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[X3T] Guide to training CAG and CLS1&2 pilots in Terran Conflict
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Kor'ah



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modified
PostPosted: Sat, 8. May 10, 14:00    Post subject: [X3T] Guide to training CAG and CLS1&2 pilots in Terran Conflict Reply with quote Print

Updated: 17JUN10

Overview: A short Guide for traing AI pilots to fly Commercial Agent (CAG) and Commodity Logistics Software MK1&2 (CLS1,CLS2) controled ships. No need to ever let a clueless rookie touch your money makers again. There will be some changes made to this guide to make it look better and add any addtional information.This guide is best used for the mass production of these pilots in large numbers (10-infinity) quickly. If you only need one here, and one there, there is other altrnitives also detailed in this thread you might want to consider.

Warning: Please make sure you are useing the latest version of the bonus pack (V4.1.01 or later) released the same day as the X3:TC V2.7. First Version of the bonus pack had a bug in the "Automatic Naming" routine of these scripts that triggered the "modified" flag on your game. The current vrsion of the bonus pack has corrected this, or at least I could use the feature and not get my game flaged as modified.


Updated useing "Bonuspackage 4.1.01" and X3:Terran Conflict V2.7


The ship:

Discover S (Any M5 will do. Discover is the least effort. Block buy 5-10 for best results)

Max Rudder Tuneings
10x Engine Tuneings

Commodity Logistics Software MK2
Navigation Command Software MK1
Duplex Scanners (optional)



Accessing the CLS2 Options:

1: Select ship
2: Orders
3: Commands
4: Trade
5: Start External Commodity Logistics

*Lots of options. Most I won't bother to discuss. These steps will be repeated often in this guide.*


Setting up the way points:

1: Waypoints
2: Add Station
3: Universe map will pop up. Pick the target system and station.
4: Fly to station

Repeate steps 2-4 untill the full route is entered.

5: tap "Esc" untill you are back to the CLS2 main menu


Saveing your Work:

1: Data Storage
2: Save Data
3: Pick the top, or the bottom, slot
4: Name it "Training Course"
5: tap "Esc" untill you are back to the CLS2 main menu


Now to start the training:

*For this first pilot we are working with just hit "Start external commodity logistics" now. New pilots will do the following.*

1: Select ship
2: Orders
3: Commands
4: Trade
5: Start External Commodity Logistics
6: Data Storage
7: Load Data
8: Select "Training Course"
9: ESC to CLS2 main menu
10: Start External Commodity Logistics

Watch the little Discoverer(s) go. Once it hits "Logistician" rank order the ship to dock somewhere safe. This will take 10 hours of flying time and with the 60 second wait at each waypoint the total time will be ~10.5 hours.


Cleaning up the Mess: *Optional*

1: Select ship
2: Orders
3: Commands
4: Trade
5: Start External Commodity Logistics
6: Trader settings
7: Delete accounting information
8: Confirm "Yes"
9: ESC to CLS2 main menu
10: Waypoints
11: Delete all waypoints
12: Confirm "Yes"

This will clear his waypoints, any financial data from the training and leave you with a totaly blank pilot ready for work. The waypoint information is tied to the pilot and not the ship. Just move him over to his TS ship and start training a new pilot with the discoverer.


Moveing the Pilot to another ship:

1: Have both ships docked in the same station
2: Select the ship with the trained pilot you want to move
3: Orders
4: Commands
5: Trade
6: Start External Commodity Logistics
7: Trader settings
8: Reassign trader
9: Pick the target ship you want the trained pilot to move to.

If the pilot is transfered to the new ship the game will give you a friendly beep.


Recomended Route:

Waypoint 1: Cloudbase Southwest - Free Argon Trade Station
Waypoint 2: Cloudbase Southeast - Free Argon Trade Station
Waypoint 3: Antigone Memorial - Free Argon Trade Station
Waypoint 4: Three Worlds - Free Argon Trade Station

For Terran sectors look at the following post


Final Tips: (more will be added as time goes on)

-Homebase the training discovers at any factory you own. This allows you to use that factories "owned ships" list to keep track of them. M5s are near the bottom of the list so more imporant ships will always be above them. Pilot's paycheck can be set to come from your personal account or the factory's account. Default is personal account.

-If you don't use the "Recomended Route" Then have another thought out before hand. Just make sure it's low risk with no xenon and little (if any) pirate traffic. Lots of places to do this now.

-Watch out for those annoying red lasertowers when planning the route.

-If you happen to be hostile to the Argon and can not buy the CLS software from them. The Paranid Communications Facility in Priest's Pity is the only non Argon station that sells the CLS software.

-Currently it seems these pilots don't take a training course untill they have reached/docked the last waypoint in their flightplan. Could be helpfull to place this final waypoint at, or near, where the ship swap will happen.

-As it's been pointed out in this thread and the documentation threads for these scripts starting the training in the Herron's Nebula Trade Station can give a head start. Be warned it can become highly aggravating when trying to train 10+ pilots at once. You'll be fighting a RNG with a 1 in 4 chance of getting the correct pilot rank (Cargo Messenger) the whole way.


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[X3] Guide to training CAG and CLS1&2 pilots
[X3T] Guide to training CAG and CLS1&2 pilots in Terran Conflict

The mercenary code
There is no right or wrong.
There is no good or evil.
There is only the will of the client, and how much they're paying.


Last edited by Kor'ah on Thu, 17. Jun 10, 15:59; edited 8 times in total
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Kor'ah



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PostPosted: Sat, 8. May 10, 14:01    Post subject: Reply with quote Print

Addendum: CLS2 race track for "Terran Defender" and "Argon Patroit" gamestarts.


Overview: Already finished reading the above guide and are feeling miffed you must go way out west to have your instant CAG/CLS army? Don't worry you don't need to go over there if you don't feel like it. In fact you are sitting on a training area that's just as good anyway. First off read the above guide if you haven't. I won't be repeating that information here.

The following is slightly more effort to get going when compaired to the Argon Prime racetrack. The lower startup cost and incresed saftey of these trainees more than merits it.


Prerequisites:

-ATF: Asteroid Belt access (Mars access is better but takes longer)
-Enough Terran race reputation to buy a rapier.
-Docking rights in Omicron Lyre

These should not be much of a problem. I don't recall there ever being a reputation requirement for the CLS2 software. If there is someone will correct me.


The Ship:

Rapier S (best to block buy 5-10. two million credits will cover the cost easy)

Sell back the 1MJ sheild
Max Rudder Tuneings

Navigation Command Software MK1
Now send all these ships to the Omicron Lyre EQ dock to buy "Commodity Logistics Software MK2" .



Recomended Route:

Waypoint 1: Asteroid Belt - Orbital Patrol Base
Waypoint 2: Oort Cloud - Orbital Patrol Base

*At this point you can start the training. When the Terran plot is finished add the following Waypoints*

Waypoint 3: Asteroid Belt - Orbital Patrol Base
Waypoint 4: Earth - Torus

Notes:

-The two Orbital Patrol Bases may not instanly show up on your sector maps. Rather than walking over there untill your scanners picks them up hover your crosshair over the structure and hit "T". Your targeting computer should lock onto it even if it's 100km away in many cases.

-No Kha'ak in terran sectors, so there is no need to keep ahead of the KM3s that lead clusters or interceptors. The 131m/s untuned speed of the Rapier is perfect.

-Discounting player mischief with the ATF/USC. The only time these ships will ever be in the slightest bit of danger is when going to Omicron Lyre that one time. What few Xenon there will be in the training area will be running like rabbits out of terran space and won't be a threat.

-After the pilots have racked up 10 hours of flying time stash them in the Argon Trade station in Heritics End. Even if they're not maxed rank yet they'll gain the final rank when they're moved into their new ship and are put to work.


_________________
[X3] Guide to training CAG and CLS1&2 pilots
[X3T] Guide to training CAG and CLS1&2 pilots in Terran Conflict

The mercenary code
There is no right or wrong.
There is no good or evil.
There is only the will of the client, and how much they're paying.


Last edited by Kor'ah on Thu, 17. Jun 10, 14:52; edited 4 times in total
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Rapier



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PostPosted: Sat, 8. May 10, 23:02    Post subject: Reply with quote Print

If you start the command at the Trading Station in Herron's Nebula, the local office will hire you a pilot that usually has some experience to get you started.


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Kor'ah



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PostPosted: Sun, 9. May 10, 00:46    Post subject: Reply with quote Print

If it's less random that it was in X3R and shaves off a significant ammount of training time I'll include that. I'll need more Terran Conflict specific data on training times with this method first.


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[X3] Guide to training CAG and CLS1&2 pilots
[X3T] Guide to training CAG and CLS1&2 pilots in Terran Conflict

The mercenary code
There is no right or wrong.
There is no good or evil.
There is only the will of the client, and how much they're paying.
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Gswine



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PostPosted: Tue, 11. May 10, 16:17    Post subject: Reply with quote Print

I can't say for sure, but I have been mucking about with inital loadouts of ships before starting CLS at Herrons Nebula.

If the ship has drones and mosqi's before starting CLS I find that I get supplyers and trader ranks more often and that ships without the drones or missiles start more often at cargo messenger.

I know that these things are random but I have repeatedly fired pilots and restarted CLS and the 'empty' ships get the cargo messenger more often.


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jlehtone
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PostPosted: Tue, 11. May 10, 16:37    Post subject: Reply with quote Print

Gswine wrote:
I know that these things are random but ...

... they are random.

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brucewarren



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PostPosted: Tue, 11. May 10, 16:38    Post subject: Reply with quote Print

A very large Thumb up for taking the time to make this guide. Thank you.

Might I suggest you put in something explaining the essential difference
between using CAG to operate ships and the Logistics 1 and 2 with advice
about how to choose the right one for the job.

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Carlo the Curious





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PostPosted: Tue, 11. May 10, 17:33    Post subject: Reply with quote Print

Kor'ah wrote:
If it's less random that it was in X3R and shaves off a significant ammount of training time I'll include that. I'll need more Terran Conflict specific data on training times with this method first.

It's purely random, as far as I can tell.

plugin.com.logistics.admin.xml:
Code:
084   |||if [DOCKEDAT] -> is of class Trading Dock
085   ||||if [DOCKEDAT] -> trades with ware SS_WARE_SW_NEW6
086   |||||skip if [THIS] -> get local variable: name='com.logistics.promotion'
087   ||||||$PilotLevel =  = random value from 1 to 4 - 1
088   ||||end
089   |||end


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dbrowdy



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PostPosted: Tue, 11. May 10, 17:56    Post subject: Reply with quote Print

Noob question: I read the descriptions of these three mods and from what I can tell, this doesn't say anything about the CAG software. Does the CL level affect the CAG level?

Also, am I understanding this right that the CAG will buy AND sell at best price at one of my factories so I need (in theory) fewer haulers assigned? Is there really and reason NOT to use the CAG instead of the straight buy/sell?

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Ulan Dhor



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PostPosted: Tue, 11. May 10, 18:11    Post subject: Reply with quote Print

Pilot ranks of Lucike's trader scripts carry over to different tasks, so yes, your CL level will be the CAG level.

And yes, you might save a few ships at your complex. Beginning CAG's can only sell and are very inefficient, which is the reason for the training presented in this thread. Trained CAG's are very good.

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Lorric



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PostPosted: Tue, 11. May 10, 18:12    Post subject: Reply with quote Print

Since CAG is not part of the Bonus pack (i.e. signed), it will always add a *modified* tag to your game, correct?

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Carlo the Curious





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PostPosted: Tue, 11. May 10, 18:13    Post subject: Reply with quote Print

Lorric wrote:
Since CAG is not part of the Bonus pack (i.e. signed), it will always add a *modified* tag to your game, correct?

CAG is part of the bonus pack.

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dbrowdy



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PostPosted: Tue, 11. May 10, 18:14    Post subject: Reply with quote Print

Lorric wrote:
Since CAG is not part of the Bonus pack (i.e. signed), it will always add a *modified* tag to your game, correct?

No it is signed, you just can't use the Auto Naming feature apparently.

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Lorric



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PostPosted: Tue, 11. May 10, 18:26    Post subject: Reply with quote Print

Strange, I remember looking at the Bonus Package and wondering why it wasn't there. Am I going blind, or has it been added later?

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Carlo the Curious





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PostPosted: Tue, 11. May 10, 18:31    Post subject: Reply with quote Print

Lorric wrote:
Strange, I remember looking at the Bonus Package and wondering why it wasn't there. Am I going blind, or has it been added later?

It was always there ('always' being the 2 weeks or so since it was actually first released Razz).

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