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. Ships defending the carrier will join the offensive as soon as all attackers have been neutralized. Other operational orders 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 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 frigates are ordered to standby, they will fly to the next station. 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 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.
Hangar and battle group 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. 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 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".
All ships are named in a specific pattern. The pattern consists of the branch of service identification and the ships name. After that you have to first input the new branch of service identification and then the new name. 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 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 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 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 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 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.
Furthermore the ship can't already have a pilot or be assigned to any hangar. Transfer pilot from cockpit 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. 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 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 This option allows you to set the armament and equipment of your fighters. Armament and equipment - Interceptors 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". They are only switched on demand. Armament and equipment - Buy equipment from dock 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. 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 means that the carrier will always have up to 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. 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 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. If all tender ships are currently on assignment, they will transfer to the new carrier as soon as possible.
For an additional but easy possibility of supply you can use only one tender which is classified as supply tender. 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. 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. 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. Attack civilian ships The code of conduct determines that civilian ships won't get attacked. You can change that behaviour here. 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. 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. 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. The set one doesn't participate the salvaging process itself. 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. 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. 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. 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.
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.
These messages can be disabled here. This option can be disabled here. Sound can be enabled here. Analysis to logbook The carrier transmits its data to the external logbook. 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. 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. Hotkeys There are 23 hotkeys with different useful functions. Selecting a specific carrier will open its command console. 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.
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.
This hotkey resupplies all docked fighters with missiles. 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. 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.
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. If a Homeport is configured in the codex of behavior, the carriers will dock at this station instead. If a Homeport is configured in the codex of behavior, the corvettes will docked at this station instead. If a Homeport is configured in the codex of behavior, the destroyers will docked at this station instead. If a Homeport is configured in the codex of behavior, the frigates will docked at this station instead.
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". Tenders in "standby" mode fly to the nearest station or to a manually set refuge station. This hotkey unloads all missiles on all docked fighters. Last edited by Saetan on Tue, Jul 12, , edited 60 times in total. 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 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 All the settings are divided into groups on the main menu. The Pilot settings 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. Any rights not expressly granted herein are reserved. All images and descriptions are for illustrative purposes only. Visual representation of the products may not be perfectly accurate. Product specification, functions and appearance may vary by models and differ from country to country.
They also try to avoid enemy fire. When attacking capital ships they try to stay distant of the target, but to stay within fire range. If hit too much they try to escape back to the carrier.
If their ship gets destroyed, they try to eject 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. Several small Improvements. Where do you hire them? Sep 09, KaZTek wrote: 1. KaZTek wrote: 3. Sep 09, thank you. Sep 09, Just a note to anyone thinking of using Codea Sep 09, Lucike is aware of potential conflicts with command slots
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