Codea or ads
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Codea or ads
Could anyone who have used both codea and ads give me a quick pros and cons of each and what are the main differences between them?
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- Posts: 59
- Joined: Thu, 11. Mar 10, 12:46
Certainly.
Codea is a complicated pilot management system where coordinated assault, defence and intercept is automatically managed by your carrier fleet. Attaching carriers to each other can also lead to intelligent supported carrier fleet assaults.
Additional features like bombers and tenders (automated fleet resupply) are also part of Codea, using specific AI routines to govern the behaviour of these craft, in addition to all other ships as part of a fleet.
An example: An interceptor fleet can scramble automatically against incoming bombers, while your fleet destroyers will focus primarily on enemy capital ships.
Each ship will need pilots and specific hardware, which is all explained in the Codea thread. These pilots can cost quite a bit to maintain, so be prepared for it.
ADS is an automated defence system, where most AI routines are only overridden under specific circumstances. This is primarily seen in the retreat order that ADS can give. It has different management of fleets, but could arguably have better support options for carriers due to fleet wide buy and sell orders.
While codea has some fleet resupply orders and buy orders for ships needing software, you generally need an equipment dock to cover it all.
ADS and codea can both be installed, but you cannot have both of them active on the same carrier, or you'll have real problems with the behaviour of ships attached to the carrier.
Personally, for a more simulation and automation orientated game, I'd go for codea. I recommend trying both to see what you think.
Codea is a complicated pilot management system where coordinated assault, defence and intercept is automatically managed by your carrier fleet. Attaching carriers to each other can also lead to intelligent supported carrier fleet assaults.
Additional features like bombers and tenders (automated fleet resupply) are also part of Codea, using specific AI routines to govern the behaviour of these craft, in addition to all other ships as part of a fleet.
An example: An interceptor fleet can scramble automatically against incoming bombers, while your fleet destroyers will focus primarily on enemy capital ships.
Each ship will need pilots and specific hardware, which is all explained in the Codea thread. These pilots can cost quite a bit to maintain, so be prepared for it.
ADS is an automated defence system, where most AI routines are only overridden under specific circumstances. This is primarily seen in the retreat order that ADS can give. It has different management of fleets, but could arguably have better support options for carriers due to fleet wide buy and sell orders.
While codea has some fleet resupply orders and buy orders for ships needing software, you generally need an equipment dock to cover it all.
ADS and codea can both be installed, but you cannot have both of them active on the same carrier, or you'll have real problems with the behaviour of ships attached to the carrier.
Personally, for a more simulation and automation orientated game, I'd go for codea. I recommend trying both to see what you think.
One thing that ADS can do that CODEA can't is provide stationary defense. ADS can be setup on a station to defend a sector. If you do, I strongly suggest using a Teladi Trading Station, since it launches out the back instead of the front like the Argon Trading Station, where they'll turn and smash into the collar. If you're in-sector.
CODEA is very potent, but it's going to take a while to get it learned and all setup.
CODEA is very potent, but it's going to take a while to get it learned and all setup.
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An alternate approach for sector defense is to equip weapon platforms with CODEA, works quite well for me if the platform has a hangar for fighters (like Cadius' large terran weapon platform)
CODEA is not for the faint of heart, be prepared for trial and error, and initially long setup times for your carriers as you get used to the system. It is however very versatile and efficient at it's job. If you dabble in scripting as well I find it somewhat easy to modify certain aspects of it to make it more to your liking (for example I usually make TP's available for salvage operations instead of just having a fighter do it, gives the often shunned TP a job!)
A couple of warnings though: CODEA expects all M8's to be non-hangar based bombers, it has issues recognizing M8's docked inside a hangar (incase you have a mod allowing that) and you need to actually train pilots to be the proper rank to command certain ships and mission types, so don't expect to have a fully functioning carrier fleet right out of the shipyard, it takes time and effort (and lots of money) to get your "military" going.
So if you just wanted a quick-fix for an automated defense system, Anarkis Defense System is a better option for you.
CODEA is not for the faint of heart, be prepared for trial and error, and initially long setup times for your carriers as you get used to the system. It is however very versatile and efficient at it's job. If you dabble in scripting as well I find it somewhat easy to modify certain aspects of it to make it more to your liking (for example I usually make TP's available for salvage operations instead of just having a fighter do it, gives the often shunned TP a job!)
A couple of warnings though: CODEA expects all M8's to be non-hangar based bombers, it has issues recognizing M8's docked inside a hangar (incase you have a mod allowing that) and you need to actually train pilots to be the proper rank to command certain ships and mission types, so don't expect to have a fully functioning carrier fleet right out of the shipyard, it takes time and effort (and lots of money) to get your "military" going.
So if you just wanted a quick-fix for an automated defense system, Anarkis Defense System is a better option for you.
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@sartha
I've been trying to figure out which Codea script (and how) to modify to do the same with TPs
The changes I' did make seem to not work quite as intentioned...
any help would be appreciated
..IIRC the script i attemped to change was:
plugin.codea.check.ship.ability
trying to add extra extra line for the TP didnt work quite right and i wasnt sure if changing the littleship and fighter variable would fubar it completely.
I've been trying to figure out which Codea script (and how) to modify to do the same with TPs
The changes I' did make seem to not work quite as intentioned...
any help would be appreciated
..IIRC the script i attemped to change was:
plugin.codea.check.ship.ability
trying to add extra extra line for the TP didnt work quite right and i wasnt sure if changing the littleship and fighter variable would fubar it completely.
... i´m not sure, but i think it´s a library-script which you have to change to let TP class ships dock on any carrier
(if so, then you have to change a script named lib.le.xxxxxxx)
in general:
--> ads is more comfortable to use
--> codea is more powerful, has more funcionality (and is imho simply better ) but needs personnel & knowledge to set it up as intended
(if so, then you have to change a script named lib.le.xxxxxxx)
in general:
--> ads is more comfortable to use
--> codea is more powerful, has more funcionality (and is imho simply better ) but needs personnel & knowledge to set it up as intended
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- Posts: 142
- Joined: Sat, 14. May 11, 07:09
I haven't used CODEA because it looked for me about overcomplicated.
But ADS worked great in Panther for Xenon defend missions, my fighters were eliminating fighter escort and helping me in fast finishing of enemy capital ships. It was really a great fun.
2-3 Collosus/Raptor packed with fighters will clear and hold any Xenon sector for a decent amount of time.
But ADS worked great in Panther for Xenon defend missions, my fighters were eliminating fighter escort and helping me in fast finishing of enemy capital ships. It was really a great fun.
2-3 Collosus/Raptor packed with fighters will clear and hold any Xenon sector for a decent amount of time.