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| Total Votes : 121 |
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firefly28

Joined: 14 Jan 2008 Posts: 208 on topic

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Posted: Fri, 25. Jan 08, 16:53 Post subject: |
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Thanks for explaining the logic , I am definatly going to try and make a mod for the combat side of the game adding combat missions if thats possible. Still Ive got a hell of alot to see and play of the game if you consider I have never tried the XTM mod or any of rogueys mods.
I understand how to setup cags now but I still aint no pro at managing fleets I will learn I guess hehe but great topic!
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beholdtherazgriz
Joined: 11 Jun 2008 Posts: 35 on topic

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Posted: Sat, 19. Jul 08, 23:02 Post subject: |
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Dumb question, but what scripts if any do you need to have CAGs and CLSs?
I ask because I'm a bit frustrated manually running wares between my four complexes and HQ. Also will these guys jump, my complexes are a bit spread out. Finally, It seems you can transfer pilots, does that mean I can transfer some of my UT pilots to get things rolling quickly?
Thanks.
_________________ "Too close for missiles, switching to guns." |
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Carlo the Curious

Joined: 05 Mar 2007 Posts: 15512 on topic Location: London, UK

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Posted: Sat, 19. Jul 08, 23:10 Post subject: |
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They're part of the X3 bonus pack.
STs/UTs use a different levelling system to CAG/CLS.
_________________
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Vantobia
Joined: 07 Dec 2006
Location: Australia
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Posted: Sat, 9. Aug 08, 09:02 Post subject: |
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Wondering if anyone can help me out. Trained up a pilot in a Disco S like Kor' ah explained. Swapped the pilot over to an TS. That TS is working fine now and is Freight Pilot still. But when i try and get the Disco (with new pilot) going again (by doing what Kor'ah explained, 1,0,0 clean up and 6, 0, 0 second procedure set up and then restarting command for trade-start external logistics etc etc.) It just stays on Commodity logistics on standbye. . .. any ideas ?
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Kor'ah


Joined: 25 Apr 2007 Posts: 3072 on topic

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Vantobia
Joined: 07 Dec 2006
Location: Australia
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Posted: Sun, 10. Aug 08, 04:44 Post subject: |
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Well Kor'ah i think your kind of right. After a 0,0,0 report, it had 4 intermediate stops but they were not listed i.e cloudbase s.e trade statiion, cloudbase s.w tradestation etc etc.
I re-entered them and now they all come up in the report and re-started the disco the way i did the every first time.
I think the problem may be in the save stage of the instructions,
when I hit 6,0,1 command I do not get a freindly beep, I get a harsh-error type beep. I dunno how to get around this ?
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Kor'ah


Joined: 25 Apr 2007 Posts: 3072 on topic

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Balkoth68
Joined: 09 Mar 2010 Posts: 29 on topic

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Posted: Wed, 19. May 10, 12:48 Post subject: question about training CAG pilots in X3R |
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Im wondering if this is a bug of some sort and how to fix it. I trained 3 pilots up to freight pilot using this technique then transferred them to fully equipped TS class ships but none of them will use their jumpdrives. They insist on flying like they cant jump. Ive looked through the readme carefully and tried a few things like setting the number of ecells they keep on them. This also seems to be glitched cause they arent keeping more than 40 ecells on them.
Is there a bug that can have this effect and can it be fixed? I also have another 3 pilots training. Am I going to have the same problem with the next 3 if this is a bug?
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Kor'ah


Joined: 25 Apr 2007 Posts: 3072 on topic

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Balkoth68
Joined: 09 Mar 2010 Posts: 29 on topic

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Posted: Thu, 20. May 10, 01:06 Post subject: |
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hmm I believe I did add them this time. Ill try that. I was wondering what was different this time. The first time I tried this it worked great. Ill check that out and let you know. Thnx much
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Balkoth68
Joined: 09 Mar 2010 Posts: 29 on topic

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Posted: Thu, 20. May 10, 02:55 Post subject: |
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Looks like thats got it fixed. Thanx Kor.
What made me put the goggles on them is where the guide(readme) mentions the goggles and what they do for a CAG pilot. Any other misleading things in the readme that I should watch out for?
I dont know how many others have ran into this but, it might be worth mentioning in the guide.
Either way, Thanx again. I was afraid I was gonna have to go back to an old save, considering how long it took to train that set of pilots. 
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Flozem

 
Joined: 06 Feb 2009 Posts: 900 on topic Location: The Netherlands - Limburg

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Posted: Thu, 20. May 10, 08:28 Post subject: |
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Nice idea... a lot cheaper than putting a trading station in each main terran sector and having 2 to 4 CAGs in OTAS Mistrals assigned to them to kickstart the economy. Took my 5 days in game to get it working.
cons:
huge investment
pros:
very safe
economy is fixed
coolness factor
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Balkoth68
Joined: 09 Mar 2010 Posts: 29 on topic

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Posted: Sat, 22. May 10, 03:53 Post subject: quick ? bout CAGs and first complex |
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I had a medium SPP runnin with a few trained CAGs runnin fine. Then I added 2 medium Crystal fabs to make it a small complex. Now Im having trouble with my pilots going and buying more intermediate products from other places, rather than either selling those excesses or buying more resources.
Im guessing it has something to do with them already being setup and running when I made the change to a complex. Im having trouble getting it corrected though. I have the intermediate product trading set to "sell" since I have an over production of both of those( ecells & crystals).
Right now Ive somewhat countered the problem with a combintaion of warelock and configuring the buy and sell options for each pilot individually. Im sure there has to be an actual fix for this though, that Im just overlookin.
Anyone wanna help me out on this plz ?
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dbrowdy
 
Joined: 09 May 2010 Posts: 328 on topic

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Posted: Wed, 2. Jun 10, 08:25 Post subject: Re: [X3] Guide to training CAG and CLS1&2 pilots |
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| Kor'ah wrote: |
Setting up the way points:
1: Ship menu
2: Commands
3: Addtional ship commands
4: Add/remove intermediate stops
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I don't have this option under additional ship commands. I'd guess this doesn't work anymore but it's still in your signature so I assume I'm doing something wrong. Any ideas?
EDIT - Errr, nevermind me. This is the X3:R version. Durrrr...
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