[SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]

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Saetan
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[SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]

Post by Saetan » Sat, 19. Sep 09, 15:19

After Lucike was looking for someone new to care about the CODEA topic here in the English S&M Community I decided to do that.

CODEA Weapon System is developed by Lucike, most of the translation of the manual is by darkfear. I just updated the manual to fit the actual version of CODEA. darkfear's old topic can be found here: [SCR] CODEA Weapon System [09-06-03 X3TC 3.beta.19]

CODEA Weapon System is also part of Lucikes Script Collection.
This topic is not up to date, most of the manual still applies to the recent version of the script, but you have to download the most recent version by downloading it as part of the script collection.

Content:

Part 1: CODEA Weapon System
Introduction; download & installation; ship equipment & ship class requirements, pilots & their abilities; CODEA Weapon System console; hangar & battle groups; personnel administration; armament & equipment; tender administration; code of conduct; general options; hotkeys

Part 2: CODEA Weapon System – Replenishment Tender
Handling; main menu; pilot settings; assisted carrier; orders; jump drive settings; automatic naming; configure reports; data storage

Part 3: Additional Information
Additional information; technical data; download; changelog; change of the command-slots

Part 4: Frequently Asked Questions
CODEA Weapon System; CODEA Replenishment Tender; compatibility to other scripts and modifications

Part 5: ( -- reserved -- )
---------- ---------- ---------- ---------- ----------



CODEA Weapon System
(Carrier Orbit Defense of Enemy Attack)
(Version 3.1.14 – 13th May 2010)

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CODEA Weapon System

Developer Information

CODEA is a carrier command software, developed by Machiel Software Corporation in accordance to argon military specifications. Designed for carrier class ships, CODEA was developed to be used against increasing pirate and xenon attacks. The Argon military noticed the need for extensive ship to ship communication in case of an attack and contracted argon scientists to start developing an entirely new command software.

Development costs have been enormous and the process required a completely new mindset, but despite of many difficulties, the argon military is proud to present CODEA.

Hidden behind the codename CODEA is a sophisticated software, combining tactical navigation and weapons control with hangar and docking control. The interactive communication between different ship systems is handled by the MEFOS weapon system. Already responsible for the communication between turrets and the carrier command and control center, MEFOS now assumes the coordination between CnC, hangar, and docking control.

The functions of CODEA include the detection and tracking of all enemy contacts. CODEA scans the surrounding space for enemy ships and classifies them according to size and threat level. Targeting data and launch permissions are relayed to the hangar control which assigns fighters to squadrons and launches attack wings.

CODEA also offers the ability to launch fighters, equipped with a docking computer, by catapult start. The catapult start was developed in conjunction with the CODEA software and uses the transporter device of the carrier.

Another feature of CODEA is the ability to combat land fighters in the vicinity of the carrier. Combat landings are based on a simple concept. The transporter device tracks ships in need and beams them directly into the hangar.

I hope you enjoyed this small presentation of our new software and we are looking forward to your order.

Sincerely,
Machiel Software Corporation
Herron’s Nebula


Responses from the press? Here's an article from the military journal "Fight and Win"
(An article by Alex Vanderbilt)

Improving fleet and combat logistics - CODEA Weapon System

The annual military summit this year took stock of combat operation, troop and fleet efficiency of the argon military. Although a direct result of significantly higher Kha'ak, Xenon and Pirate attacks, a severe shortfall between successful operations and lost military technology was observed. Especially carrier combat operations in enemy territory proved to be a costly undertaking in terms of human lives lost and military technology destroyed.

"Every so often, docked fighters are intercepted at launch or threaten the whole operation by interfering with scheduled launch and landing operations. Mission efficiency is also inadequate, which causes more harm than good." commented a spokesperson for the summit. This is a direct result of insufficient coordination between intelligence, command, and docking control.

To improve upon internal coordination, the summit agreed to the formation of a panel of experts to further analyze the various problems and submit possible solutions. The most promising project so far is CODEA, developed by the Machiel Software Corporation.

According to corporate sources, CODEA integrates fleet coordination and navigation, internal supply and weapons logistics of carriers, and the administration of docking and hangar operations with an extensive software solution. The MEFOS Weapon System assumes communication between different sections of the carrier and the fleet. This method has proven to be very effective and useful at handling communication between the carrier command center and the turret fire control. These existing commands are expanded with the ability to communicate with the carrier's docking control to reduce friendly fire incidents by turret fire.

CODEA is divided in several operational phases. Attacking enemy fighters up to M3 class are classified by type through CODEA, capital ship contacts are still handled by MEFOS. After assessing the threat , multiple squadrons, according to the size of the attacking formation, are launched to intercept. Remaining fighter squadrons are kept on standby to quickly react to any change in the situation.

Furthermore CODEA provides the ability of catapult starts, beaming fighters into space with the help of a transporter device and a docking computer. This removes the necessity for long and complicated command queues and avoids possible fighter collisions at launch.

Similar to the catapult start, CODEA offers the ability of combat landings to instantly dock fighters in the vicinity of the carrier. This is especially useful to save badly damaged fighters from destruction and thus rescue valuable and experienced pilots.

Thus CODEA provides an extensive Improvement of combat behavior and carrier logistics and again enables carriers to be used by large corporations as escorts for transports.



Overview: CODEA Weapon System
  • The CODEA Weapon System coordinates attack and defensive fighter squadrons, and performs a systematic attack or counterattack.
  • The CODEA Weapon System can be used on patrols.
  • The CODEA weapon system works IS (InSector) and OOS (OutOfSector).
  • The CODEA Weapon System manages the supply of the CODEA battle group
Preparing CODEA Weapon Systems

The Download

Lucike left after he got temporarly banned from the X-Universe Forums and asked me to remove the direct download links. Of course I respect his wish, so I replaced the download links with links onto his own homepage.

-> CODEA Weapon System (Version 3.1.14)
-> Befehlsbibliothek "Libraries" (Required, latest version during revision of the manual: 3.4.12, 7th May 2010)

-> Basic Salary (Recommended, to pay required personnel for additional functionality)

-> Military Transport (Optional, to hire required personnel for additional functionality)
-> Personnel Transporter (Optional, to transfer hired personnel or to train marines to become specific personnel)

Required: X³: Terran Conflict Version 2.5 or newer (not compatible with X³: Reunion) !!

Activating the Script Editor

Activating the script editor is not necessary for using CODEA. CODEA includes a script that automatically sets the game to ***modified***.

With the script editor activated, the display of debug information can be enabled in the script editor menu. On default this option is disabled and it is recommended to be left off as it might be confusing to some gamers. To avoid this, it is possible to run other unsigned scripts without starting the script editor. This requires a change in the script's boot file, but will mark your game as ***modified*** as well.

Installation

Simply extract the *.zip file to your X³ TC folder. The .zip file includes the folders “\scripts\...” and “\t\...” which also exist in your X³ TC folder. Any additional folders in the *.zip file are for maintenance and uninstalling and should also be extracted to your X³ TC folder.

Uninstallation

Copy the file "setup.plugin.codea.weapon.system.pck" from "\scripts.uninstall\" in your X3TC folder to "\scripts". Run X³ TC and load your saved game. De-installation is automatically started and finished when a message is sent to the logbook. The process takes about 10 to 20 seconds from when the game was loaded. Save your game.

Run "Delete all CODEA Weapon System scripts.bat" found in the "\scripts.delete" folder in your TC directory. This will delete the script's files.

Important: Never just delete scripts; they are connected to you savegame!

Updating to a newer version

Simply extract the new version to the X³ TC directory. There are files in "\scripts" and "\t", as well as other folders. These other files are used for maintenance and uninstalling. You may overwrite older files.
Do not forget to update the “Libraries” scripts as well.

To remove obsolete or unused files, run "Delete old CODEA Weapon System Scripts.bat", found in "\scripts.delete”. This step is not necessary, but will keep your script folders organized.

Ingame, nothing needs to be restarted. All ships and stations should run the new scripts automatically.



CODEA Weapon System
Ship equipment and ship class requirements:

CODEA Carrier
  • A carrier-class ship
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Cargo Bay Life support System
  • Navigation Command Software MK1
  • Transporter Device (optional: enables catapult launch, required for CODEA Bombers)

CODEA Interceptor
  • A M3, M4 or M5 class ship
  • Pilot of the rank Recruit
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Navigation Command Software MK1
  • At least one weapon installed
  • Landing Computer (optional: enables combat landing)

CODEA Attack fighter
  • A M3, M4 or M5 class ship
  • Pilot of the rank Recruit
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Navigation Command Software MK1
  • At least one weapon installed
  • Landing Computer (optional: enables combat landing)

CODEA Bomber
  • A M8 class ship
  • Pilot of the rank Lieutenant
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Landing Computer
  • Cargo Life support System
  • Navigation Command Software MK1
  • Technician (ship crews require the Military Transport script to be installed)
  • Mechanic (ship crews require the Military Transport script to be installed)

CODEA Cargo Salvage
  • A M3, M4, or M5 class ship
  • Pilot of the rank Recruit
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Navigation Command Software MK1
  • Special Command Software MK1
  • Landing Computer (optional: enables combat landing)
  • Cargo bay life support system (optional: enables the salvage of pilots)

CODEA Reconnaissance
  • A M5 class ship
  • Pilot of the rank Recruit
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Navigation Command Software MK1
  • Triplex or Duplex Scanner
  • Landing Computer (optional: enables combat landing)

CODEA Patrol
  • A M3, M4 or M5 class ship
  • Pilot of the rank Recruit
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Navigation Command Software MK1
  • Landing Computer (optional: enables combat landing)

CODEA Escort
  • A M3, M4 or M5 class ship
  • Pilot of the rank Recruit
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Navigation Command Software MK1
  • Landing Computer (optional: enables combat landing)

CODEA Tender
  • A TS, TL or TM class ship
  • Pilot of the rank Commander (TL)
  • Pilot of the rank Lieutenant (TS or TM)
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Navigation Command Software MK1
  • Jump Drive
  • Transporter Device

CODEA Replenishment Tender
  • A TM class ship
  • Pilot of the rank Lieutenant
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Navigation Command Software MK1
  • Special Command Software MK1
  • Jump Drive (optional)

CODEA Corvette
  • A M6 class ship
  • Pilot of the rank Lieutenant
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Navigation Command Software MK1
  • Jump Drive
  • Transporter Device

CODEA Frigate
  • A M7 or M7M class ship
  • Pilot of the rank Commander
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Navigation Command Software MK1
  • Jumpdrive
  • Transporter device
CODEA Destroyer
  • A M2 class ship
  • Pilot of the rank Captain
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Navigation Command Software MK1
  • Jumpdrive
  • Transporter device
CODEA Accompanying Carrier
  • A M1 or TM class ship
  • Pilot of the rank Captain (M1)
  • Pilot of the rank Lieutenant (TM)
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Navigation Command Software MK1
  • Jumpdrive
  • Transporter device

Forbidden Equipment
Certain systems identify a fighter as a personal player ship and CODEA will not assign this ship to any fighter hangar. In addition the fighter equipment option can’t be used to equip player ships.
  • Boost extension
  • SETA
  • Video enhancement goggles

Pilots and their abilities
  • Recruit
    The recruit is fresh out of academy. He possess 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, corvette 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 frigate 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 carrier or destroyer class. The Captain earns 45 credits per mizura flown.
  • The Admiral:
    The Admiral has at least 10 stazuras of flight experience and at least 20 points in confirmed kills. Admiral is a honorary rank that that awarded to the pilot by the player. The Admiral earns 50 credits per mizura flown.
The promotion
The promotion of a pilot depends on his overall time of duty, his kills and the class of ship he is flying. On ships of class M3, M4, M5 an M8 a pilot can be promoted up to the rank of a Lieutenant. On ships of class TS, TP, TM and M6 up to the rank of a Commander and on ships of class M7 up to Captain. Captains of ships of class M7 or M2 can get promoted to the rank of a Admiral after special accomplishments.



CODEA Weapon System

If the carrier meets all the requirements, the command "CODEA weapons system console" appears in the fight menu.

The CODEA console has several management settings, among them starting and stopping CODEA on the carrier, as well as hangar and personnel management.

The hanger of a CODEA carrier is subdivided into several branches of service namely Defense, Attack, Bombardment, cargo salvage, reconnaissance, patrol and supply.

Defense: The carrier's military security perimeter is 20km. If the security perimeter is breached by any enemy currently targeting the carrier, CODEA automatically launches Interceptor fighters (INC) to neutralize the threat. Additionally the inner security perimeter is 8km and CODEA will intercept any enemies regardless of their current target.

Attack: The operational area of a CODEA carrier encompasses 30km. It is limited by the scanner currently installed on the carrier. Enemies in this area are attacked by attack fighters (ATF).

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.

Cargo salvage: Every fight leaves precious cargo floating in space. The cargo salvager (CSV) is responsible for salvaging any cargo in the operational area of the carrier. The salvager starts, when all enemies have been neutralized and only collects cargo usable by the carrier.

Reconnaissance: The operational area of a carrier can be expanded by 30km by using a reconnaissance squadron (REC), which consists of six m5 class fighters. They will automatically position themselves at all six axis of coordinates.

Patrol: The patrol branch of service ensures the continuous protection of the area around the carrier. The patrol (PAT) consists of a small wing of fighters, which automatically engages small enemy forces inside the operational area. CODEA doesn't list them in the attack/defense management.

Escort: The escort (ESC) branch of service is responsible for safeguarding in different operations. This includes escorting the cargo salvager in dangerous situations and escorting the commodore if he is in sector and not on board the carrier.

Supply: The supply branch of service consists of TS class tender ships (TDR) which care for a continuous inventory of equipment in the cargo bay of the carrier. In case of a breach of the inner security perimeter, they either retreat to the nearest station or a manually set refuge station. The supply tender is a specialized supply ship that restocks tenders from a supply base.

Light Defense: Corvettes (CRV) and Frigates (FRG) will engage all enemies within the inner military security perimeter, which is 8km around the carrier.

Heavy Defense: In order to hold its ground against a multitude of attacking enemy capital ships, destroyers (DES) take care of heavy defense. Destroyers will attack enemy capital class ships in the military security perimeter.

Light missile barrage Another task of the corvettes (CRC) is the light missile barrage against enemy capital class ships. Since the main task of the corvettes is the defense of the carrier, they will remain in the vicinity of the carrier.

Heavy missile barrage
Frigates (FRG) take on this task and launch a heavy missile barrage on enemy capital class ships. Missile Frigates will stay in the vicinity of the carrier, that means they will not engage enemy ships directly because missile frigates are not equipped for head-on confrontation.

The strengthening of the fighter squadrons: To get even more fighters into a Battle, the Commodore can set up accompanying carriers (CAR). This way the fighters battle strength gets increased. The accompanying carriers don't intervene into a battle themselves, they just make additional fighters available. CODEA can be run respectively must be run on these carriers too.

The console of the CODEA weapon system:

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All settings are grouped by function and accessible in the main window of the console.

Retreat Fighters
This command consists of two functions. First it orders all fighters to retreat to the carrier and secondly enacts the grounding of all ships. The status of the grounding order is displayed next to the command. Only bombers do not react to this retreat command. They have to be ordered to retreat with their own command "Retreat Bombers".

Retreat Interceptors
This command orders all Interceptors to retreat to the carrier and enacts a grounding order for them.

Retreat Attack Fighters
This command orders all attack fighters to retreat to the carrier and enacts a grounding order for them.

Retreat Bombers
This command orders all bombers to immediately retreat to the carrier.

Retreat Cargo Salvage
This command orders all cargo salvagers to retreat to the carrier and enacts a grounding order for them.

Bombard
This command sets the target for a coordinated bomber attack. The target has to be an enemy station or ship.

Major Offensive
In order to destroy powerful capital class ships. Corvettes, Frigates and Destroyers, which aren’t currently tasked with the defense of the carrier, will attack the designated target. Ships defending the carrier will join the offensive as soon as all attackers have been neutralized.

Other operational orders

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Patrol
This command starts and ends patrols. The status of the patrol is displayed next to the command. If no status is visible, the patrol is disabled.

Reconnaissance
This command starts and ends the recon fighter wing. If no status is visible reconnaissance is disabled.

Tender
Tender ships can also be ordered to retreat. If no status is visible, there are no tender ships assigned to your carrier. If there is one assigned, the status is either "in action" or "standby". Tender ships with the status "in action" will follow the carrier and exchange cargo. Tenders in "standby" mode dock at the nearest station or at a manually set refuge station.

Corvettes
Corvettes can also be ordered to standby. If no status is visible in the command console, there are no corvettes currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby”. If corvettes are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex of behavior, the corvettes will dock at this station instead.

Frigates
Frigates can also be ordered to standby. If no status is visible in the command console, there are no frigates currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby”. If frigates are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex of behavior, the corvettes will dock at this station instead.

Destroyers
Destroyers can also be ordered to standby. If no status is visible in the command console, there are no destroyers currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby”. If destroyers are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex of behavior, the destroyers will dock at this station instead.

Carriers
Carriers can also be ordered to standby. If no status is visible in the command console, there are no carriers currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby”. If destroyers are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex of behavior, the destroyers will dock at this station instead.


Hangar and battle group

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The hangar and battle group administration classifies fighters into several branches of service, namely Defense, Attack, Bombers, Cargo Salvage, Reconnaissance, Patrol and Supply (etc).

All fighters, not belonging to a branch of service, are listed in the Main hangar. In order to assign a fighter to the Defense or Attack hangar, it needs at least one laser installed, or it won't be recognized by CODEA.
Also ships with a boost extension AND a SETA device AND video enhancement goggles are identified as a player ship and cannot be added to a hanger. Simply eject the extensions and try again.

If a ship got successfully added, a new command gets available in the fight command menu of the added ship. With that command you can show a status report and there you have also the possibility to cancel the membership to the carrier without having to open the CODEA console.

Hangar and battle group - Interceptor Hangar

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Selecting a hangar of a branch of service displays an overview of all fighters currently assigned to that hangar. In this overview, fighters already assigned to the hangar can be selected and removed from the hangar with "Confirm".

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All ships are named in a specific pattern. The pattern consists of the branch of service identification and the ships name. To rename a specific ship, it has first to be selected with “Select ship”. After that you have to first input the new branch of service identification and then the new name. Aborting the input with ESC will result in the usage of the standard identification/name. The menu item “All ships of this hangar or battle group“ allow you to rename all ships in the hangar/battle group. The hangar of the commodore doesn’t have the ability to rename ships.

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To assign new ships to a hanger the option "Main Hangar" or “unassigned battle group ships” has to be selected. The option “Main Hangar/unassigned battle group ships” lists all ships not currently assigned to any branch of service. Again multiple ships can be selected and added to a hangar with "Confirm".

Fighters of the class Bomber (M8) have to follow the carrier with the "follow" command. If they do and all other conditions (see above) are met, they can be assigned to the bomber hangar. This also applies to the class Tender, frigate and corvette. As soon as bombers are successfully added to the hangar, they will be docked automatically at the carrier. Tender, frigate and corvette ships can't dock at the carrier.


Personnel Administration

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The personnel administration lists all the personnel currently assigned to the carrier. The management enables the hiring, (re-) assignment and firing of personnel.

Personnel Overview

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The personnel overview lists all personnel currently stationed on the carrier. While it does include all the fighter pilots, it also lists all pilots in the lounge (currently not assigned to any fighter) and members of the flight crew. Selecting a specific entry grants access to a detailed overview of the pilot or the crew member.

In this detailed overview you can also promote a Captain to a Admiral. Not every Captain can get promoted. He must be commanding a ship and he needs confirmed kills of at least 20 points.

Personnel Overview (Ace of Aces)
This option displays a kill ranking of all pilots. Selecting a specific entry will display a detailed performance report of the pilot.

Personnel and wares costs
This option lists an overview of all personnel and supply expenditures.

Reset personnel and wares costs
By choosing this menu item, the entire data of personnel and wares cost will be deleted.

Hire pilots

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To recruit new pilots, the carrier has to be docked at a military outpost. Then the bulletin board can be accessed with this command. The bulletin board lists all pilots available for hire. Once again you can select multiple pilots and hire them.

Transfer pilots

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This allows for the transfer of pilots to ships. Pilots can be moved to fighters from the lounge and vice versa.

Transfer pilot to cockpit

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This menu item presents an overview of all pilots currently standing by in the lounge. Selecting a pilot brings up an overview of all fighters without a pilot. Selecting any of these fighters will move the pilot to the ship.
To assign a pilot to a bomber or a tender, the ships has to follow the carrier and be within 10 km. The CODEA carrier needs a transporter device to transfer the pilots. Furthermore the ship can't already have a pilot or be assigned to any hangar.

Transfer pilot from cockpit

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This enables you to move pilots from fighters, not belonging to a branch of service, to the lounge. Simply select the desired fighter and the pilot will be moved to the lounge.
To remove a pilot from a fighter currently following the CODEA carrier, the fighter has to be within 10km and not assigned to any hangar. Additionally the carrier needs a transporter device.

Exchange pilot
This menu item presents an overview of all pilots currently standing by in the lounge. After selecting a pilot, an overview of all fighters with a pilot is brought up. As soon as you have selected a pilot and a fighter, the new old pilot gets replaced with the new one.

Transfer all pilots to free cockpits
Use this command to assign new pilots to several fighters.

Transfer all pilots from cockpits
This command moves the pilots off all fighters in the main hangar bay to the lounge.

Promote pilots
This option allows / bans promotions on the carrier.

Train pilots in combat
Normally the fighters with the best pilots get started. With this function enabled you start the training program. So the unskilled pilots can learn the art of fighting in smaller combats.

Fire personnel

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In order to fire personnel, the carrier has to be docked at a station. Pilots currently assigned to fighters have to be transferred to the lounge first, in order to fire them. Multiple personnel can be selected and then fired with "confirm".


Armament and equipment

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This option allows you to set the armament and equipment of your fighters.

Armament and equipment - Interceptors

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Selecting a branch of service provides an overview of the armament of the branch. This sets the weapons used by the fighters in the main and turret slots. The setting for the turret slot is valid for all turrets on the fighter. You can also add missiles and ammunition to the fighters. Missiles and ammunition of the fighters will be restocked at every start and landing. To confirm the change in armaments you have to select "rearm fighters". Additional note: Any combination of different lasers is not used by CODEA at the same time. They are only switched on demand.

Armament and equipment - Buy equipment from dock

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All fighters of the selected branch can be outfitted with equipment, if the carrier is currently docked at an equipment dock. Selecting this option lets you choose the equipment. If the fighters should be equipped with cargo bay extensions, engine tunings or rudder optimizations there needs to be a free docking slot at the equipment dock, because they get equipped there one after another.

Set homebase
For ships without a branch this menu point is shown. They get the carrier set as their new homebase.

Delete homebase
For ships without a branch this menu point is shown. This will delete the homebase of these ships.

Armament and Equipment – Transfer weapon data to another carrier

The weapon configuration of all branches of service can be transferred to another CODEA carrier. After selecting this menu item, you have to select a carrier as destination. The carrier of origin is marked yellow.


Tender administration

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Ships of the tender class provide for a constant stock of supplies in the carrier’s cargo bay. Wares that should be stored in the tender can be selected here. The first value sets the stock on the carrier. For example: selecting Energy Cells (500) means that the carrier will always have up to 500 energy cells in its cargo bay. Any excess stock is transferred to the tender. The tender will also transfer wares form its own cargo bay to the carrier, if the stock of the ware falls below the selected value. However the tender doesn't buy wares, it is essentially a storage space extension. A tender can store several wares, but the same ware can only be assigned to one tender at a time. See the FAQ for tips on tender management and supply.

An exception is the supply tender, which is responsible for restocking the standard tender ships. If the stock of a ware on the standard tender is beneath the second value, the supply tender will resupply the ship from a Supply Base. The supply threshold can be adjusted. Thus a supply base, with all the necessary wares for the CODEA convoy in stock, has to be in operation. To start a supply tender, simply select a standard tender in the menu “Supply tender”.

If the CODEA carrier is under attack, or enemy ships have breached the inner security perimeter, the tender ships will automatically land at the nearest station. You can also select a specific station manually. When returning to the carrier, tender ships will refuel their own jumpdrive energy storage at the selected station. The jumpdrive energy reserve is 500 energy cells.

The ware data of a tender can be transfered to another tender. Therefore the source and target tenders have to be registered in the hangar administration. After selecting the command "Transfere ware data to another tender" you first have to select the source and afterwards the target tender. Existing ware datas on the target tender don't get overwritten and will be additionally set.

Tender ships, with all their settings, can be reassigned to other CODEA carriers. After selecting the menu item “Transfer tender to another carrier“ you have to select the destination carrier. The carrier of origin is marked yellow. If all tender ships are currently on assignment, they will transfer to the new carrier as soon as possible.

[ external image ]

For an additional but easy possibility of supply you can use only one tender which is classified as supply tender. There must not be any other tenders then, so CODEA knows that you want to use this kind of supply. The tender will wait in his Supply Base and deliver direct to the carrier if needed. The amounts used for the supply get set up in the normal weapon control for ammunition, multiplied by ten.


Code of conduct

The carrier, all fighters and the battle group have to abide by this code of conduct.

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Stop Carrier during fighter deployment
If the CODEA carrier is assigned any command, e.g. "Attack all enemies", the carrier stops its command during fighter deployment until all fighters are docked again. This does not apply to reconnaissance and patrol fighters. During the time of fighter deployment, the carrier only reacts to direct attack and tries to keep its distance from stations and gates. This command ensures that no fighters are left behind by the carrier, if it e.g. continuous a patrol and jumps to another sector.

Remote control carrier from command ships
If the commander(player) is not personally aboard the carrier, this option allows the carrier to be remote controlled from another command ship. Only one carrier can be remote controlled at a time.

Size of Patrol Squadron
The default size is two fighters. The number of fighters used in a patrol can be adjusted here. There have to be enough fighters assigned to the Patrol hangar in order for the patrol to start.

Size of Escort Squadron
The default size is two fighters. The number of fighters used in a escort can be adjusted here.

Store and control friend-foe identification
CODEA Weapon System evaluates the friend-foe identification of the carrier for its own administration. If CODEA should regularly check the friend-foe identification this option must be enabled.

Attack civilian ships
The code of conduct determines that civilian ships won't get attacked. You can change that behaviour here.


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Fighters attack small class ships
This option determines if fighters attack small class ships.

Fighters attack big class ships
This option determines if fighters attack big class ships.

Fighters attack huge class ships
This option determines if fighters attack huge class ships.

Fighters defend themselves while returning to the carrier
When the carrier issues the recall order, all fighters should return to the carrier as fast as possible. If fighters are attacked while returning to the carrier, they try to evade enemy fire. This setting determines if fighters should engage enemies on their way home with full force or evade their fire.

Fighters use Missile Defense Mosquito
Missile Defense Mosquito is developed by the same manufacturer then CODEA. If the code allows for Missile Defense, pilots will independently start the software on their ship.

Fighters use fighter drones during attack
If the fighters have fighter drones they use them against targets of big ships- or huge ships-class. If they shouldn't use fighter drones you can change that here.

Bomber attack formation
All bombers will fly in a tactical attack formation to their launch position. This option controls the type of formation used.

Reconnaissance to fly even when enemy contact
Reconnaissance squadrons don’t start during enemy contact. Changing the codex will cause reconnaissance squadrons to start, even with enemies in the vicinity of the carrier.

Escorts follows cargo salvage
You can assign a escort to the cargo salvager. You can command the escort to follow the cargo salvager in general or only while they are rescuing personnel.

Escorts follows the Commodore
You can assign a escort to the Commodore. The escort starts anytime if the Commodore is in the sector and not on board of the carrier.

Cargo salvager salvage personnel only
If the cargo salvager should only salvage personnel but no freight you can set this option here.

Cargo Salvager transfer cargo
The Cargo Salvager transfers salvaged cargo to a set Cargo Salvager. The set one doesn't participate the salvaging process itself.


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Corvettes perform long range missile attacks
One task of the corvettes is the use of long range missile attacks against enemy capital ships. Because the main task of the corvette is the protection of the carrier, they will stay in its proximity. Long range missile attacks can be enabled/disabled with this option.

Missile frigates perform long range missile attacks
One task of the missile frigates is the use of long range missile attacks against enemy capital ships. The frigates will stay in the carriers proximity, they don't engage the enemy directly. Long range missile attacks can be enabled/disabled with this option.

Corvettes take part in a major offensive
This option determines if corvettes take part in major offensives.

Frigates take part in a major offensive
This option determines if frigates take part in major offensives.

Destroyers take part in a major offensive
This option determines if destroyers take part in major offensives.

Battle group ships use Missile Defense Mosquito
Missile Defense Mosquito is developed by the same manufacturer then CODEA. If the code allows for Missile Defense, pilots will independently start the software. Corvette pilots will start Missile Defense Mosquito for Convoys.

Homeport for Corvettes
If corvettes are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex, the corvettes will dock at the homeport instead.

Homeport for Frigates
If frigates are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex, the frigates will dock at the homeport instead.

Homeport for Destroyers
If destroyers are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex, the destroyers will dock at the homeport instead.

Homeport for Carriers
If carriers are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex, the carriers will dock at the homeport instead.

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Tender flee
Tender ships will flee on enemy contact or if they are attacked directly. If you are using heavily shielded tender ships and they should only flee in case of a direct attack, the code can be adjusted here.

Supply tender accompanies the carrier
On default the supply tender accompanies the carrier and docks at the supply base, if there is a shortage of inventory. If the supply tender should wait in the supply base, you can change the code here.

Tenders dock at Carrier
If your carrier is able to dock tenders you can tell them to dock at your carrier and not to follow it.

Restore defaults
This option resets all report setting back to default.


General options

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Promotions
The CODEA Weapon System informs the commander about a successful participation in a training course by one of its pilots. These messages can be disabled here.

Enemy sightings
The CODEA Weapon System alerts the commander of enemy movement in the carrier’s sector. This option can be disabled here.

Acoustic signals at messages
At default setting the CODEA Weapons System sends messages without sound. Sound can be enabled here.

Analysis to logbook
The carrier transmits its data to the external logbook.

Enhanced hangar mechanism
The enhanced hangar mechanism, which allows for catapult starts and combat landings (via transporter device and docking computer; see additional information further down), can be enabled/disabled with this menu item.

Hangar maintenance
This enables the repair of damaged docked fighters with the help of hangar mechanics. In order to repair ships the carrier has to stock microchips and ore. One repair unit costs of one microchip and two pieces of ore. There has to be at least one hired mechanic to be in the ship’s cargo bay. Mechanics are part of the turret personnel and are only available with the Military Transport script.

Equip carrier after docking
If the carrier should get automatically equipped after docking at an own dock, you can issue the order here. The amounts get read out of the normal weapon control for ammunition and multiplied by ten.

Automatic disarming in the hangar
This function allows to automatically disarm fighters of the different branches while they are docked. This prevents that the ship's own defense system starts the fighters without control by CODEA.

Restore defaults
This option resets all report setting back to default.


Hotkeys
There are 23 hotkeys with different useful functions. The hotkeys can be assigned via {options} -> {Controls} -> {Interface}:
These hotkeys are available:

CODEA Weapon System: Bombardment
This hotkey sets the target for a coordinated bomber attack. The target has to be an enemy station or ship.
CODEA Weapon System: Console
This hotkey opens the CODEA console on the players carrier.
CODEA Weapon System: Console for all carriers
This hotkey shows all CODEA carriers in one menu. The selection of a carrier opens immediately its CODEA console.
CODEA Weapon System: Console carrier in sector
This hotkey presents an overview of all CODEA carriers in the sector. Selecting a specific carrier will open its command console.
CODEA Weapon System: Escort of the Commodore
The commodore may be assigned an escort. The escort always starts when the commodore is present in the sector and not on board of the carrier. Changing this order is also possible with a hotkey.
CODEA Weapon System: Ignore Target
This hotkey will exclude a target from all attacks of the CODEA carrier and its fighters. The player has to target the ship that should be ignored. If the player has not target, a menu with all enemy capital ships will be presented.
CODEA Weapon System: Load missiles
All fighters automatically resupply themselves with missiles at launch or at landing. This hotkey resupplies all docked fighters with missiles.
CODEA Weapon System: Major Offensive
This hotkey selects a specific target for a major offensive. Corvettes, Frigates and Destroyers will then engage the selected target. If one of these ships currently defends the carrier, it will join the offensive once all attackers have been destroyed.
CODEA Weapon System: Missile volley of frigates
This hotkey starts one missile volley of all missile frigates inside the carrier group on the selected targed. If no target is selected, a menu for target selection will open.
CODEA Weapon System: On/Off
This hotkey enables / disables CODEA on the players carrier.
CODEA Weapon System: Patrol
This hotkey enables / disables the patrol on the players carrier. (audio-confirmation: one beep = enabled, two beeps = disabled)
CODEA Weapon System: Reconnaissance
This hotkey enables / disables the reconnaissance on the players carrier. (audio-confirmation: one beep = enabled, two beeps = disabled)
CODEA Weapon System: Retreat
This hotkey has two functions. First it orders all fighters to retreat to the carrier and secondly enacts the grounding of all ships. The status of the grounding of all ships is displayed next to the branch of service in the command console. Only bombers do not react to this retreat or no-fly command. They have to be ordered to retreat with their own command "Retreat Bombers".
CODEA Weapon System: Retreat ATF
This hotkey orders all attack fighters to retreat to the carrier.
CODEA Weapon System: Retreat BOM
This hotkey orders all bombers to immediately retreat to the carrier.
CODEA Weapon System: Retreat INC
This hotkey orders all interceptors to retreat to the carrier.
CODEA Weapon System: Ships of the Commodore
The commodore’s hangar includes all ships for personal use. This hotkey presents a menu of all available ships. Selecting a ship will undock it and transfer the commodore to the ship. If only one ship is in the hangar, there will be no menu and the ship will instantly undock. The commodore has to be on board of the carrier in order for the hotkey to work.
CODEA Weapon System: Standby Carriers
Carriers can also be ordered to standby with this hotkey. If no status is visible in the command console, there are no frigates currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby”. If corvettes are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex of behavior, the carriers will dock at this station instead.
CODEA Weapon System: Standby Corvettes
Corvettes can also be ordered to standby with this hotkey. If no status is visible in the command console, there are no corvettes currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby”. If corvettes are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex of behavior, the corvettes will docked at this station instead.
CODEA Weapon System: Standby Destroyers
Destroyers can also be ordered to standby with this hotkey. If no status is visible in the command console, there are no destroyers currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby”. If destroyers are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex of behavior, the destroyers will docked at this station instead.
CODEA Weapon System: Standby Frigates
Frigates can also be ordered to standby with this hotkey. If no status is visible in the command console, there are no frigates currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby”. If corvettes are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex of behavior, the frigates will docked at this station instead.
CODEA Weapon System: Standby Tender
Tender ships can also be ordered to standby with this hotkey. If no status is visible in the command console, there are no tender ships currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby". Tender ships with the status "in action" will follow the carrier and exchange cargo. Tenders in "standby" mode fly to the nearest station or to a manually set refuge station.
CODEA Weapon System: Unload missiles
All fighters automatically resupply themselves with missiles at launch or at landing. This hotkey unloads all missiles on all docked fighters.
Last edited by Saetan on Tue, 24. Jul 12, 02:57, edited 60 times in total.

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Saetan
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Post by Saetan » Sat, 19. Sep 09, 15:22

CODEA Weapon System – Replenishment Tender

The replenishment tender is an external tender and used for the replacement of destroyed fighters. He does not buy new fighters, he only delivers fighters which are docked at his homebase. These fighters must already fulfill the known requirements, except of weapons and shields. The arming can happen later on board of the carrier if it has enough weapons stored. The arming and the registration at the target carrier is done by the replenishment tender.


The Handling

You can start the main command of the replenishment tender in the special command menu. The command “Start replenishment Tender” is shown if the Fight Command Softwares MK1 and MK2, Navigation Command Software MK1 and the Special Command Software MK1 is installed in the ship. The command “Start replenishment Tender” contains possibilities of configuration.

The command is only available, if there is a pilot on board or the ship is docked so a pilot can enter the ship.


The Main Menu

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All the settings are divided into groups on the main menu.


The Pilot settings

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The Pilot settings option includes not only settings but information about the pilot. This menu displays not only his rank and homebase but also his service time, total flight time, as well as salary information.

Delete account information
This will tell the pilot to delete his records. This cannot be undone, so confirmation is required.

Take trainings
Pilots participate in training over time. Should the player wish to exclude the pilot from training courses, this command will do it.

Pilot salary
If the pilot is to be paid out of an account other than the player's wallet, set that here.

Fire pilot
An unneeded pilot can be dismissed. The ship must be docked at a station and idle. This cannot be undone, so confirmation is required.

Reassign pilot
Bought a bigger ship for your pilot? Use this command to transfer him into it. Both old and new ships must be docked at the same station. After choosing this command, a list of other docked ships will appear. If you choose a ship with another pilot, the pilots will exchange their ships. A pilot brings all his settings to the new ship.

Restore Defaults
This command resets all settings to their default settings.


Assisted carrier

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Here you can see every carrier which the replenishment tender cares about.

Add carrier
When adding a carrier you get shown a list of every carrier where CODEA is or had benn activated. So it's easier to choose the correct carrier.

Add all carriers
Add every carrier to the carrier list where CODEA is or had been activated.

Delete all carriers
Delete the whole carrier list of the tender.


The Orders

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In this overview you can see every assisted carrier and also the actual orders. Single orders can be deleted if you select it. The deletion of all orders is possible at once.


Jump Drive settings

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The pilot can use the Jumpdrive after a special course available to experienced pilots. This menu can be used to set rules for its use.

Use Jump Drive
Here the pilot can be allowed or disallowed to use the Jumpdrive.

Jump Drive Energy
The pilot keeps 10% of his cargohold filled with energy cells for the Jumpdrive. Another limit can be set here to deal with longer or shorter jumps.

Minimum Jump Range
The minimum distance that the pilot will jump.

Restore Defaults
This command resets these settings to their default settings.


Automatic Naming

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Renaming many ships is tedious. With the Automatic Naming the pilots can be asked to name their own ships and add information to the ship name.

Configure automatic naming
There are many schemes for ship naming available.

Renaming settings (selection)

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This menu lists the renaming schemes, along with descriptions.

Ship number
Should a ship number appear in the name you can enter it here.

Station number
Should a station number appear in the name you can enter it here. All of the station's ships share this number.

Restore Defaults
This command resets these settings to their default settings.


Configure reports

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The pilot will report many incidents. Some of these messages can be disabled.

Promotion
The pilot will report successful completion of a training course. This message can be disabled here.

Enemy sightings
The pilot will report enemy ships. This message can be disabled here.

Acoustic signal at message
The pilot will send silent messages by default. If a audible message is preferred, select that here.

Logbook
The pilot can enter incidents into the player's logbook. If he should, you can activate it here.

Analysis to Log
The pilot can write every data into the external logbook. This includes his current task.

Restore Defaults
This command resets these settings to their default settings.


Data Storage

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If several pilots have the same orders and conditions to follow, they can be transmitted to each other.

Load Data

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Here you can find all of the data packets and assign them to the pilot.

Save Data
Here you can save the pilot's current datas. The packet can be named.

Delete Data
Data packets can be deleted.
Last edited by Saetan on Mon, 15. Feb 10, 15:50, edited 8 times in total.

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Post by Saetan » Sat, 19. Sep 09, 15:23

Additional Information:

Transporter device: If a transporter device is installed on the carrier, fighters are launched by catapult start. Ships, which are about to launch, are automatically beamed outside the carrier, thus allowing for faster deployment.

Docking computer: If fighters are equipped with a docking computer they perform a combat landing. The ships are beamed on board with the docking computer if they are in close proximity (5km) of the carrier.

Stars in the name of the fighter: The amount of stars displays the damage to the ship’s hull. While one star is only minor damage and two stars severe damage, three stars render the ship incapable of launching. A ship with four stars is a case for the shipyard.

Ships of the commodore: Ships that should be ignored by CODEA must have three distinct extension installed: boost extension, video enhancement goggles and SETA.

Ship classes: M1, M2, M7 and TL class ships are part of the huge class. Big class ships encompass M6, M8 and TM class ships. M3, M4, M5, TS and TP class ships are part of the small ship class.

Confirmed kills: Confirmed kills is a performance index of the pilot’s kills. For every destroyed huge class ship, the pilots gains 5 points, 2 points for every big class ship and 1 point for every small class ship.

Replenishment tender: Accompanying tenders can be assigned to a replenishment tender. Their task is to support a replenishment tender to deliver larger amounts of fighters at once. These accompanying tenders need the same equipment as a normal replenishment tender but no pilot. To add a accompanying tender simply let them follow the replenishment tender. The replenishment tender checks periodically his formation ships and adds suitable ships to his convoy.



Technical Data CODEA Weapon System

Language file
8014-L039.xml (ID 8014)
8014-L044.xml (ID 8014)
8014-L048.xml (ID 8014)
8014-L049.xml (ID 8014)

Command Slots
COMMAND_TYPE_FIGHT_17 (317)
COMMAND_TYPE_FIGHT_19 (319)
COMMAND_TYPE_SPECIAL_18 (518)
COMMAND_TYPE_CUSTOM_30 (730)
COMMAND_TYPE_CUSTOM_31 (731)
COMMAND_TYPE_CUSTOM_32 (732)
COMMAND_TYPE_CUSTOM_33 (733)

Object-Task
Global (Hotkeys and restart)
Ship task 46, 47, 48, 49, 50 and 51

Official abbreviation
"das CODEA"
"the CODEA"

Authors of the introduction
GehirnPfirsich and Alex Vanderbilt


Changes at CODEA Weapon System

Downloads

-> CODEA Weapon System (Version 3.1.14)
-> CODEA Weapon System (Version 3.1.13)
-> CODEA Weapon System (Version 3.1.12)
-> CODEA Weapon System (Version 3.1.11)
-> CODEA Weapon System (Version 3.1.10)



Changelog

7th December 2008 (Version 3.alpha.01)
  • First version
9th December 2008 (Version 3.alpha.02)
  • It wasn't possible to transfer pilots to the fighters. Ships were not listed in the overview. Fixed.
  • Reconnaissance squadrons didn't follow the carrier to a different sector. Fixed.
  • Some fighters didn't follow the carrier to a different sector. Fixed.
  • Tender were not equipped with new weapons and equipment. Fixed.
  • Recruitment of pilots revised
10th December 2008 (Version 3.alpha.03)
  • CODEA can pause the main command, even with fighters still on deployment.
  • Fighters without a branch of service can be equipped and pilots can be transferred over.
  • Reconnaissance fighters are no longer required to have a triplex scanner installed.
  • Arming tender ships now works without problems. Up until now, lasers were only transferred to the tender but not equipped.
  • The standard attack command is disabled while CODEA is activated.
  • The Patrol squadron size can now be adjusted.
  • Promotion of pilots can be disabled.
13th December 2008 (Version 3.alpha.04)
  • A CODEA carrier docked to an equipment dock can buy equipment for its fighters.
  • CODEA carriers don't wait anymore for wingmen of a single patrol.
  • CODEA carriers aren't standing by anymore in the proximity of stations and gates. They try to keep their distance
  • Several small improvements.
15th December 2008 (Version 3.alpha.05)
  • CODEA fighters will give their own fired missiles a head start.
  • The Cargo Salvage branch now has its own retreat command.
  • Pilots couldn't be moved to bomber and tender ships. Fixed.
  • Badly damaged fighters can't launch anymore.
  • Reconnaissance fighters don't launch if enemy contacts are within the military security perimeter.
  • Several small improvements.
25th December 2008 (Version 3.alpha.06)
  • Every branch of service now has its own grounding order.
  • Firing missiles from a distance improved.
  • Expanded selection of wares and equipment for tender ships.
  • The cargo salvage branch will not launch if all ships have a full cargo bay.
  • The stars, displaying the damage to the fighters, don't disappear anymore.
  • The Enhanced hangar mechanism (Catapult start, combat landings) can be disabled.
  • Dodging behavior of fighters under fire improved.
  • Several small improvements.
26th December 2008 (Version 3.alpha.07)
  • Fighter repairs on the carrier are now possible. Please consult the additional information for instructions. The repair hangar has to be started first and there have to be enough resources in stock. Also at least one mechanic has to be available on the carrier.
  • Communication between bombers optimized. At least three bombers have to be in position to start the bombardment.
  • Deinstallation now possible.
30th December 2008 (Version 3.alpha.08)
  • Fighter armament and equipment revised.
  • Pilot transfer revised. Pilots can now be assigned/removed to/from ships following the carrier. Only assignment was possible up until now.
  • Tender ware list expanded.
  • Tender ships, which are removed from the hanger, will automatically follow to carrier to allow the transfer of its pilot.
7th January 2009 (Version 3.alpha.09)
  • Fixed an error in the outfitting of fighters without a branch.
15th January 2009 (Version 3.alpha.10)
  • Fixed an error in the retreat command of far-out fighters. This includes patrol fighters which changed their command to standby.
  • If the carrier jumps more than one sector away, fighters left behind change to patrol mode until the carrier returns to the sector. Squadrons are preserved. Reconnaissance squadrons dock at the nearest station until the carrier returns.
5th April 2009 (Version 3.alpha.11)
  • If necessary software was removed from the carrier, the CODEA command was stopped. The notification for the console wasn't deleted. Fixed.
  • All products are now selectable as wares for the tender.
  • Some small improvements.
12th April 2009 (Version 3.beta.01)
  • Tender ships on their way back to the carrier will now jump to a gate and not only to the middle of the sector..
  • Improved selection and approach of a refuge sector by a tender ship.
  • • Performance requirements of the Reconnaissance squadrons reduced.
  • Weapon selection of fighters improved.
  • Alpha-Phase finished.
  • Several small improvements.
19th April 2009 (Version 3.beta.02)
  • Supply Tender added (refer to Tender Administration in the manual).
  • Performance of flying reconnaissance fighters improved.
  • Several small improvements.
20th April 2009 (Version 3.beta.03)
  • The supply factor of supply tender ships can be set manually in the tender administration.
  • Tender ships don’t transfer wares to docked carriers.
  • If the option „Stop carrier during fighter deployment“ is deactivated and the carrier jumps to a remote system, while fighters are on their way back to the carrier, these fighters will patrol the area until the carrier returns. Up until now they would follow the carrier.
  • Fighters did not check their stock of missiles at launch. Fixed.
  • Several small improvements.
22nd April 2009 (Version 3.beta.04)
  • CODEA corvette added (Pilot rank requirements!).
  • Tender ships will take their own planned selection of wares into account, when transferring wares.
    [*The highest achievable rank on a CODEA carrier was Lieutenant. Now pilots on a tender can be promoted to commander.
  • Reconnaissance fighters will take position around the station the carrier is docked to
  • Tender and corvettes will fly in a holding pattern while the carrier is docked.
  • Mechanics do now repair the carrier.
  • Tender ships of the class TL now require a pilot of the rank commander.
  • All options regarding player notification have been moved to the general options menu.
  • Several small improvements.
22nd April 2009 II (Version 3.beta.05)
  • Tender behavior revised.
28th April 2009 (Version 3.beta.06)
  • TL class tender ships will only retreat if they are attacked heavily by enemies in the inner security perimeter.
  • Pilots with confirmed kills are promoted more quickly.
  • Changed combat behavior of pilots of high rank with a high amount of kills
  • Weapon, missile and equipment selection improved.
  • Bombers can now use one of two attack formations.
  • Automatic weapon switching improved and expanded.
  • The long range missile attack of corvettes can now be toggled off.
  • All pilots can use combat drones for defense.
  • The personnel overview now displays a performance report of your pilots.
  • Losses are now logged. An analysis is coming at a later date.
  • Fixed error in deinstallation process.
29th April 2009 (Version 3.beta.07)
  • With the attack pattern hammer, bomber pilots will now calculate the amount of missiles to use by analyzing the enemies‘shield strength.
  • The supply tender didn’t consider the supply factor. Fixed.
  • Equipment selection expanded.
1st May 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.
2nd May 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.
  • Several small improvements.
2nd May 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.
5th May 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 situations 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.
15th May 2009 (Version 3.beta.12)
  • Bug fix: The cargo salvage ignored ammunition containers.
  • Bug fix: The cargo salvage ignored other containers, while pilots or fighter drones were in space.
  • Bug fix: The cargo salvage didn’t start if pilots had to be rescued.
  • Bug fix: Rearmament of tender ships caused them to unload all their current freight.
  • Bug fix: Patrol and Reconnaissance reacted slowly to a retreat command.
  • The commodore can promote a captain with good performance reviews to admiral (s. Pilot ranks, Personnel Overview and additional Information).
  • Codex of behavior added. Several codes of conduct can be established / edited.
  • Weapons configuration can now be transferred to another carrier.
  • Tender ships, including all supply settings, can now be transferred to another carrier.
  • Because of all the different armaments, the commodore has now his own hangar and battle group.
  • Major Offensive. All Battle group ships can take part in a major offensive against enemy capital class ships.
  • Corvettes, Frigates and Destroyers can be given the order to retreat. Additionally Homeports can be configured for these ships.
  • Missile Frigates will defend themselves in case of an attack and will use small missiles.
  • New Rockets: Banshee, Wildfire, Wraith and Firestorm.
  • New Weapons: Photon Puls Cannon, Starbust Shockwave Generator.
  • Four new hotkeys: Major Offensive, Standby Corvettes, Standby Frigates, Standby Destroyers.
  • Performance optimizations.
  • Major modifications and optimizations.
17th May 2009 (Version 3.beta.13)
  • Bug Fix: Patrols caused an error, if the sector itself was hostile.
  • Bug Fix: If the target of a major assault was deleted, big ships nevertheless flew to the target..
  • New Weapon: Point Singularity Projector.
21st May 2009 (Version 3.beta.14)
  • Bug Fix: Tender ships did not follow the carrier, if the start or destination sector was hostile.
  • Bug Fix: Missile Frigates used the CODEA missile command in turrets that are unable to fire missiles.
  • New Weapons: Cluster Flak Array, Flak Artillery Array and Incendiary Bomb Launcher.
21st May 2009 II (Version 3.beta.15)
  • Bug Fix: Fighters unloaded software and upgrades while restocking their missile inventory.
23rd May 2009 (Version 3.beta.16)
  • Bug Fix: Ships of the commodore in battle group didn't jump correctly after a jump of the carrier.
  • Tender Administration reorganized. The supply factor can be set for each ware individually.
  • New to the Fighter code: Fighters use fighter drones during an attack
  • New to the tender code: tender flight
  • New to the tender code: Supply tender accompanies carrier
  • New Weapon: Fragmentation Bomb Launcher.
25th May 2009 (Version 3.beta.17)
  • Bug Fix: If the Supply tender does not accompany the carrier, a place was nevertheless reserved in the formation.
  • Bug Fix: The Supply tender did not recognize need wares on the tender ships, if it accompanied the carrier.
  • Bug Fix: The pay of pilots, especially wingmen, was miscalculated under certain circumstances.
1st June 2009 (Version 3.beta.18)
  • Bug Fix: The pay of CODEA pilots was miscalculated. Data is restored.
  • Bug Fix: Ships from the hangar of the commodore could loose their affiliation with the hanger.
2nd June 2009 (Version 3.beta.19)
  • Bug Fix: The supply tender could be caught in an infinite loop to resupply itself with jump energy. Restart not necessary.
  • Bug Fix: The docking of the carrier could cause an error in fighter and battle fleet ship behavior.
  • The supply threshold of the supply tender was at 80%. This can now be adjusted manually.
5th July 2009 (Version 3.beta.20)
  • Bug Fix: Fighters without mass drivers loaded mass driver ammunition.
  • Bug Fix: The cargo salvage collected also non military tech-ware.
  • Automatic front weapon alternation completely redone. Interaction of HEPT and EBC optimized.
  • Several small improvements.
19th August 2009 (Version 3.beta.21)
  • Two additional supply modes: Only one tender is able to supply the carrier directly. A carrier can be automatically equipped after docking at an own dock.
  • Several small improvements.
27th August 2009 (Version 3.beta.22)
  • Without the enhanced hangar mechanism fighters use several start bays now.
  • If the carrier docks at a station, his battle group will dock too if allowed. Else they keep being idle.
  • Training of pilots introduced. If activated, unskilled pilots will get trained in smaller to medium combats.
1st September 2009 (Version 3.beta.23)
  • If the carrier is docked at a npc equipment dock, fighters can get equipped with cargo bay extensions, engine tunings and rudder optimizations by branch.
  • All CODEA commands are now available in the console even if it didn't get opened via hotkey.
  • The carrier as homebase can now be set or deleted for a group of ships without branch.
  • Fighters without docking computer now get a little landing help if they don't find the stopping point for the docking bay soon. This also if the enhanced hangar mechanism is disabled.
  • Several small improvements.
5th September 2009 (Version 3.beta.24)
  • Bug Fix: Fighters in space pay more attention to their allowed range limit.
  • A replenishment tender can supply carriers with replacement fighters.
  • A CODEA carrier waits with starting his fighters if an enemy gets out of a gate and may be accompanied by other enemies.
  • CODEA can get reset on a carrier. Every CODEA data will get deleted on the carrier and his fighters.
  • Several small improvements.
20th September 2009 (Version 3.beta.25)
  • Bug Fix: Docked ships of the Commodore didn't have a branch identification.
  • Accompanying carriers added (pay attention to pilot ranks!).
  • Fighters don't shoot missiles immediately after launch anymore. So they won't hit their carrier anymore.
  • The cargo salvager doesn't salvage cargo after salvaging personnel. They fly back to the carrier first to rescue the personell.
  • Missile Frigates fire a mix of different missiles to confuse enemy missile defence.
  • If a pilot uses his ejector seat, he makes sure that his board personnel will leave his ship too.
  • Ore and microchips can now be shared to the carriers ships in the Equipment menu.
  • New in the Codex of Fighter: Cargo Salvager can salvage personnel only.
  • New in the Codex of Battle Group: Homeport for accompanying carriers.
  • New in the Codex of Tender: If possible, tender dock at the carrier.
  • New Hotkey: Menu for all CODEA carriers.
  • Several small improvements.
2nd October 2009 (Version 3.1.00)
  • Bug Fix: Pilots with fighters without additional weapons in the cargo bay could uninstall any front lasers. Fixed.
  • Bug Fix: Supply tenders didn't transfer wares if the normal tenders were docked at the carrier. Fixed.
  • Bug Fix: Helmsmen and navigators were shown in the menu for pilot transfer. Fixed.
  • New branch of service: CODEA Escort added.
  • New in the Codex of Carrier: Squadron size for escorts.
  • New in the Codex of Fighter: Escorts follow cargo salvager.
  • New in the Codex of Fighter: Escorts follow Commodore.
  • Optimizations for patrols and bombers.
  • The supply with energy cells by the supply tender optimized.
  • Ships with a transporter device inside the carrier formation can work as transporter transponders. So wares can get transferred more than 20 kilometers with the transporter device.
  • Membership to the carrier group can now be canceled inside the fight commands of a added ship.
  • In the carrier menus opened by hotkey the carrier of the player now is at first place anytime.
  • Custom Commands moved from slots 25-28 to 30-33
  • Beta-Phase finished
  • Several small and larger improvements.
4th October 2009 (Version 3.1.01)
  • Bug Fix: Inside the carrier selection opened by hotkey non-carrier-ships were shown. Fixed.
  • Bug Fix: Lost escorts didn't get added into the list of lost ships for the replenishment tenders. Fixed.
  • Bug Fix: Into this list of lost ships Big- and Huge-Ships got added (but can't be delivered by a Replenisment Tender of course). Fixed.
  • Attack Fighters and Interceptors optimized. They pay more attention to the distance to their carrier.
  • Missile Frigates optimized. Limitation for missiles for one target increased.
  • Battle Group optimized. They pay more attention to the distance to their carrier.
  • Automatic disarmament for Fighters on board prepared.
  • Several small improvements.
12th October 2009 (Version 3.1.02)
  • Bug Fix: Escorts didn't abort their command to escort the player if he left the sector. Fixed.
  • Missile Frigates optimized. The frigates don't continue to fly towards the enemy when a secure firing position is reached.
  • The automatic disarming can be set for the fighters of every branch of service inside the general options.
  • The main menu of the replenishment tender is now also accessible via the console hotkey for all carriers.
  • The current friend-foe identification when starting CODEA gets saved and can regularly be controlled by CODEA.
  • Several small improvements.
14th October 2009 (Version 3.1.03)
  • Bug Fix: The player in the spacesuit was recognized by the escort as a order. Fixed.
  • Bug Fix: Fighters in orbit kept their target while friend-foe identification control turned on even though the target wasn't a foe. Fixed.
  • The observation of enemies that come straight out of a gate got optimized.
  • Several small improvements.
17th October 2009 (Version 3.1.04)
  • Bug Fix: Cargo salvagers stopped their work if their cargo bay got full. Fixed.
  • Bug Fix: A reset of CODEA didn't delete the total supply expenditures. Fixed.
  • Missile frigates optimized: Number of missiles per volley increased.
  • Personnel costs show now the value of the whole carrier group too.
  • New Hotkey: Missile volleys of missile frigates can be started manually.
  • Several small improvements.
21st October 2009 (Version 3.1.05)
  • Bug Fix: If the player docked at a station while a carrier with activated escorts for him was in the same sector, the escorts started and landed permanently. Fixed.
  • Bug Fix: In the automatic armament procedere of M/AM Warheads it wasn't checked if M/AM Launchers were available. Fixed
  • Accompanying Carriers can now be TM class ships too.
  • The "Analysis to log" feature is now available but its not finished yet. Therefore only ships without any branches get shown yet, to make errors in the equipment visible.
  • The overview of personnel and ware costs can be deleted now.
  • Optical changes in the console.
  • Several small improvements.
24th October 2009 (Version 3.1.06)
  • Bug Fix: A reset of the personnel and wares costs didn't delete the data of the board personnel. Fixed.
  • Accompanying tenders can now be assigned to a replenishment tender. See in the manual under "Additional information" for more informations.
  • Pilots of multiple replenishment tender arrange themselves if the have the same carriers in their list of assisted carriers.
  • Now you can exchange pilots between the lounge and a ship without having to remove the ship from its branch of service first.
  • In case of a transfer of pilots additional informations are visible now.
  • Individual names given to a fighter remain after removing it from its branch of service.
  • Rapier missiles got added to the armament list.
  • Several small and larger improvements.
26th October 2009 (Version 3.1.07)
  • Bug Fix: In the menu item "Transfer pilot from cockpit" of the personnel administration it wasn't possible to leave the menu, if pilots were still available. Fixed
  • Bug Fix: In the menu item "Hire pilots" the pilots could not individually selected. Fixed.
  • Bug Fix: After automatic rearming of your fighters the automatic disarming got disabled. Fixed.
  • Now accompanying carriers can load also missiles, which they can't fire by themselves.
  • Several small improvements.
8th November 2009 (Version 3.1.08)
  • Jumps into sectors with Transorbital Accelerators only isn't possible anymore. Instead Jump Beacons can be used now.
  • Changes in the process of undocking battle group ships.
  • Several small improvements.
3rd December 2009 (Version 3.1.09)
  • Bug Fix: Report of enemy sightings by the replenishment tender didn't get shown properly. Fixed.
  • New in the code of conduct: Attack civilian ships.
  • Several small improvements.
20th March 2010 (Version 3.1.10)
  • Bug Fix: The replenishment tender could misinterpret the docking capacity of a carrier. Fixed.
  • Two new hotkeys: Escort of the Commodore, Standby Carrier
  • Missile frigate turret commands won't be overwritten anymore. Only unused turrets will get CODEA commands.
29th March 2010 (Version 3.1.11)
  • Bug Fix: If the players carrier was to near to a gate, the ships of the battle group often jumped to the sector center. Fixed.
  • The enhanced hangar mechanism can be switched on and off for the starting and landing of fighters seperatly.
  • Preparations for the CODEA Fighter Base.
  • Polish language file added.
  • Several small improvements.
6th April 2010 (Version 3.1.12)
  • Bug Fix: No escorts were started, if a Cargo Salvager was sent to rescue a pilot. Fixed.
  • Now also Supply Tenders will dock at the carrier if they are able to do.
  • Fighters of M4+ class won't only attack M3, M4 and M5 class fighters, but also M6 class ships.
  • Fighters with a cargo bay of XL class can now also be used as tenders.
  • Several small improvements.
19th April 2010 (Version 3.1.13)
  • The ware datas of tenders can now be transfered.
  • New missile: Tornado (has to be available on the carrier, to select it)
  • Several small improvements.
13th May 2010 (Version 3.1.14)
  • BugFix: The pilot of a replenishment tender didn't get promoted. Fixed.
  • Any replenishment tenders will be shown in the overview console for all carriers now.
  • Salvaged cargo can be transferred to a specific ship now if set so in the code of conduct.
  • The navigator-shortcut will be set for replenishment tenders when using automatic naming.
  • Ships of the battle group won't follow the carrier anymore, if it used the unfocused jump drive. Instead they wait for his return.
  • Ships without shields can't be assigned to CODEA anymore.
  • By the cargo salvager rescued pilots will be tranfered to a ready TP by Security and Rescue Service.
  • Several small improvements.




Change of the Command-Slots
(After an idea by SymTec ltd.)

The CODEA Weapon System uses seven command-slots in Fight Commands, Special Commands and Costum Commands. They own to the groups 300, 500 and 700. You have to search seven unused slots inside these groups.

To change the command-slots you just have to modify the language file. The scripts don't have to be modified themself. The language file "8014-L044.xml" can be found in the language directory (..\t\..) which is placed inside the X³ main directory. First open the language file with an simple text editor. Notepad.exe of MS Windows® is best for it. Don't use MS Word® or MS WordPad® for it.

The command-slot settings have to be changed at five positions (marked in yellow: page id's 8014, 2008, 2010, 2011 and 2022). The standard slots are 317, 319, 518, 730, 731, 732 and 733 (marked in red). You can find them easily at the end of the language file.
8014-L044.xml wrote:<?xml version="1.0" encoding="UTF-8"?>
<language id="44">

.....<page id="8014" title="CODEA Weapon System" descr="">

..........[...]

..........<t id="20000">317</t>
..........<t id="20001">319</t>
..........<t id="20002">518</t>
..........<t id="20003">730</t>
..........<t id="20004">731</t>
..........<t id="20005">732</t>
..........<t id="20006">733</t>
.....</page>

.....<page id="17" title="Boardcomp. objects" descr="">
.....</page>

.....<page id="2008" title="Script Object Commands" descr="">
..........<t id="317">COMMAND_CODEA_WEAPON_SYSTEM</t>
..........<t id="319">COMMAND_CODEA_WEAPON_SYSTEM_STATUS</t>
..........<t id="518">COMMAND_CODEA_WEAPON_SYSTEM_REPLACEMENT_FIGHTER</t>
..........<t id="730">COMMAND_CODEA_WEAPON_SYSTEM_PATROL</t>
..........<t id="731">COMMAND_CODEA_WEAPON_SYSTEM_FRIGATE_TURRET</t>
..........<t id="732">COMMAND_CODEA_WEAPON_SYSTEM_TENDER_CONVOYED</t>
..........<t id="733">COMMAND_CODEA_WEAPON_SYSTEM_TENDER_STANDBY</t>
.....</page>

.....<page id="2010" title="Script Cmd Names" descr="">
..........<t id="317">Console CODEA Weapon System</t>
..........<t id="319">Status CODEA Weapon System</t>
..........<t id="518">Start Replenishment Tender...</t>
..........<t id="730">Patrol in sector...</t>
..........<t id="731">Missile Turret: CODEA Weapon System</t>
..........<t id="732">Convoyed...</t>
..........<t id="733">TDR on standby...</t>
.....</page>

.....<page id="2011" title="Script Cmd Shorts" descr="">
..........<t id="317">Codea</t>
..........<t id="319">Codea</t>
..........<t id="518">Codea</t>
..........<t id="730">Patrol</t>
..........<t id="731">Codea</t>
..........<t id="732">Convoyed</t>
..........<t id="733">Standby</t>
.....</page>

.....<page id="2022" title="Command Info" descr="">
..........<t id="317">The CODEA Weapon system is a carrier command software that was developed by the Machiel Software Coperation at request of the argon military to take action against increasing pirate and xenon attacks.\n{2022,99999}</t>
..........<t id="319">The CODEA Weapon system is a carrier command software that was developed by the Machiel Software Coperation at request of the argon military to take action against increasing pirate and xenon attacks.\n{2022,99999}</t>
..........<t id="518">This command starts the work of the replenishment Tender.The replenishment Tender shall be responsible for the replacement of fighters on carriers.\n{2022,99999}</t>
..........<t id="99999">\n\033B© Machiel Software Corporation\033X\n\033BHerrons Nebula\033X</t>
.....</page>

</language>
After you replaced the command-slots with the unused ones at these five positions simply save the file. After that, start your game.

Information: If the language file is packed, that mean the file extension is ".pck" you have to unpack the language file first. It can be unpacked by every packer software which handles GZ-compression. For example, such programms are WinZip, WinRAR or 7-Zip. After the change you can pack the language file again. If you don't want to pack it, save the unpacked, modified language file with the file extension ".xml" inside the language directory. You have to delete the packed one then, because X³ prevers packed versions of the files.

Last edited by Saetan on Sun, 16. May 10, 13:33, edited 29 times in total.

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Post by Saetan » Sat, 19. Sep 09, 15:24

Frequently Asked Questions (FAQ):

CODEA Weapon System:
  • On which ships can I use the CODEA Weapon System?
Only carrier-class ships are able to run CODEA. This requirement meets any ship which is capable to carry docked ships. This are for example M1's, TL's and TM's. Also there are some M7 and M6 which are capable to carry docked ships.
Any other ship can't run CODEA by itself but they can be assigned to support a CODEA carrier if they meet the needed requirements.

  • I can't open the CODEA Weapon System Console with my Hotkey. All that I get to hear, if I try to do, is a 'beep'. What's going wrong?
CODEA Weapon System can only be run on carrier-class ships. If you try to open the console via the hotkey on a non-carrier-class ship and you don't already have activated the option for remote control of a CODEA carrier in it's options, you only will get this 'beep' but no console shown.

Also the Hotkey won't work while you are docked to a station. Use the CODEA command in your 'Fight Command'-Menu instead.

  • I can't add a ship to a hangar or a battle group. Is there a bug with that specific ship? What's going wrong?
Questions of that sort had their casuality most of the time in missing required equipment in that ship. Sometimes there has been the forbidden equipment (SETA, boost extension or video enhancement goggles) installed, which marks a ship as a players ship only. So double check the installed equipment and compare it with the required equipment in the manual first.

Also be sure there is a proper pilot on board.

If the problem still persisted, a solution was to re-install the CODEA scripts. It seems there got something messed up with the files before.

  • How do I hire pilots?
Dock with your CODEA-capable carrier to a Military Outpost. Be sure your carrier is equipped with a Cargo Bay Life Support System, else you won't be able to hire pilots. Then you'll be able to hire pilots under Personnel Administration in your CODEA-console of the docked carrier.
If you will hear a beep then only, instead of seeing the window for pilot hiring, check the proper installation of the Cargo Bay Life Support System and get it, if missing.

  • How does the CODEA Accompanying Carrier work?
In simple words the Accompanying Carrier is a independant carrier. It just follows your carrier and it gets supplied by your carrier. You have to start and set up CODEA Weapon System on this carrier too as you would do it for your carrier. You could also let it be independantly supplied by it's own tenders.
Some routines inside CODEA will prevent to attack the same targets as the main carrier except there's a need for that.

  • What do I need for the Hangar Maintenance and how does it work?
You need at least one mechanic on your carrier. You also need one unit of microchips and two units of ore per repair unit.
If you have more than one mechanic, multiple fighters can be repaired at once. If you have more mechanics than fighters to be repaired, multiple mechanics will work on the same fighters. So, the more mechanics you've got, the faster the repairs will be finished, as long as you've got the needed materials.
A repair unit is individual to each fighter. One unit gets calculated through the minimal prices of the ore and microchips, the repair costs at a shipyard and the damage of the fighter. One unit gets repaired by any mechanic every 20 seconds.



CODEA Replenishment Tender:
  • My Replenishment Tender sits in his homebase and is on standby. I have several fighters docked there and there are orders in his order list. Why isn't he delivering these fighters?
Replenishment Tenders only replace lost fighters on a carrier. The new fighters have to be of the exact same shiptype as the lost one. Also they have to be already equipped with all the needed extensions for their branch of service and they already need a pilot too.
What they don't need are weapons and shields, as they can be equipped by the carrier itself.




Compatibility to other scripts or modifications:
  • I want to use MARS Fire Control by Gazz and CODEA Weapon System. Will that work? What do I have to be aware of?
CODEA Weapon System is developed to be compliant to MARS Fire Control. Also MEFOS Weapon System, which you have to use for full functionality, is developed to be compliant too.

If you don't want to use the MEFOS Weapon System commands in your ships, you just don't have to activate them in the turret controls. Instead activate the turret commands you like, for example the MARS ones.

If you get sometimes blank messages by CODEA while using MARS drones, turn off the format strings in the MARS options. These format strings are not compliant to the ingame message system and this error can meet non-CODEA relevant messages too. See the MARS topic for further information.

edit: Outdated information relating to MEFOS Weapon System
MEFOS Weapon System was needed for full functionality, because it supplied mechanic- and technician-personnel for your carrier. That part of MEFOS Weapon System got seperated to the script Military Transport, so MEFOS Weapon System isn't required for CODEA Weapon System anymore.

  • I'm using the 'Hangarmod/External-Docking'-modification by Coffee Man (or a similar modification). Will CODEA work with this modification too?
Yes, CODEA should work with any modifications which add external dockings to ships.

  • There are some command conflicts between CODEA Weapon System and other scripts that I use. What can I do?
You have to find out which commands are conflicting and which command-slots are already used by your other scripts. The by CODEA used command-slots can be easily changed in a simple text file, no script editor is needed to do. You just have to find some unused command-slots with which you can replace the conflicting CODEA command-slots. See the CODEA manual for more detailed information how to change these command-slots.
To find out which command-slots are already used, see the list of Ship Command Slots, the descriptions of your used scripts or ask their authors.
Last edited by Saetan on Sat, 10. Apr 10, 17:48, edited 19 times in total.

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Post by Saetan » Sat, 19. Sep 09, 15:24

( -- reserved -- )

Madtrack
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Post by Madtrack » Sat, 19. Sep 09, 16:38

Nice that I won't have to dig out updates on the german forums with google translation anymore :)

Do you have any plans to post SRS over here as well ?

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Saetan
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Post by Saetan » Sat, 19. Sep 09, 16:56

Hi Madtrack.

No, sorry ... I don't think I will.

Complete translations are a lot of work and I'm not a friend of doing large translations by myself. Especially if the language is not my native language, which is German. Minor translations are no problem for me.

If there would already be a translation of the manual but none who want to care about that topic, I could do that too.

But there are no translations yet.

StarbuckAK
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Post by StarbuckAK » Sat, 19. Sep 09, 17:10

OHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOY!

Madtrack
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Post by Madtrack » Sat, 19. Sep 09, 17:14

No worries, I was just wondering if there were any plans for SRS.

But hey, thanks for taking care of CODEA, it's nice to see the english-side getting some attention :)

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Post by Lucike » Sat, 19. Sep 09, 17:21

Madtrack wrote:it's nice to see the english-side getting some attention :)
Yes, of course. This isn't the end. ;)

Regards
Lucike
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Post by enenra » Sat, 19. Sep 09, 17:29

Bow before the mighty wall of text. ;)

Nice work, translators. That must have been a mountain of work. :thumb_up:

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Upgrade

Post by mpcribeiro » Sat, 19. Sep 09, 19:34

Hi,

How to ugrade from beta 23 to 24? just drop the files on top of the files of previous version? Thanks

Cheers

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Re: Upgrade

Post by Saetan » Sat, 19. Sep 09, 19:42

mpcribeiro wrote:How to ugrade from beta 23 to 24? just drop the files on top of the files of previous version?
Yeah, only overwrite the existing files with them out of the CODEA archive. Also check, if you've got the actual version of the needed Library from Lucike.

oVerRateD^
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Post by oVerRateD^ » Sat, 19. Sep 09, 20:39

How do I access CODEA when docked so i can hire pilots?

I have a hotkey set, but it only works when im undocked :"{

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Post by Saetan » Sat, 19. Sep 09, 20:50

oVerRateD^ wrote:How do I access CODEA when docked so i can hire pilots?
As you recognized, Hotkeys won't work while you are docked. You have to access the CODEA console via the fighting commands menu of the carrier.

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Post by Lancefighter » Sat, 19. Sep 09, 21:12

this might seem like a silly question..

did you fix the homebase ships being launched when carrier is under attack issue yet?

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Post by Lucike » Sun, 20. Sep 09, 01:14

Lancefighter wrote:did you fix the homebase ships being launched when carrier is under attack issue yet?
I am working on it. Fighters without installed weapons don't defend the carrier. My plan is to remove the weapons of the fighters automatically. But I need some more time. CODEA based on fighters with installed weapons.

Regards
Lucike
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Post by Lancefighter » Sun, 20. Sep 09, 01:29

Ok, thanks :)

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Post by Hangman111 » Sun, 20. Sep 09, 01:32

This is a wonderful script and getting better all the time!

However, I hope you will fix the custom command conflicts as well. There are conflicts with 725 (Gazz' compact complex) as well as with a couple of others (Apricotslice's mods). It is much more rational that you do it than all your users having conflicts doing it individually and than redoing it for every update of this script package.

I changed a couple of them by editing the 8014-L044 file as suggested and using the 729 and 730 slots, and that solved the problem of strange missions appearing in the R-display (list of ships and commands). However, I now get messages from unknown that are blank when I ask to see the cute overviews of personnel costs. Neither do I get messages when ships are lost.

So the problem is not simply with the 8014-L044 file I think. And, as I said, I hope you will fix it!

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x3tc

Post by wolfmanpuck » Sun, 20. Sep 09, 14:36

Does CODEA have a different combat AI than vanilla fighters? What I mean is, afterall, do the pilots hired to fly my fighters fight any better now that there is a "person" behind the wheel?

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