8 in the carier and I dont understand the MEFOS script enough to see what I am suppose to be doing.
Does anyone who has setup the M8 bomber wing know what to do?
I can get the pilot into the M8, (the guide says it wont dock until I crew it). How do I use MEFOS to crew it?
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Thanks, but how do I get the scintist and the mechanic on the M8. I have the pilot on without too much problem but the additonal crew requirements is getting on my nerves. I purchased the advance software kit in Argon terrioroty giving me +4 weapon options, but I dont understand how to get the turrent personal on the M8.
I can't dock the M8 to the carier until the M8 has the other two crew members.
I can't dock the M8 to the carier until the M8 has the other two crew members.