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

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Stealth17
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Post by Stealth17 »

Great updates! I'll give those a testrun tomorrow :D.
Like a thousand other commanders on a thousand other battlefields, I wait for the dawn...
kelmen
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Post by kelmen »

does it ok with MARS turret script?

can the "forbidden" weapons restriction be taken out?
or its needed for logic control?
cos player jump jump/transport to those figther during combat
Canuckian
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Post by Canuckian »

kelmen wrote:does it ok with MARS turret script?
Yes... MARS works beautifully with this script

I have some constructive criticisms here but first let me just say... BRAVO! I've experimented with many scripts and this one is pure GOLD. It is a game changer (for the better) by making M1s full of fighters fun again. No more micromanaging fighter equipment and fighter wings... freeing you up to actually participate in the fight instead of menu-mashing.

Ok... now for comments:

1. (This may be a comment for MEFOs) I noticed that a Military transport filled with crew is heading for Xenon Core 020... I'm pretty sure they will be met with the traditional Xenon "welcoming" committee

2. Patrol and Recon pilots develop their skills more quickly than Attack pilots due to more time in the cockpit. But in practice, it makes more sense for attack fighters to gain more experience based on COMBAT KILLS (this is based on the script before the latest update so I'm not sure if this is addressed already). I spend a lot of time transferring pilots from REC and PAT to ATF pilots.
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Lucike
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Post by Lucike »

Canuckian wrote:1. (This may be a comment for MEFOs) I noticed that a Military transport filled with crew is heading for Xenon Core 020... I'm pretty sure they will be met with the traditional Xenon "welcoming" committee
Hehe ... I think not. Military transports have Jump Drives. ;)
Canuckian wrote:2. Patrol and Recon pilots develop their skills more quickly than Attack pilots due to more time in the cockpit. But in practice, it makes more sense for attack fighters to gain more experience based on COMBAT KILLS (this is based on the script before the latest update so I'm not sure if this is addressed already). I spend a lot of time transferring pilots from REC and PAT to ATF pilots.
I think about it.
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Canuckian
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Post by Canuckian »

Lucike wrote:
Canuckian wrote:1. (This may be a comment for MEFOs) I noticed that a Military transport filled with crew is heading for Xenon Core 020... I'm pretty sure they will be met with the traditional Xenon "welcoming" committee
Hehe ... I think not. Military transports have Jump Drives. ;)
To clarify, it's DESTINATION is Xenon Station in Xenon Core 020. That can't be right, can it?

Tempted to blast those traitors into the vacuum suck.
MutantDwarf
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Post by MutantDwarf »

Could you change the automatic naming scheme of Attack Fighters to something other than ATF? ATF should really be reserved for the Anti-AI Task Force; I don't like the idea of my ships being named similarly to them. Maybe replace it with FIT for Fighter or ATK for Attack or something along those lines.
Maclane
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Post by Maclane »

Once version 09 is translated you'll be able to rename your fighters and their prefix yourself. ;)

Greets
Mac
aka1nas
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Post by aka1nas »

I've properly recruited the necessary MEFOS personnel and they now show up in the carrier personnel list. When I have the M8 follow the carrier with the homebase set and Lt. Pilot assigned, the pilot now shows up properly in the personnel overview (with the rank displayed). Unfortunately, the M8 still is now showing up as available to assign to the Bomber hangar even though I meet the requirements.

Is there anything else I can try to troubleshoot?
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Saetan
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Post by Saetan »

aka1nas wrote:I've properly recruited the necessary MEFOS personnel and they now show up in the carrier personnel list.
You have to transfer the mechanic and the technician onto your M8.
aka1nas
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Post by aka1nas »

Do I need a mechanic and technic on both the carrier and the M8?
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Saetan
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Post by Saetan »

You need it only on the M8.

Technicians on the carrier are only needed for active MEFOS-weaponsystem.
Mechanics only if you want to repair damaged fighters on your carrier.
Canuckian
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Post by Canuckian »

Communication between bombers optimized. At least three bombers have to be in position to start the bombardment.
This is a pretty important fact that needs to be in the documentation and not buried in revision history notes.

I believe you need a minimum of 4 bombers to a squadron for them to work.

Also, M8 CODEA Bombers require:
- Technics (not Flight Engineer as documented)
- Mechanic
darkfear
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Post by darkfear »

Canuckian wrote:
Communication between bombers optimized. At least three bombers have to be in position to start the bombardment.
This is a pretty important fact that needs to be in the documentation and not buried in revision history notes.

I believe you need a minimum of 4 bombers to a squadron for them to work.

Also, M8 CODEA Bombers require:
- Technics (not Flight Engineer as documented)
- Mechanic
I've corrected the Flight Engineer error.
Bombardment: The bomber is a special branch of service, that is assigned a target directly by the carrier with the command console. A squadron always consists of 4 bombers (BOM) to close in on enemy capital ships.
It's in the manual that you need 4 bombers per squadron.
Communication between bombers optimized. At least three bombers have to be in position to start the bombardment.
Since you have no direct control over your bomber squadron (apart from then bombard hotkey) this is more of an internal requirement which simply ensures that there is enough firepower to destroy large enemy targets. But since you'll need at least 4 bombers in your squad, it shouldn't be a problem.
Canuckian
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Post by Canuckian »

What are the changes to fighter combat behavior with high rank and kills? I noticed that sometimes they stop moving for more accurate shots but leaves them vulnerable especially against M2s.
darkfear
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Post by darkfear »

CODEA Weapon System
(Carrier Orbit Defense of Enemy Attack)
(Version 3.beta.11 - May 5th 2009)

[ external image ]

[ external image ] [ external image ]

-> CODEA Weapon System (Version 3.beta.11)
-> Necessary "Libraries" (Please reinstall during the Update!)
-> CODEA Manual .PDF Not yet updated!

Prerequisites: X³ Terran Conflict version 1.3 or higher (not compatible with X³ Reunion) !!

As all the changes are quite extensive, I have not yet been able to fully update the manual on the first page. Please bear with me, I'll update the manual as soon as possible.

01.05.2009 (Version 3.beta.08)
  • Corvettes wouldn’t fire long range missile attacks if attack fighters were grounded or there were no attack fighters assigned to the carrier. Fixed.
  • Ordering a tender to retreat, while enemies were in the inner security perimeter, could cause the tender ship to abort the command. Fixed.
  • The stockpile of M8 bomber missiles is is evenly distributed to all bombers in case of a shortage of missiles.
  • Pilots are now able to use fighter drones for attack as well as defense.
  • There is a chance that experienced pilots will eject before their ship is destroyed.
  • Salvage ships can now collect fighter drones and pilots.
  • Pilots of higher rank change their combat behavior.
  • Pilots won’t use the mass driver against capital class ships any more.
  • Performance review of pilots in the personnel administration improved.
  • Ships are now able to have a unique name/name of branch of service.
  • Cosmetic revision of the CODEA console.
  • Several small Improvements.
02.05.2009 (Version 3.beta.09)
  • Improved tender behavior on enemy contact.
  • Handling of the tender administration matched to the Ship armament and equipment.
  • The commander (Player) can administrate his own private hangar. CODEA functions like fighter armament are possible as well.
  • New hotkey: Ships in the commander’s hangar can be undocked automatically. The Commander is teleported to the corresponding ship. (s. Hotkeys)
  • New hotkey: All CODEA carriers within the sector are displayed in a list. Selecting a carrier will open its command console.
  • A new menu item in the General options allows the CODEA carrier to be remote controlled via hotkey by another ship.
  • Severall small improvements.
02.05.2009 II (Version 3.beta.10)
  • If changing the name and the branch of service identification of all ships in the hangar with the option „All ships of this hanger or battle group“, all ships added to the hangar later, will also have the new name.
  • On destroying an enemy target, interceptor and attack fighters will wait a short period of time before returning to the carrier.-During this time they will search for enemy targets in their proximity.
05.05.2009 (Version 3.beta.11)
  • CODEA frigates added (Pilot rank requirements!).
  • The highest achievable rank on a CODEA carrier was commander. Now pilots on a frigate can be promoted to captain.
  • New Hotkey: Selected enemy ships can be excluded from being attacked.
  • Ships in the CODEA battle group frequently adopt the friend/enemy identification of the carrier.
  • Bomber will automatically adjust their target’s identification to enemy and block it for attack fighters.
  • Experienced pilots will handle their front weapons more efficiently.
  • CODEA-Pilots with jump drive will now follow the emergency jump settings of the CODEA console and will carry out an emergency jump in emergency situations.
  • Cargo salvage optimized. More salvage ships will be dispatched.
  • The cargo salvage will ignore MARS-goblins.
  • Cargo salvage will be dispatched during enemy contact if pilots ejected from their ships. In these situation all cargo salvage ships will be accompanied by patrol ships. The salvage of pilots has now the highest priority
  • A small overview of personnel and supply costs is now available.
  • Tender, corvettes and frigates will follow the carrier to sectors without a jump gate.
  • Tender, corvettes and frigates will delay a jump if the carrier is in the proximity of a gate.
darkfear
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Post by darkfear »

Canuckian wrote:What are the changes to fighter combat behavior with high rank and kills? I noticed that sometimes they stop moving for more accurate shots but leaves them vulnerable especially against M2s.
There have been quite a few changes to pilot combat behavior in the new versions. An excerpt of the manual:
Recruit
The recruit is fresh out of academy. He possesses basic knowledge of flying a ship and can handle most weapons. The recruit earns 20 credits per mizura flown.
Petty Officer:
The petty officer has at least 2 stazuras of flight experience. He is more adept in fighter maneuverability. The petty officer earns 25 credits per mizura flown.
Ensign:
The ensign has at least 4 stazuras of flight experience. He is adept in advanced fighter maneuverability, thruster control and the use of the ejector seat. Furthermore the ensign is able to use fighter drones. The ensign earns 30 credits per mizura flown.
Lieutenant:
The lieutenant has at least 6 stazuras of flight experience. He is a master of fighter maneuverability and thruster control. A lieutenant is able to command ships of the bomber or tender class. The Lieutenant earns 35 credits per mizura flown.
Commander:
The commander has at least 8 stazuras of flight experience. A commander is able to command ships of the corvette class or TL class tender ships. The Captain earns 40 credits per mizura flown.
Captain:
The captain has at least 10 stazuras of flight experience. A captain is able to command ships of the frigate class. The Captain earns 45 credits per mizura flown.
Simply try the new version and report back if you still encounter the problem.
aka1nas
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Post by aka1nas »

Wow, awesome update!! :o

A few high-level questions about the direction of future CODEA development:

1) Is CODEA eventually going to be extended to support M2s as well and become a general purpose fleet command script?

2) If so, will it ever be possible to have more than 1 carrier in a fleet/battle group?

3) If not, does Lucike have any plans to introduce a separate script to automate larger fleets with the full gamut of ship types?
Canuckian
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Post by Canuckian »

Sickeningly awesome script. If M2s and M7s are included into the fleet as suggested earlier, this would be the ultimate fleet command script EVER... without peer.

EDIT: In my excitement I glossed over M7 support. I'm looking forward to it as soon as I can train up my Commanders to el-capitan!

For example, I can coordinate HUGE battles with fighters by excluding M2s from attack by carrier attack fighters and letting my bombers, M2s and M7s take care of the capitals. Fighter swarms happily pick away at stragglers. Corvettes and interceptors ensure the safety of my carrier. AT THE SAME TIME, I can either sit back and watch or participate in a fighter, corvette or whatever I like without fear that my entire fleet would be decimated. I can retreat hordes of fighters at will whenever things get too hairy.

Khaak patrol missions are so much fun now. This script doesn't instantly give you a win but gives you the ability to fight strategically with LOTS and LOTS of assets in theatre. If you play it wrong, and you can still get your fleet hosed. Now that is what I call a script!!!!
Last edited by Canuckian on Wed, 6. May 09, 04:23, edited 1 time in total.
aka1nas
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Post by aka1nas »

Canuckian wrote:Sickeningly awesome script. If M2s and M7s are included into the fleet as suggested earlier, this would be the ultimate fleet command script EVER... without peer.
Check the bottom of page 9, they just added in support for M7s! Just M2s are left out atm.
Scoob
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Post by Scoob »

Hi,

Loving this script, however I experienced a moment of oddness recently while running Beta 7 - just noticed the updates so will be installing shortly.

Anyway, here's the scenario:

I'm in the HUB sector sat in my Heavy Centaur which is running the MARS turret scripts. My front weapons consist of 4 HEPTs and 2 ION D's (disabled).

My CODEA Colossus is nearby & launching the odd interceptor wing as Xenon enter the system.

I've been simply sat there watching things quite happily when one of the invading Xenon comes close to me. I could take him myself of course however one of my INC Eclipse is there & taking care of it.

Now here's the weird bit!

While my INC Eclipse was near to me & engaging the Xenon fighter my Centaur's front weapons started changing their loadout!! One moment I had the 4 HEPTs installed, next they were replaced with a HEPT, nothing and 2 Phased Repeater Guns in slots 1,2,3 & 4 respectively! I manually changed them back & they switched again! Once the Xenon near me was taken care of and the Eclipse flew back to the carrier all was fine again.

Now I do run other scripts, however CODEA is the only one that mentions any sort of MAIN weapon switching. MARS does a great job for my turrets sure but never touches main weapons. The Centaur I'm flying has always been a personal ship, never assigned to the Carrier & was bought rather than captured & was not under autopilot at the time.

Damn strange behaviour I'm sure you'll agree.

I will see if this re-occurs with Beta 11, has anyone else seen anything like this? You may not notice it right away & maybe it happens to other ships you're not piloting too - it's almost like a CODEA script went a bit screwy for a moment.

Anyway, this issue aside, I'm extremely impressed with CODEA so far...I mean, wings actually work when controlled by CODEA & act with a degree of intellegence not yet seen in TC!

Cheers,

Scoob.

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