What am I missing with CLS training

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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Triaxx2
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Post by Triaxx2 » Fri, 3. Nov 17, 14:37

Make sure they have Trading System Extensions, the script uses that to train them and account for the time they've spent in flight. And make sure they're actually landing on stations because that's when they get promoted.
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RAVEN.myst
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Post by RAVEN.myst » Fri, 3. Nov 17, 15:55

Triaxx2 wrote:Make sure they have Trading System Extensions, the script uses that to train them and account for the time they've spent in flight.
That's only in X2 and X3R - in X3TC onward, the switch is handled natively by the script without using equipment as Boolean switches, and defaults to "Yes" (ie. training enabled)
Trevelvis wrote:I have started 5 TS on CLS Training but not sure how they are doing. is there anyway to see how they are doing as they are still just listed as Apprentices. Thanks
You can run the Commodity Logistics Command and select the first option in the menu ("Trader settings") - among the details that will show you is "Flight time". "Stazuras" are hours - the pilots will become "Courier" once their flight time exceeds 2 stazuras (and every subsequent level is also every 2 hours.)
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Trevelvis
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Post by Trevelvis » Sat, 4. Nov 17, 09:48

At what level should I stop training and replace my freighters at complexes with CAG or should I keep them training

RAVEN.myst
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Post by RAVEN.myst » Sat, 4. Nov 17, 11:19

Trevelvis wrote:At what level should I stop training and replace my freighters at complexes with CAG or should I keep them training
I don't really understand the question, so I'll answer in general terms. It depends on what you are looking accomplish. If you are using CLS2 in order to train functional CAGs, then I find that usually I switch their function at level 4 (cargo messenger?), as that is when pilots start using their jumpdrives.

Although the pilot's wages increase with levels, I very seldom halt a pilot's advancement - I find the advantages worth the (very small) extra expense, including the freedom of options open to me by having fully trained pilots (especially useful for CLS2, for the unlimited waypoints.)
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Trevelvis
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Post by Trevelvis » Sat, 4. Nov 17, 17:30

I started training pilots for CAG and CLS2, since then I have started to build 2nd resource complexes but using virgin pilots to buy energy but now the products are filling up was wondering if to swap ships with trained pilots to look after my complexes so they would also sell when needed. Was wondering what level pilots would accomplish this, thanks

RAVEN.myst
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Post by RAVEN.myst » Sat, 4. Nov 17, 18:49

Trevelvis wrote:I started training pilots for CAG and CLS2, since then I have started to build 2nd resource complexes but using virgin pilots to buy energy but now the products are filling up was wondering if to swap ships with trained pilots to look after my complexes so they would also sell when needed. Was wondering what level pilots would accomplish this, thanks
Ah, right. Well, one option is to turn some of those trained pilots into CAGs - I find that they are rather better (and far less hassle!) than CLS2 at marketing, as they will find buyers on their own. (CLS2 I find really strong for bringing in resources cheaply, given how there are usually a lot less producers of a ware than there are consumers, especially with ECells and ore.) If you want to export effectively via CAG, you'll want them to be jump-capable, so level 4 (cargo messenger/trader) is the ideal minimum (they'll carry on training as CAGs, and at level 6, they become able to go out with a load of product, then swing by a resource supplier on the way back.) If you want to continue using CLS2 to train up pilots, you can use them (CLS2s) to buy (as mentioned above, they're really good at that!), and set your CAGs to "salesman" in the config, so they only export. This is technically slightly less "work-efficient", but I think the gains you score on reliable cheap resourcing make up for that.

Note that you CAN also use CLS2 for export, should you choose, it just requires a helluva lot more work - you have to design routes for all of them, with just the right amount of overlap (enough but not too much - this takes even longer to get right, and constant scrutiny to gauge whether you are saturating the markets segments) - this is because (as mentioned previously), there are many consumers for most wares. The advantage of using CLS2 for distribution, though, is in situations where you want to give certain NPC factories priority - let's say you really want to have, for example, Cluster Flak Arrays available to you whenever you want them - then you might use CLS2 to ensure that the CFA Forges get preferential treatment with their requirements.

Just mentioning this as both paths are viable, it just depends on what you're trying to accomplish, and how much bookkeeping/admin you want to engage in.
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jlehtone
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Post by jlehtone » Sun, 5. Nov 17, 11:13

Why do I remember that CFA is considered "buggy"? Perfect for example though.

When I build a Complex, I give it credits and hire (an apprentice) CAG (or more). The CAG will level up in orderly fashion and be able to sell by the time there is a need to sell.

Does not actually need a Complex, a single Factory will suffice. Tier 3, preferably.

When the first CAG can sell, force it to be Salesman (will not buy resources) and hire another apprentice.


In other words, in my Station-based economy I convert experienced CAG pilots to CLS duties and not the other way around. If I had no Stations, then CLS2 would be the way.
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ConorC
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Post by ConorC » Fri, 14. Sep 18, 13:29

Timsup2nothin is right, don't waste time training them in an M5. Have them work while they're training, stick 'em in a TS so they can actually make some trades.

An Apprentice CLS pilot can only have 4 waypoints, so this will be quite simple.

1. Set up a waypoint in power circle to buy Energy cells from one of the SPPs there. Buy at 13, tell it to fill the cargo bay.

2. Add a waypoint to one of the ore mines, also in power circle, tell it to sell the ecells for 17. and fully unload the cargo bay.

This is enough to get you going, but you will find this ship will stay on standby quite a lot so let's add another way point

3. Add a waypoint to one of the Silicon mines, also in power circle, tell it to sell the ecells for 17. and fully unload the cargo bay.

Remember, a CLS pilot will look at each waypoint and if he can complete it he will. If for whatever reason he can't he will go to the next waypoint, so for example, on the list above, when the pilot finishes waypoint 2, he will look at waypoint 3 and know hat he doesn't have energy cells so he will ignore it and go to the end of the list and then back to the start, and go buy ecels, if the deal is available. If not, he'll go on standby and check every few minutes.

This will quickly level up a CLS pilot, and make you some credits at the same time.

Experiment and see how it works.

EDITED:
And I just realized I necroed this thread, sorry, i didn't mean to :(

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Post by Timsup2nothin » Sat, 15. Sep 18, 02:06

Less than a year. Heck this zombie is hardly even stinking.
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