Trapper Tim's Guide to CLS 2
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Solomon Short
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Solomon Short
- Posts: 797
- Joined: Wed, 25. Mar 09, 07:00

(Disclaimer: I'm currently playing Rebirth, & it's been a while since I played TC or AP, so my comments are all based on my potentially faulty recollection of how things work)
If it's sitting at a station on standby, then (AIUI), none of the waypoints meet the condition to trigger.
Have you checked that the SPP actually has enough eCells to sell?
Also, I believe there is a "Fly to" or "Dock at" command you can set for a waypoint, that flys the ship there, then waits a minute before trying the next thing.
Also, each station is a waypoint, but you can have multiple commands at each stop, as long as they're part of the same block, separate listings of a single station ('cos there's one for somewhere else in between) are separate waypoints as far as the limits are concerned.
If you can set more than 4 waypoints, you might want to add a few extra SPP refuelling stops on the end, but if you do that, you need to ensure that you allow for fuel consumption used whilst visiting them, or configure the ship to only go to them when they have a full fuel load.
If it's sitting at a station on standby, then (AIUI), none of the waypoints meet the condition to trigger.
Have you checked that the SPP actually has enough eCells to sell?
Also, I believe there is a "Fly to" or "Dock at" command you can set for a waypoint, that flys the ship there, then waits a minute before trying the next thing.
Also, each station is a waypoint, but you can have multiple commands at each stop, as long as they're part of the same block, separate listings of a single station ('cos there's one for somewhere else in between) are separate waypoints as far as the limits are concerned.
If you can set more than 4 waypoints, you might want to add a few extra SPP refuelling stops on the end, but if you do that, you need to ensure that you allow for fuel consumption used whilst visiting them, or configure the ship to only go to them when they have a full fuel load.
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Timsup2nothin
- Posts: 4691
- Joined: Thu, 22. Jan 09, 17:49
This won't work. E-cells bought become 'cargo' and won't be used as jump fuel.Solomon Short wrote:Don't use "Refuel", rather, set a "Buy N eCells @ max" command, select the largest SPP close to your route.
Trapper Tim's Guide to CLS 2
On Her Majesty's Secret Service-Dead is Dead, and he is DEAD
Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress
HEY! AP!! That's new!!!
On Her Majesty's Secret Service-Dead is Dead, and he is DEAD
Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress
HEY! AP!! That's new!!!
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Timsup2nothin
- Posts: 4691
- Joined: Thu, 22. Jan 09, 17:49
Very good chance this is the same problem as the previous one. Did you set the 'minimum cargo on load' to zero? A microchip plant selling at average price only has 20 microchips in stock, which is less than 1% of the cargo hold of any freighter.Fihnakis wrote:So might be I just don't get this but I'm trying to setup a route that will have my pilot buying microchips from 3 seperate plants then refuel jump energy on the 4th waypoint. I have tried everything with the external logistics to make this work and I'm stumped. I even had it set up for him to buy 1 microchip at maximum price and that still wasn't good enough. Can someone please guide me in the right direction. Want to set this up so I can do other missions while he's collecting for hub plot.
Trapper Tim's Guide to CLS 2
On Her Majesty's Secret Service-Dead is Dead, and he is DEAD
Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress
HEY! AP!! That's new!!!
On Her Majesty's Secret Service-Dead is Dead, and he is DEAD
Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress
HEY! AP!! That's new!!!
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Fihnakis
- Posts: 44
- Joined: Wed, 3. Dec 03, 04:24

Got it working finally. Not sure what I was doing wrong as I thought I followed your guide plus every other guide I could read to the "T" but it would never work. So I did what any good boss would do, I fired the entire labor force and started fresh. Now this new batch of happy workers is out collecting every good I need and doing it very efficiently and being paid a nice fee for their timely services.
Thank you Tim
Thank you Tim
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Timsup2nothin
- Posts: 4691
- Joined: Thu, 22. Jan 09, 17:49
Welcome.Fihnakis wrote:Got it working finally. Not sure what I was doing wrong as I thought I followed your guide plus every other guide I could read to the "T" but it would never work. So I did what any good boss would do, I fired the entire labor force and started fresh. Now this new batch of happy workers is out collecting every good I need and doing it very efficiently and being paid a nice fee for their timely services.
Thank you Tim
I too have found that sometimes starting from scratch is easier than figuring out where I slipped up.
Trapper Tim's Guide to CLS 2
On Her Majesty's Secret Service-Dead is Dead, and he is DEAD
Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress
HEY! AP!! That's new!!!
On Her Majesty's Secret Service-Dead is Dead, and he is DEAD
Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress
HEY! AP!! That's new!!!
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Masterik
- Posts: 39
- Joined: Wed, 27. Aug 14, 01:11
Sorry for the necro but i have some questions.
I made a wasp missile complex in cloud base south west, the problem is the ship who sell the wasp missile in cloud base south east, how do i make him to sell the wasp in the eqp dock there? the ware isnt listed in the station so its dont appear in the list in cls or cls 2, the only way is using the manual trade run, and 99% of the time i have to finish the sell by hand because the ship said the dock dont want more missiles but its false.
I made a wasp missile complex in cloud base south west, the problem is the ship who sell the wasp missile in cloud base south east, how do i make him to sell the wasp in the eqp dock there? the ware isnt listed in the station so its dont appear in the list in cls or cls 2, the only way is using the manual trade run, and 99% of the time i have to finish the sell by hand because the ship said the dock dont want more missiles but its false.
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Timsup2nothin
- Posts: 4691
- Joined: Thu, 22. Jan 09, 17:49
CLS can't sell an unlisted ware to a dock.Masterik wrote:Sorry for the necro but i have some questions.
I made a wasp missile complex in cloud base south west, the problem is the ship who sell the wasp missile in cloud base south east, how do i make him to sell the wasp in the eqp dock there? the ware isnt listed in the station so its dont appear in the list in cls or cls 2, the only way is using the manual trade run, and 99% of the time i have to finish the sell by hand because the ship said the dock dont want more missiles but its false.
As to the manual trade run, when you dock with an unlisted ware on board you see that you can sell it...but there is a maximum number you can sell at one time. You need to set up your manual trade run ship for infinite loops but make sure it isn't holding more than whatever that amount is. The manual trade run is telling you 'the dock can't take this much' because it is trying to sell the entire cargo bay all at once...probably.
Trapper Tim's Guide to CLS 2
On Her Majesty's Secret Service-Dead is Dead, and he is DEAD
Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress
HEY! AP!! That's new!!!
On Her Majesty's Secret Service-Dead is Dead, and he is DEAD
Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress
HEY! AP!! That's new!!!
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ancienthighway
- Posts: 1663
- Joined: Tue, 24. Apr 07, 05:25

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Timsup2nothin
- Posts: 4691
- Joined: Thu, 22. Jan 09, 17:49
Another good option. I, as a general rule, cannot reach the dock in Paranid Prime without a significant fleet, and even then I can't land. When it explodes it often offers interesting salvage though.ancienthighway wrote:The equipments docks in Three Worlds and Paranid Prime both sell wasps, so if your pilot can reach them, sell there automatically.
Trapper Tim's Guide to CLS 2
On Her Majesty's Secret Service-Dead is Dead, and he is DEAD
Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress
HEY! AP!! That's new!!!
On Her Majesty's Secret Service-Dead is Dead, and he is DEAD
Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress
HEY! AP!! That's new!!!
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Masterik
- Posts: 39
- Joined: Wed, 27. Aug 14, 01:11
Timsup2nothin wrote:CLS can't sell an unlisted ware to a dock.Masterik wrote:Sorry for the necro but i have some questions.
I made a wasp missile complex in cloud base south west, the problem is the ship who sell the wasp missile in cloud base south east, how do i make him to sell the wasp in the eqp dock there? the ware isnt listed in the station so its dont appear in the list in cls or cls 2, the only way is using the manual trade run, and 99% of the time i have to finish the sell by hand because the ship said the dock dont want more missiles but its false.
As to the manual trade run, when you dock with an unlisted ware on board you see that you can sell it...but there is a maximum number you can sell at one time. You need to set up your manual trade run ship for infinite loops but make sure it isn't holding more than whatever that amount is. The manual trade run is telling you 'the dock can't take this much' because it is trying to sell the entire cargo bay all at once...probably.
Yeah i fixed it filling the ship with energy cells and ore since the dock only buy 416 missiles.
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Timsup2nothin
- Posts: 4691
- Joined: Thu, 22. Jan 09, 17:49
As another option you can use a smaller, faster ship.Masterik wrote:Timsup2nothin wrote:CLS can't sell an unlisted ware to a dock.Masterik wrote:Sorry for the necro but i have some questions.
I made a wasp missile complex in cloud base south west, the problem is the ship who sell the wasp missile in cloud base south east, how do i make him to sell the wasp in the eqp dock there? the ware isnt listed in the station so its dont appear in the list in cls or cls 2, the only way is using the manual trade run, and 99% of the time i have to finish the sell by hand because the ship said the dock dont want more missiles but its false.
As to the manual trade run, when you dock with an unlisted ware on board you see that you can sell it...but there is a maximum number you can sell at one time. You need to set up your manual trade run ship for infinite loops but make sure it isn't holding more than whatever that amount is. The manual trade run is telling you 'the dock can't take this much' because it is trying to sell the entire cargo bay all at once...probably.
Yeah i fixed it filling the ship with energy cells and ore since the dock only buy 416 missiles.
Trapper Tim's Guide to CLS 2
On Her Majesty's Secret Service-Dead is Dead, and he is DEAD
Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress
HEY! AP!! That's new!!!
On Her Majesty's Secret Service-Dead is Dead, and he is DEAD
Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress
HEY! AP!! That's new!!!
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deadmoomin
- Posts: 44
- Joined: Fri, 29. May 15, 19:34

as a new x3 player, after my initial read of this guide, much of the details are still foggy. despite that, it has already shone a light into the darkness of "advanced" CLS setups for me. it oozes clarity and quality so i shall be using this guide for, well, guidance. wish more people on the intranets contextualized their tutorial in this way as it really helps ground the information - a lot!
thanks a lot for your effort!
edit: ooops, my very first forum post and it's a major-necro. apologies...
thanks a lot for your effort!
edit: ooops, my very first forum post and it's a major-necro. apologies...
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Timsup2nothin
- Posts: 4691
- Joined: Thu, 22. Jan 09, 17:49
Thanks, and I'm glad the guide helped!
On the necro thing, guides do get raised from the dead now and again...usually when someone has a question...so it isn't the worst first entry. Welcome to the forum!
On the necro thing, guides do get raised from the dead now and again...usually when someone has a question...so it isn't the worst first entry. Welcome to the forum!
Trapper Tim's Guide to CLS 2
On Her Majesty's Secret Service-Dead is Dead, and he is DEAD
Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress
HEY! AP!! That's new!!!
On Her Majesty's Secret Service-Dead is Dead, and he is DEAD
Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress
HEY! AP!! That's new!!!
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sithneverdiealone
- Posts: 214
- Joined: Thu, 15. Jan 15, 23:46
it also menaces with spikes of awesome.deadmoomin wrote:as a new x3 player, after my initial read of this guide, much of the details are still foggy. despite that, it has already shone a light into the darkness of "advanced" CLS setups for me. it oozes clarity and quality so i shall be using this guide for, well, guidance. wish more people on the intranets contextualized their tutorial in this way as it really helps ground the information - a lot!
thanks a lot for your effort!
edit: ooops, my very first forum post and it's a major-necro. apologies...
Peace thru Superior Corporate Management... and 47 fully loaded Valhallas.
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deadmoomin
- Posts: 44
- Joined: Fri, 29. May 15, 19:34

Timsup2nothin: i think you're right on the necro-point. personally, i see guide threads like this as a longterm forum resources (stickied or not). like an awesome sponge, gathering additional information from various people over time. but, well, i'm sure there are some militant necro-haters that disagree 
anyway, i have one Q relating to the advice given in the guide to NOT equip CLS agents with weapons and/or Fight Command Software.
with CLS2, i have total control of the route so, presumably, FCS would not cause my CLS2 to enter dangerous sectors without my consent? would my CLS2 traders not remain "defensive minded" if I install some offensive gear, fe: shooting down those incoming missiles only for as long as it take to Jumpdrive themselves out of trouble?
can anyone describe a little how my CLS2s would actually behave if i install this offensive kit? I don't want them to stand and fight, but it would be cool (fe) if they were able to use FCS mkII's Mosquito Missile Defence and their turrets for added protection while they waiting for their Jumpdrive countdowns.
Aren't there absolutely no benefits which might outweigh the cons of giving your CLS2's offensive kit? or is it all bad news...
anyway, i have one Q relating to the advice given in the guide to NOT equip CLS agents with weapons and/or Fight Command Software.
with CLS2, i have total control of the route so, presumably, FCS would not cause my CLS2 to enter dangerous sectors without my consent? would my CLS2 traders not remain "defensive minded" if I install some offensive gear, fe: shooting down those incoming missiles only for as long as it take to Jumpdrive themselves out of trouble?
can anyone describe a little how my CLS2s would actually behave if i install this offensive kit? I don't want them to stand and fight, but it would be cool (fe) if they were able to use FCS mkII's Mosquito Missile Defence and their turrets for added protection while they waiting for their Jumpdrive countdowns.
Aren't there absolutely no benefits which might outweigh the cons of giving your CLS2's offensive kit? or is it all bad news...
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sithneverdiealone
- Posts: 214
- Joined: Thu, 15. Jan 15, 23:46
in my experience the weapon equipped CLS poilets tend to occasionally stand and fight, particularly when they have no jump drive. On the fight software, i alwase get it, because it makes drones dump. i usually have space reserved on all my CLS freighters for 30-50 Mk2 or kiris drones after i am well established in the universe. on most freighters with more than 100mj sheilds 30 kiris drones seam to let them hold there own against any M5-3 that attack it.
Peace thru Superior Corporate Management... and 47 fully loaded Valhallas.
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ancienthighway
- Posts: 1663
- Joined: Tue, 24. Apr 07, 05:25

Actually the FCS Mk 1 allows the ship to automatically purchase drones. The FCS Mk 2 allows the ship to purchase mosquitoes. Neither are required for dumping the drones on enemy contact to allow the transport to escape. MDM is mostly useless since missiles aren't used when OOS.
So the software forces the transport to go off task and search out and purchase drones and mosquitoes, usually at a crawl, and irregardless of sectors crossed. This can be avoided by not equipping the ship with FCS software and simply put 10-12 drones on the transport ship initially. No crawl, but drones available for defense.
So the software forces the transport to go off task and search out and purchase drones and mosquitoes, usually at a crawl, and irregardless of sectors crossed. This can be avoided by not equipping the ship with FCS software and simply put 10-12 drones on the transport ship initially. No crawl, but drones available for defense.
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MarvinTheMartian
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Are you sure about that?ancienthighway wrote:MDM is mostly useless since missiles aren't used when OOS.
I know missiles are insta-hit OOS which probably does make MDM useless (unless this has been considered in the OOS rebalance in X3AP) but I'm not sure if NPC will use missiles against your assets OOS or not?
Where's the kaboom? There was supposed to be an earth-shattering kaboom!
X3AP 3.1 Printable Universe Sector Map
X3AP 3.1 Printable Universe Sector Map
