[SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]
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You need to have military transports installed.. when you do you need to be high notoriety with Argon so they will give you access to their transports. You can assign the tracking window to a hotkey to see where the transports are and where they're going.
The transports contain MEFOS and CODEA personnel. the Personnel transporter is just for pilots really. more info here. These scripts are powerhouses, with a slightly inclined learning curve, but they become super easy after a little head bashing. hehe. Good luck.
The transports contain MEFOS and CODEA personnel. the Personnel transporter is just for pilots really. more info here. These scripts are powerhouses, with a slightly inclined learning curve, but they become super easy after a little head bashing. hehe. Good luck.
***modified***
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Specifiec questions should be placed in the respective topics normally ...
... anyways, for hiring personnel via MTP:
As orion84 already described, you need a minimum combat and argon rank, they're listed in the manual of the MTP. If you have at least these ranks, you sometimes see red and blue colored argon military TP's in the universe. Blue means, personnel on board ... red means, no personnel on board. You need to dock before such a blue MTP at it's target destination, and wait for the TP to dock. Afterwards you get personnel offered to hire. Which one is offered, is by random.
The flightplan, accessible via a hotkey which has to be set first, which shows any MTP and it's target destination got already mentioned by orion84 too.
You can also hire the standard personnel (mechanics, technician, scientists, gunners) automatically, if you place a Ltd. into the cockpit of an own TP and dock it at a possible target destination (e.g. argon military outposts). Anytimes, a MTP docks at these station, the Ltd. will hire personnel of his own race by random and these one will wait in the TP.
... and for training your own personnel via PTP:
Even if orion84 says, personnel transporter is only for pilots ... thats wrong. Hire marines and train them in their marine skills as listed as requirements in the PTP manual. If their skills meet the needed requirements for a profession (don't forget, that some specialists need also civil or military flight time ... it's listed then) you can transfer the marines into your PTP and then, via the additional ship commands ... you can select their new profession.
This way is expensive, but you get exactly what you need without having to search for them and without beeing forced to have a friendship with the argons.
... anyways, for hiring personnel via MTP:
As orion84 already described, you need a minimum combat and argon rank, they're listed in the manual of the MTP. If you have at least these ranks, you sometimes see red and blue colored argon military TP's in the universe. Blue means, personnel on board ... red means, no personnel on board. You need to dock before such a blue MTP at it's target destination, and wait for the TP to dock. Afterwards you get personnel offered to hire. Which one is offered, is by random.
The flightplan, accessible via a hotkey which has to be set first, which shows any MTP and it's target destination got already mentioned by orion84 too.
You can also hire the standard personnel (mechanics, technician, scientists, gunners) automatically, if you place a Ltd. into the cockpit of an own TP and dock it at a possible target destination (e.g. argon military outposts). Anytimes, a MTP docks at these station, the Ltd. will hire personnel of his own race by random and these one will wait in the TP.
... and for training your own personnel via PTP:
Even if orion84 says, personnel transporter is only for pilots ... thats wrong. Hire marines and train them in their marine skills as listed as requirements in the PTP manual. If their skills meet the needed requirements for a profession (don't forget, that some specialists need also civil or military flight time ... it's listed then) you can transfer the marines into your PTP and then, via the additional ship commands ... you can select their new profession.
This way is expensive, but you get exactly what you need without having to search for them and without beeing forced to have a friendship with the argons.
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The only position an LT in a TP can't hire is Helmsman. I've got three, and a steady stream of Mechanics, Navigators, Scientists and Technicians. (BHS MO, Elena's MO, and Aladna Hill MO.) For some insane reason, the BHS one always tries to come through Xenon Sectors.
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Thanks for all the input. Every bit of info I can get is greatly appreciated.
I have a question though. When you refer to the manual:
This script is complex, but I understand it's potential, that's why I have spent so much time trying to figure it out. I would have just given up on it otherwise. I really do appreciate the help I have been getting.
I have a question though. When you refer to the manual:
are you referring to what's on this website or something else? Many of the manuals I find are more like descriptions of what a script will do, with some explaination, very few have explicit, detailed, step by step instructions for each aspect of what this script will do, as well as what ancillary scripts will do and how they impact the overall usage of CODEA....they're listed in the manual of the MTP.
This script is complex, but I understand it's potential, that's why I have spent so much time trying to figure it out. I would have just given up on it otherwise. I really do appreciate the help I have been getting.
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If I talk about manual, I mean the opening posts of the respective topics. If a script's not very complex, there isn't a very complex manual too. If there are still open questions, feel free to ask in the respective topic, just as you do here.
Triaxx2:
Navigators shouldn't be available again ... navigators aren't thought (anymore) to be hired automatically, and never really was. Automatic hiring of navigators was only allowed during a few MEFOS versions, as workaround to be able to equip large fleets with them.
Sure they are still hireable for a Ltd. in a TP?
Triaxx2:
Navigators shouldn't be available again ... navigators aren't thought (anymore) to be hired automatically, and never really was. Automatic hiring of navigators was only allowed during a few MEFOS versions, as workaround to be able to equip large fleets with them.
Sure they are still hireable for a Ltd. in a TP?
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You were right, my PTP with Ltd. in it's cockpit just hired one in my game. Have to remember Lucike about that, he always told, he want to stop that behaviour again. ^^Saetan wrote:Triaxx2:
Navigators shouldn't be available again ... navigators aren't thought (anymore) to be hired automatically, and never really was. Automatic hiring of navigators was only allowed during a few MEFOS versions, as workaround to be able to equip large fleets with them.
Sure they are still hireable for a Ltd. in a TP?
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I wish he wouldn't. Even if it's just a lowered chance of hiring them. But it's up to him of course. Makes it hard to get enough for bombers otherwise.
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I noticed that there is a patch to make this script collection compatible with the x-tended mod. I brought this up on the x-tended mod forum, but will also bring it up here.
(other topic: http://forum.egosoft.com/viewtopic.php? ... 06#3557606)
In the x-tended mod, the CODEA armament and equipment function will not properly equip shields onto fighters. For type of shield (1mj, 5 mj, 25mj, etc.), the mod contains three variants:
Variant #1 - Default
These shields come equipped on ships purchased at a shipyard, but cannot be bought or produced by any other means.
Variant #2 - Dummy
These shields are identical to the "Default" variant, but have their own separate entry. They are most common in the universe, sold at equipment docks and produced in factories.
Variant #3 - Military
These shields are enhanced versions of the basic shields. They have a higher recharge rate, but cost much more.
The problem is as follows:
When CODEA's armament and equipment function attempts to equip a ship/fighter with maximum shields, it will only recognize the "Default" variant of the shield. It will not equip the "Dummy" or "Military" variants, even if they are available aboard the carrier. This is a problem, since the "Default" variant cannot be mass-produced or mass-purchased anywhere in the universe.
As a result, the CODEA script will not equip available shields to fighters, because they are not recognized as legitimate. Furthermore, if you run the "Arm Ships" commands on ships that already have the non-legit shields installed, the script will remove them from the fighter, leaving them shield-less.
This problem most affects ships that used 1mj shields (M5s) and 5mj shields (M4s). Ships that use 25mj shields (M3s), for some reason, equip variant #2 shields properly.
Is there any way that the CODEA script can be altered to accommodate the new shield-types added by the x-tended mod?
(other topic: http://forum.egosoft.com/viewtopic.php? ... 06#3557606)
In the x-tended mod, the CODEA armament and equipment function will not properly equip shields onto fighters. For type of shield (1mj, 5 mj, 25mj, etc.), the mod contains three variants:
Variant #1 - Default
These shields come equipped on ships purchased at a shipyard, but cannot be bought or produced by any other means.
Variant #2 - Dummy
These shields are identical to the "Default" variant, but have their own separate entry. They are most common in the universe, sold at equipment docks and produced in factories.
Variant #3 - Military
These shields are enhanced versions of the basic shields. They have a higher recharge rate, but cost much more.
The problem is as follows:
When CODEA's armament and equipment function attempts to equip a ship/fighter with maximum shields, it will only recognize the "Default" variant of the shield. It will not equip the "Dummy" or "Military" variants, even if they are available aboard the carrier. This is a problem, since the "Default" variant cannot be mass-produced or mass-purchased anywhere in the universe.
As a result, the CODEA script will not equip available shields to fighters, because they are not recognized as legitimate. Furthermore, if you run the "Arm Ships" commands on ships that already have the non-legit shields installed, the script will remove them from the fighter, leaving them shield-less.
This problem most affects ships that used 1mj shields (M5s) and 5mj shields (M4s). Ships that use 25mj shields (M3s), for some reason, equip variant #2 shields properly.
Is there any way that the CODEA script can be altered to accommodate the new shield-types added by the x-tended mod?
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This mod was excellent when I first used over a year ago and it's what keeps me coming back to the game. You and Lucikes have created an magnificent script. However, I do have couple of questions in regards to the latest up, CODEA 3.3.03.
I noticed two new options that aren't mentioned in the manual you created, "Formation Ranking," and the second is "Protection and Escort under Other Operational orders. I'd like to know what these two options are for and what purpose they each serve?
Also I would like to know if the Flight Instructor profession is now available in game?
Lastly, and this is just a suggestion, think Luckie could add a new Profession or may change the flight instructor to be, Vice Commandore? Giving you a second in command, this profession could do the same job as the flight instructor if the name is changed and/or he can be responsible for hiring new pilots and other personal for the fleet when your not on board, and you carrier is docked a specific station.
I noticed two new options that aren't mentioned in the manual you created, "Formation Ranking," and the second is "Protection and Escort under Other Operational orders. I'd like to know what these two options are for and what purpose they each serve?
Also I would like to know if the Flight Instructor profession is now available in game?
Lastly, and this is just a suggestion, think Luckie could add a new Profession or may change the flight instructor to be, Vice Commandore? Giving you a second in command, this profession could do the same job as the flight instructor if the name is changed and/or he can be responsible for hiring new pilots and other personal for the fleet when your not on board, and you carrier is docked a specific station.
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I don't have experience with the formation ranking itself yet, but it should help to organize your carrier and it's convoying ships.Strategist wrote:I noticed two new options that aren't mentioned in the manual you created, "Formation Ranking," and the second is "Protection and Escort under Other Operational orders. I'd like to know what these two options are for and what purpose they each serve?
As far as I know, "Protection and Escort" is meant to be able to define targets which should be escorted and protected by the escort fighter group of the carrier. This can be player owned ships and also non player owned, for example mission ships which should be protected.
But as I just started to play again I can't tell the details of these functions for sure.
As far as I know it's not implemented yet.Strategist wrote:Also I would like to know if the Flight Instructor profession is now available in game?
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Hi there, i seem to be having a little problem
For some reason my CODEA and METHOS buttons have disapeared from the combat menu, i can still get them if i give them a key but thats not the main problem
the main problem is when my fighters r catapulted out they r all shot about 16k away for some reason, even my interceptor wings
any idea?
thanks in advanced
Edit: i just tried it again and this time they ended up 43k away O.o
For some reason my CODEA and METHOS buttons have disapeared from the combat menu, i can still get them if i give them a key but thats not the main problem
the main problem is when my fighters r catapulted out they r all shot about 16k away for some reason, even my interceptor wings
any idea?
thanks in advanced
Edit: i just tried it again and this time they ended up 43k away O.o
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Use of any other mods or scripts, nemesis?
Guess, it's a command slot conflict with some other modifications/scripts, which lets your mefos- and codea-commands disappear.
If you now which command slots are used, and which are still free ... you can solve this problem by yourself: just compare to the description just above this link
your next problem sounds like you are in a sector which huge stations, like terran ones .... or if you use the mod/script to show the grid for orientation in space (just forgot it's name).
Guess, it's a command slot conflict with some other modifications/scripts, which lets your mefos- and codea-commands disappear.
If you now which command slots are used, and which are still free ... you can solve this problem by yourself: just compare to the description just above this link
your next problem sounds like you are in a sector which huge stations, like terran ones .... or if you use the mod/script to show the grid for orientation in space (just forgot it's name).
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well im pretty much using all the same mods/scripts as i always have and they seemed fine at 1st
anyways i decided to delete every script i got (They r all from Luckike)
Anyways after that i tried to reset them up 1 by 1, so i installed CODEA from the script collection then went in game, now im getting a message saying the following
for this version of CODEA weapon system libaries version 3.5.06 or higher has to be installed
Edit: also the system i was in was senators badlands
anyways i decided to delete every script i got (They r all from Luckike)
Anyways after that i tried to reset them up 1 by 1, so i installed CODEA from the script collection then went in game, now im getting a message saying the following
for this version of CODEA weapon system libaries version 3.5.06 or higher has to be installed
Edit: also the system i was in was senators badlands
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Befehlsbibliothek "Libraries" ... but I can't think of, that that's the reason for your problems. I think, this one got caused because of your re-install.Nemesis_87 wrote:for this version of CODEA weapon system libaries version 3.5.06 or higher has to be installed
Any scripts of Lucike are compatible to each other of course, if you don't have any scripts of other developers, and your problem with the command slots still exist, you may check the correct installation of the language files of codea/mefos, as the command slots are defined there.
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Download the latest automatic version of the Script Collection. It'll install everything in the proper order.
But first use the script.delete batch files to make sure everything is completely gone.
But first use the script.delete batch files to make sure everything is completely gone.
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well, when i reinstalled the Befehlsbibliothek "Libraries" (Which i forgot when i re done my mods hehe) The fighters seemed all fine, the only problem im having now is with battle groups, i add ships and they appear in the hanger, but there is no standby or in action thing on them so i cant tell them what to do, some also appear invisable when i try to take there personal away :/
Edit:Manage to sort that 1 out and all seems fine now, thanks all for the help
Edit:Manage to sort that 1 out and all seems fine now, thanks all for the help

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Not MEFOS. Military Transport.
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