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

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dmichailcz
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Post by dmichailcz »

Hmmm, I will put my question in other way - I want to use Colossus as CODEA flagship (it will be Colossus, for sure). How should i divide his hangar?

I was thinking about 6 Patrollers, 2 Scavengers and 8 Bombers, so there are 42 hangar space left. How many ships should i put in every branch?

- interceptors
- patrol
- attack fighters
I am not very good in english, so please, forgive me...
Osiris_sam
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x4

Post by Osiris_sam »

this is totally determined by how you want your carrier to act.

If you want it to actively find and destroy enemies; weighting heavily on patrols and attack fighters will be benificial, maybe 20 attack/patrol ships and 2 interceptors (or no interceptors)

If you want your carrier to defend itself only: weighting heavily on interceptors will be benificial. perhaps 30 interceptors, and 6/6 attack/patrol

If you want your ship to be balanced, perhaps 14 of each.

I couldnt tell you what the best configuration would be... this can only be determined by experimentation in different environments.
lv9pv
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xr

Post by lv9pv »

And there is nothing wrong with shuffle your fighters around in the hangar as you need it in every case. Some places you want lots of attack fighters and a few interceptors. Other times you want lots of patrols and a few of something else.

When it is all sett up, moving fighters around to the different hangars is not much work.

Personally I don't use patrol fighters. As i find them mostly to far away from the action.

Also, remember that the interceptors are the one that are suppose to save your carrier when hostiles get to close and perhaps your attack fighters is away 25km occupied fighting.

so i never fly with out 9 interceptors. That is 3x3 wings with fighters.

If i leave my carrier OOS to work for it self. I defiantly do not use any attack fighters. Set my carrier to patrol and let it handle things with its interceptors.

Also, remember that the carrier use the transporter device to quickly land damaged fighters into its hangar. But that is not possible if the fighter is to far away. This is why i like to have the carrier close to the action so that my damaged fighters can be beamed back into the hangar with out having to flee and get shot up in the tail.

Simply said.
- Patrols fly around all the time looking for trouble.
- Attack fighters stay landed until something red enter the radius of operation.
- Interceptors stay landed until something red enter the radius of operation and is targeting the carrier.

In my time using CODEA, Iv lost most fighters when they are in the patrol hangar. Then second most are lost in the attack hangar. And very very few are lost in the interceptor hangar.
CutterJohn1
Posts: 563
Joined: Sat, 27. Jun 09, 23:21
x3tc

Post by CutterJohn1 »

Very nice script! I love playing with swarms of fighters. :D

I have a feature request.

Bombardment hotkey:

When pressed, all unoccupied ships bombard the selected capital ship(m7,2,1) with missiles, including docked fighters, if suitable missiles are installed(thunderbolt, hornet, etc). Pressing it again ceases the bombardment. Fighters who launched to fire missiles will sit near the carrier, and will redock when the key is pressed again. Fighters who have attack orders for the bombard target will also sit near the carrier(returning if necessary).


Alternatively, adding bombard to the attack huge ships option, where they sit back and lob missiles.

I know there are bombers, but 50 or 60 thunderbolts every couple of seconds would be mighty effective anticap as well, plus this way i can control the missile firing, rather than npcs who will dribble them out one at a time.

Btw, does codea control missile use completely? Does altering missile launch chance change anything?


A couple other things, which are annoying.. Its not always possible to buy M or L ships, so you don't always have shields preinstalled. A fit max shields button that nabs the shields from inventory would be nice.

Some ships are also not in shipyards with tunings in the same system, which is even more of a pain... 50 ships, each individually tuned? Not fun. Any way this can be remedied? As it is, I have broken down and used the cheat package to add tunings to a station in that system. :(
ThisIsHarsh
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Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh »

CutterJohn1 wrote:A couple other things, which are annoying.. Its not always possible to buy M or L ships, so you don't always have shields preinstalled. A fit max shields button that nabs the shields from inventory would be nice.

Some ships are also not in shipyards with tunings in the same system, which is even more of a pain... 50 ships, each individually tuned? Not fun. Any way this can be remedied? As it is, I have broken down and used the cheat package to add tunings to a station in that system. :(
Auto prep ships can help with that.
CutterJohn1
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Joined: Sat, 27. Jun 09, 23:21
x3tc

Post by CutterJohn1 »

ThisIsHarsh wrote:Auto prep ships can help with that.
Hmm.. Thank you. I will give that a try.


Oh, and one other issue I thought of... The sheer number of ships in the assets menu. Its difficult to hide them, as all of the hide options end up hiding ships I don't want hidden, and I would rather like having them shown when engaging threats.

Any possibility of adding a 'stealth' command, like Gazz's Ring of Fire, where it removes ships from the assets list and map view? Options for Hide Always, Show when attacking/attacked, and Show always would be spectacular.

Unless someone has any other suggestions for uncluttering the windows?
Osiris_sam
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Post by Osiris_sam »

if by asset list you mean the property menu (r by default) then inactive ships... i.e ships without a command, can be hidden by going on the sesttings tab.

its unlikely that lucike wil add a stealth function function
CutterJohn1
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Joined: Sat, 27. Jun 09, 23:21
x3tc

Post by CutterJohn1 »

Osiris_sam wrote:if by asset list you mean the property menu (r by default) then inactive ships... i.e ships without a command, can be hidden by going on the sesttings tab.
Which hides a couple storage freighters of mine, as well as some 'market' ships i keep placed at a couple of shipyards to keep an eye on Ship L availability.

I figured something that would work though that[I don't think] would be too much trouble.. If CODEA could clear the homeport of docked fighters when they are docked, I could simply hide non homeported ships.

Still.. I can't believe the developers overlooked an individual 'Show always, show when attacked/attacking, show never' toggle for each ship. :(
bones_ayres
Posts: 43
Joined: Wed, 17. Dec 03, 12:15
x3tc

Post by bones_ayres »

hmm, think I' may have come across an odd bug.
My current 'fleet' is a Hyperion Vanguard serving as the carrier, with a Nova Raider & Persius(?) Raider as attack and salvage respectively. Only the Hyperion has a jumpdrive.

I currently run CODEA and CMOD.

Issue 1 - twice now I've used a jump gate (with both fighters docked) to enter a system and my Nova has appeared near the middle of the system engaging Enemy ships. Neither system had any of my assets present before jumping in, and the enemies were beyond triplex scanner range; so how the Nova even knew they were there...

Issue 2 - I'd parked my Persius at Terracorp HQ on purpose; and accidently left my Nova in Ore belt. I flew via the gate from Home of Light to Argon Prime & checked my assets - both ships were still in the 'correct' location. Using my Jump drive I went from Argon Prime to Blue Light - BOTH my Nova and Persius magically appeared docked at my Hyperion!

Anyone else come across this kind of whacky behaviour?

Other than that I am loving this script! :)
Tarzan02
Posts: 8
Joined: Sun, 10. Feb 08, 13:41
x3tc

Post by Tarzan02 »

High everybody,

When i install the script, x3tc said: langage file for CODEA... unknwon ?

What's wrong ?
I've unsitalled the complex cleaner

Someone can help me ?

thanks
CutterJohn1
Posts: 563
Joined: Sat, 27. Jun 09, 23:21
x3tc

Post by CutterJohn1 »

Tarzan02 wrote:High everybody,

When i install the script, x3tc said: langage file for CODEA... unknwon ?

What's wrong ?
I've unsitalled the complex cleaner

Someone can help me ?

thanks
What language do you use? codea only comes with english and german language files, so that may be it.
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X1000
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Joined: Mon, 22. Jun 09, 16:59

Post by X1000 »

I cant open it. "(CODEA folder name here) is invaild." :?
Tarzan02
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Joined: Sun, 10. Feb 08, 13:41
x3tc

Post by Tarzan02 »

I use x3tc with french langage, i will try with english => x3tc -langage xxx ???
Tarzan02
Posts: 8
Joined: Sun, 10. Feb 08, 13:41
x3tc

Post by Tarzan02 »

ok it works now, simply run the game with the command:

x3tc -langage 44 (english version)

thank's for your help

Now trying this codea in war situation
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X1000
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Joined: Mon, 22. Jun 09, 16:59

Post by X1000 »

X1000 wrote:I cant open it. "(CODEA folder name here) is invaild." :?
Still waiting for help...
lv9pv
Posts: 63
Joined: Thu, 3. Jan 08, 05:51
xr

Post by lv9pv »

X1000 wrote:
X1000 wrote:I cant open it. "(CODEA folder name here) is invaild." :?
Still waiting for help...
Perhaps if you describe the problem a little. I might be stupid but I don't understand what's the problem. Other then that you cant open something.
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X1000
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Post by X1000 »

:S Disregarde above posts. Fixed itself... :oops:
aka1nas
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Post by aka1nas »

Does Lucike have any plans to make some sort of NPC version of CODEA so NPC fleets behave with a little more cohesion and intelligence?

I'm loving my CODEA fleets, but groups of AI ships are so dumb and uncoordinated in comparison that it's a bit like shooting fish in a barrel.

Just having them maintain formations around the flagship, use threat assessment to assign targets, and maybe the missile attack logic of CODEA would go a long way to making the fights a little more even.
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Saber15
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Post by Saber15 »

The script doesn't seem to accept my Tenjin M3+ fighters as any form of attack or interceptor fighter, despite having no Boost Extension, SETA, or video enhancement goggles, and they're equipped with shields and HEPTs/PACs, and having Fight command software MK 1 and Mk2, and Navigation Software

Also, aftering installing this, when I start up X3: Terran conflict, I get a message that says something along the lines of "Pilot Union requires Terran Conflict 2.1 to work!", despite me running STEAM which keeps Terran Conflict up to date.


Running:
EMP (as a mod)
CMOD3, Weapon quickswap, DAD drones, Mobile ship repair, adv. product chaser, Debris utilization/repair, Propety baron, Upgrade kits, Station Repacker and Improved boarding, and the "Necessary Libraries" scripts for CODEA
Osiris_sam
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x4

Post by Osiris_sam »

that error occurs in the setup if the script engine version isnt the correct one (or higher), in this case 43 ( i think)

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