[X3TC Bonus Plugin] Commodity Logistics Software MK2 (CLS2)

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valerria
Posts: 30
Joined: Sun, 18. Sep 11, 02:07
x4

Post by valerria » Fri, 7. Oct 11, 11:02

I have this strange problem of energy transporting some CLS unloading their jump fuel together with the delivery. I've two CLSs set to deliver energy, only difference is one also picks up silicon on the way back to the energy complex. This one works fine, since I load the jump fuel before loading energy to max cargo.

However my other CLS, no matter how I tweak the settings, sooner or later starts to unload more energy than it should.

Code: Select all

8-08:56:33: Freighter: T-Energy Complex A CLS1 Mistral / Homebase: Energy Complex A(Akeela's Beacon) / Targetstation: Energy Complex A(Akeela's Beacon)
8-08:56:33: Yannet Keswen refuels with 270 units of jump energy.
8-08:56:33: Total 0 Cr.

8-08:56:33: Freighter: T-Energy Complex A CLS1 Mistral / Homebase: Energy Complex A(Akeela's Beacon) / Targetstation: Energy Complex A(Akeela's Beacon)
8-08:56:33: Yannet Keswen loaded 3680 units of Energy Cells.
8-08:56:33: Total 0 Cr.

8-08:58:18: Freighter: T-Energy Complex A CLS1 Mistral / Homebase: Energy Complex A(Akeela's Beacon) / Targetstation: IBL Support Complex(Senator's Badlands)
8-08:58:18: Yannet Keswen unloaded 3810 units of Energy Cells.
8-08:58:18: Total 0 Cr.
To my understanding if you load jump fuel before energy cargo CLS should know how much of it is jump fuel and not unload it. But according to the log above it's losing track of this. It should never unload more cargo than it takes on.[/code]

Goekhan
Posts: 51
Joined: Thu, 23. Jul 09, 21:11
x4

Post by Goekhan » Thu, 22. Dec 11, 07:09

May I ask a question? I'm a little bit lost here.

About CLS, I fail to see the difference/necessity of CLS and CAG so far, maybe since I only use mines. One question that bugs my mind is, what is the difference between internal/external CLS?

If I'm to assume that, internal is based on one station, focused to distribute the products of it; meanwhile external is based on one "route", focused to do whatever you tell the pilot to? For example, you have an ECell complex going, am I to use internal CLS to distribute ECells among my other complexes? And likewise, if I have a lot of deliveries and pickups to make, I should use external CLS (in other words, building a "virtual" complex)?

If anyone can clear this out for me, they'll earn e-cookies :) Thank you.

(note: I asked the same question on CLS topics aswell. If you can, please reply a copy as a PM; if someone would like to enlighten me, I don't want to miss out on some "cruical" information)
Last edited by Goekhan on Thu, 22. Dec 11, 18:06, edited 1 time in total.

aquatica
Posts: 186
Joined: Wed, 6. Nov 02, 20:31
x4

Post by aquatica » Thu, 22. Dec 11, 07:34

Goekhan wrote:May I ask a question? I'm a little bit lost here.

I usually had big trade empires, never got into building stations and such. But in AP, there are SEVERE supply problems, so I throw some mines here and there to keep the production going.

After this, I installed the bonus pack for AP, everything in it. I got CAG, CLSI/II. But as you might imagine, I'm "overwhelmed" with more settings.

Anyway, long story short, I've set up 4 CAGs going, 1 CLS in standby. I don't understand the importance/requirement of CLS so far. Please correct me if I'm wrong:

CAGs are there to "take care of it's homebase station", right? Buying resources, selling products, etc... 4 of my CAGs are currently busy loading the station up with ECells, so I guess they'll actually start selling some stuff when they advance in their careers.
Yes, correct. Also it is suggested to fit the CAG's with practically everything (Trade Command Software 1, 2, 3, Fight command software 1, 2, Jumpdrives etc. also I think Best Selling / Best Buys locator is useful). The Readme file that comes with the Bonus pack actually tells quite a lot of details about this!

Few things to note:
* When CAG's advance in their career, they start to learn to use Jumpdrive, they can go further about and in general get more efficient at their job.
* At first, even if they are set as "Trader" they only Buy resources; it will take some levels before they start to Sell!
* I recommend doing a sector blacklist or requirement setup in the advanced settings; i.e set them to trade only with sectors which have a Gate in it, if you have good satellite network use "Only trade in sectors with satellites in them".
* I also recommend putting all pirate sectors as Black Listed, since that ought to be trouble in times, unless you are in relatively good terms with 'em ;)
Goekhan wrote:
My question about this part is, how much do they buy/sell for? I set ECell buying price (on my mine, I mean) to 12, but CAGs stopped working. Then I set it to 16, they now continue to work. So, if I'm to assume that, CAGs try to buy at/below, and try to sell at/above the prices you set on their home station? Just this answer would clarify a lot of questions on my mind.
They try to sell at the best price possible. So, if you have high-level CAG running around on a Solar Power Plant (just an example), and you have set the sell price of Ecells to 14creds, they will aim at around 16 creds (or so) per sold unit, because they take a bit of a pay too so it would only make deficit if they didn't find proper profit. If there is a, let's say, factory running at no eCells and have their price at 19, they will aim there first etc. So CAG's understand supply/demand and do their best to work on it. Also with the Trader settings you can set limits as how much you have to be able to get your resources to your cargo hold before the CAG actually goes about to sell it. I leave these at defaults!

So this is in short all the stuff I usually do with my CAG:s. REMEMBER: after you have set up the settings, if you want to use them easily again, go to Data Storage (or whatever it was called) and SAVE YOUR SETUP! Makes your life so much easier in the long run, trust me ;-)

1) Fit my CAG's with at least: Full shields, weapons (set at Missile Defense), full Engine and Rudder tunings. Then I'll get 'em Mosquitos (10 pieces, additional command and Missile Defense Mosquito enabled. Not *required*, but it seems to help :))
Fight Command Software MK1, MK2
Trade Command Software MK1, MK2
Jumpdrive
Best Sell/Best Buy locators
Patrol Command software
Navigation Command software's
Carrier Supply (or something) Software
Transporter Device (when I remember to get it:)
Triplex Scanner, if possible (easy to get with the "best" TS's as CAG's, from Legend's Home if you use Mistrals, which are quite excellent.

2) Do a setup as about following:
Assing a homebase (of course! :), set the trader to take trainings and USE THE STATION ACCOUNT, check Jumpdrive settings that they are proper, set blacklisted sectors (usually all pirate sectors and in the case of AP, also all the warzones), set the Satellite and Gate requirement on (depending where I have the station, if it is in Terran space, then I do NOT set the "Only trade in sectors with a gate", since that would block out most of Terran space). Satellite requirement is quite nice, since at least the trader knows then where is the good stuff available at good price, or where they need something desperately.

SAVE IT ;) I use self-explanatory save names to keep it simple, for example:
No WZ, R/Gate, R/Sat = blacklisted warzones (and pirate sectors as per default I always do), Require Gates (R/Gate), Require Satellite (R/Sat). After you have saved it, press ESC to get back to the CAG main menu -> Start Commercial Agent.

You're done. It feels like a lot of work to do, but when you've done it couple of times you can do it in the back of your head. It really, really pays off.

Phew, think that's pretty much it.
Goekhan wrote:
My other questions are related to CLSI/II, so if you're not using them, you don't need to read those, thanks anyway.

About CLS, I fail to see the difference/necessity of CLS and CAG so far, maybe since I only use mines. One question that bugs my mind is, what is the difference between internal/external CLS?

If I'm to assume that, internal is based on one station, focused to distribute the products of it; meanwhile external is based on one "route", focused to do whatever you tell the pilot to? For example, you have an ECell complex going, am I to use internal CLS to distribute ECells among my other complexes? And likewise, if I have a lot of deliveries and pickups to make, I should use external CLS (in other words, building a "virtual" complex)?

If anyone can clear this out for me, they'll earn e-cookies :) Thank you.

(note: I asked the same question on CLS topics aswell. If you can, please reply a copy as a PM; if someone would like to enlighten me, I don't want to miss out on some "cruical" information)
I haven't really used the CLS ever before, few times I tried to make one do some supplying job for the HUB in X3TC, but it was easier to just set up a CAG to do the stuff :-D

Goekhan
Posts: 51
Joined: Thu, 23. Jul 09, 21:11
x4

Post by Goekhan » Thu, 22. Dec 11, 18:04

Hey man, thanks for clarifying some and confirming the rest of the stuff for me.

Also, I always use Mistrals / Heavy Mistrals. Their design is very nice, and Mistral has the highest top speed:cargo ratio as far as I remember. Not to mention a lot of turrets :)

A question about saving data; What does it save exactly? Ware list, Trader/Salesman/Shopper, jump settings, and that's it? I assume, their home sector won't be touched, right?

Another question about Transporter Device, is it really necessary when "tending" to a station? I mean, I read it is mostly necessary when their homebase is set to a ship, lets say, My Mammoth. Otherwise, it is useless I think? I'm asking this, because I really don't like equipping anything that won't be used, that's why you won't be able to pilot any of those trader/logistics ships by yourself. They don't even have seta / boost extension / etc...

Thanks for taking your time to write such a post man, really appreciated.

aquatica
Posts: 186
Joined: Wed, 6. Nov 02, 20:31
x4

Post by aquatica » Thu, 22. Dec 11, 18:39

Goekhan wrote:Hey man, thanks for clarifying some and confirming the rest of the stuff for me.

Also, I always use Mistrals / Heavy Mistrals. Their design is very nice, and Mistral has the highest top speed:cargo ratio as far as I remember. Not to mention a lot of turrets :)

A question about saving data; What does it save exactly? Ware list, Trader/Salesman/Shopper, jump settings, and that's it? I assume, their home sector won't be touched, right?

Another question about Transporter Device, is it really necessary when "tending" to a station? I mean, I read it is mostly necessary when their homebase is set to a ship, lets say, My Mammoth. Otherwise, it is useless I think? I'm asking this, because I really don't like equipping anything that won't be used, that's why you won't be able to pilot any of those trader/logistics ships by yourself. They don't even have seta / boost extension / etc...

Thanks for taking your time to write such a post man, really appreciated.
Transporter device is not necessary, however... I have had the cases that I needed to get *any* ship to quickly do some ware transporting, let's say, from a damaged freighter, and the closest ship (or the only possible ship) is a CAG. However if you don't really care about that, it is in essence useless.

Also the "Save Data" saves y everything EXCEPT the Home Base, that's one of the things that makes it so great and usable. I have several saved slots with different settings (I have Complex Shopper, Complex Trader, Mining Complex traders etc... a lot of configurations and depending on even the ship, you could make a powerful M6 act as a transporter quite efficiently without the need to block pirate sectors ;))

Goekhan
Posts: 51
Joined: Thu, 23. Jul 09, 21:11
x4

Post by Goekhan » Thu, 22. Dec 11, 19:14

Ah I see, about saving/loading data. Making a mega-blacklist and saving it will be useful.

Lost a ship on a pirate sector - it was a Discoverer Raider (satellite deployment & exploration), and it was a special one; I found 3 engine tunings for it, which increased top speed from 439 to 477 =/ Wish there was a signed mod to blacklist sectors for navigational commands too.

Also, I think I might use a CLS to keep my Mammoth with enough ECells at all times. Sometimes I forgot getting more energy for it, and I miss good opportunities for "build a station" missions. It's a primitive use for a CLS, but at least it's something :) Likewise, a CLS will be handy for rearm/resupplying my ships in the middle of nowhere I guess. Or, look for weapons, and store them at somewhere whenever they can. Endless more possibilities for me, since now I know how to handle CLS/CAG :)

aquatica
Posts: 186
Joined: Wed, 6. Nov 02, 20:31
x4

Post by aquatica » Thu, 22. Dec 11, 19:21

Ah! That is one use for CLS indeed. To look for stuff that isn't found anywhere... Hmmm, EQ Dock, anyone? =) Thanks for reminding for that!

hamburg113
Posts: 1
Joined: Thu, 29. Dec 11, 04:08

Post by hamburg113 » Thu, 29. Dec 11, 04:10

Hi,

Thanks very much for this comment. It help me to think about my ideals.

Tks again and pls keep posting.

If you want to get more materials that related to this topic, you can visit: http://www.humanresources.hrvinet.com/l ... scription/

Best regards.
Last edited by hamburg113 on Mon, 2. Jan 12, 13:39, edited 1 time in total.

Vinco
Posts: 20
Joined: Wed, 31. Mar 04, 03:56
x3tc

Post by Vinco » Fri, 30. Dec 11, 00:18

I'm also in need of help. I've set up a few ships to mobile mine, a hauler to collect the goods, and then set the hauler with CLS2 to feed a mammoth. That portion is working great.

Then, I tried to set up another freighter to grab from the mammoth and take the silicon to a complex in the next sector. That.... doesn't work so well. If the freighter is in the same sector as the mammoth, it will load once, return to the complex, unload, and then sit there. If CLS2 is started from the complex, or the complex sector, it just goes into standby. Anyone able to help?

Note: This is TC Vanilla. Only bonus pack installed.

EDIT: Problem solved. I installed a transporter device on the TL but not the unloading TS. Leaving this here in case someone else has a similar issue.

Code: Select all

Commodity Logistics Software MK2

Script version: 3302
Libraries version: 3409
Pilot Union version: 3307

Pilot: Aron Sahkarna
Pilot rank: Cargo Messenger
Flight time: 0:30 hour
Employ time: 2:49 hour
Payment: 810 credits
Profit: 0 credits
Expenses: -3,360 credits

Promotion: Yes
Payment: Global account

Ship name: Silicon Feeder
Ship class: TS
Ship type: Mistral
Transport class: Extra Large Containers XL
Cargo bay size: 4000 units
Cargo bay volume: 60 units

Relation to Argon: Neutral
Relation to Boron: Neutral
Relation to Split: Neutral
Relation to Paranid: Neutral
Relation to Teladi: Neutral
Relation to Xenon: Foe
Relation to Kha'ak: Foe
Relation to Pirates: Neutral
Relation to Goner: Neutral
Relation to ATF: Neutral
Relation to Terran: Neutral
Relation to Yaki: Neutral

Commodity Logistics Software MK1: installed
Commodity Logistics Software MK2: installed
Fight Command Software MK1: installed
Fight Command Software MK2: installed

Transporter Device: not installed

Supply Command Software: installed

Jump Drive: installed
Jump Drive: disabled
Jump Drive: allowed
Jump Drive energy: 400 energy cells
Jump Drive minimum jumps: 1 jumps

Home base: Silicon Processing (Menelaus' Oasis)
Home base class: Complex Hub
Home base type: Argon Complex Hub
Station account: 4,106,503 credits
Global account: 4,305,770 credits

Ship in the same sector: No
Wait for request signal: No

Minimum transfer on collection: 5 %
Minimum transfer on delivery: 5 %

Waypoint: Silicon Processing (Menelaus' Oasis)
     Ware: Silicon Wafers
     Ware price: 0 credits
     Transfer code: -222
     Price and cargo bay at station: 504 credits, cargo bay 1,861 units (81 %)

Waypoint: Your Mammoth (Unknown Sector)
     Ware: Silicon Wafers
     Ware price: 0 credits
     Transfer code: 100222
     Price and cargo bay at station: 0 credits, cargo bay 2,256 units (67 %)

Code: Select all

7-08:17:31: Freighter: Silicon Feeder / Homebase: - / Targetstation: null
7-08:17:31: Aron Sahkarna loaded -218 units of Silicon Wafers.
7-08:17:31: Total 0 Cr.

7-08:21:02: Freighter: Silicon Feeder / Homebase: - / Targetstation: Silicon Processing(Menelaus' Oasis)
7-08:21:02: Aron Sahkarna unloaded 218 units of Silicon Wafers.
7-08:21:02: Total 0 Cr.

7-08:44:46: Freighter: Silicon Feeder / Homebase: Silicon Processing(Menelaus' Oasis) / Targetstation: null
7-08:44:46: Aron Sahkarna loaded -218 units of Silicon Wafers.
7-08:44:46: Total 0 Cr.

7-08:48:33: Freighter: Silicon Feeder / Homebase: Silicon Processing(Menelaus' Oasis) / Targetstation: Silicon Processing(Menelaus' Oasis)
7-08:48:33: Aron Sahkarna unloaded 218 units of Silicon Wafers.
7-08:48:33: Total 0 Cr.

7-08:58:10: Freighter: Silicon Feeder / Homebase: Silicon Processing(Menelaus' Oasis) / Targetstation: null
7-08:58:10: Aron Sahkarna loaded -218 units of Silicon Wafers.
7-08:58:10: Total 0 Cr.

7-09:00:48: Freighter: Silicon Feeder / Homebase: Silicon Processing(Menelaus' Oasis) / Targetstation: Silicon Processing(Menelaus' Oasis)
7-09:00:48: Aron Sahkarna unloaded 218 units of Silicon Wafers.
7-09:00:48: Total 0 Cr.

Xander Cade
Posts: 833
Joined: Thu, 21. Feb 08, 02:38
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Post by Xander Cade » Sat, 28. Jan 12, 23:42

I hope this is the right thread for this...

I have had multiple issues with CLS MKII refusing to do complete rounds, but right now I have one that has just suddenly appeared and I can't figure out the problem.

T-Av Pleasure Palace is a large Space Weed complex in Avarice. It is self-sustaining except that it needs eCells, and lots of them.

A-AB Complex is a 2xSPP XL complex in Akeela's Beacon that is self-sustaining except that it needs Ore and Silicon, which is supplied by a separate complex in Avarice.

Because of previous issues with being unable to get a Logistician to do more than one leg, I have a separate CLS pilot collecting minerals from, and delivering eCells to, the mineral complex in Avarice.

I had one CAG Mistral, one CLS Mistral SF and one CLS Caiman SF (both Logisticians) supplying eCells to T-Av Pleasure Palace. It worked well except that every now and then I would have to manually get another SF to do a delivery, or two, of eCells (presumably because the CAG was doing something else). Suddenly, the CLS have both gone into Standby and I can't get them to start again. A-AB Complex has 820,000 eCells. This is the first time it has been at maximum capacity... because the CLS are apparently on strike. T-Av Pleasure palace has around 13,000 eCells, which is 2% capacity. Both CLS pilots are sitting on Standby in A-AB Complex with a full load of eCells. Both CLS have done this trip hundreds of times and the system has been working without issue until now. Not that it matters, but there are no enemies in either sector.

Code: Select all

Commodity Logistics Software MK2

Script version: 3302
Libraries version: 3409
Pilot Union version: 3307

Pilot: Nil Gusta
Pilot rank: Logistician
Flight time: 118:36 hour
Employ time: 133:11 hour
Payment: 261,360 credits
Profit: -949,145 credits
Expenses: -40,440 credits

Promotion: Yes
Payment: Global account

Ship name: Caiman SF XL - "Gator"
Ship class: TS
Ship type: Caiman Super Freighter XL
Transport class: Extra Large Containers XL
Cargo bay size: 10325 units
Cargo bay volume: 10325 units

Relation to Argon: Neutral
Relation to Boron: Neutral
Relation to Split: Neutral
Relation to Paranid: Neutral
Relation to Teladi: Neutral
Relation to Xenon: Foe
Relation to Kha'ak: Foe
Relation to Pirates: Neutral
Relation to Goner: Neutral
Relation to ATF: Foe
Relation to Terran: Foe
Relation to Yaki: Neutral

Commodity Logistics Software MK1: installed
Commodity Logistics Software MK2: installed
Fight Command Software MK1: installed
Fight Command Software MK2: installed

Transporter Device: installed

Supply Command Software: installed

Jump Drive: installed
Jump Drive: activated
Jump Drive: allowed
Jump Drive energy: 1032 energy cells
Jump Drive minimum jumps: 1 jumps

Home base: T-Av Pleasure Palace (Avarice)
Home base class: Complex Hub
Home base type: Argon Complex Hub
Station account: 4,208,764 credits
Global account: 35,322,728 credits

Ship in the same sector: No
Wait for request signal: No

Minimum transfer on collection: 5 %
Minimum transfer on delivery: 5 %

Waypoint: A-AB Complex alpha (Akeela's Beacon)
     Ware: Energy Cells
     Ware price: 0 credits
     Transfer code: 10325
     Price and cargo bay at station: 15 credits, cargo bay 802,988 units (97 %)

Waypoint: T-Av Pleasure Palace (Avarice)
     Ware: Energy Cells
     Ware price: 0 credits
     Transfer code: -109500
     Price and cargo bay at station: 17 credits, cargo bay 16,874 units (2 %)

Code: Select all

Commodity Logistics Software MK2

Script version: 3302
Libraries version: 3409
Pilot Union version: 3307

Pilot: Chianna Marval
Pilot rank: Logistician
Flight time: 78:57 hour
Employ time: 93:48 hour
Payment: 174,540 credits
Profit: 0 credits
Expenses: -40,440 credits

Promotion: Yes
Payment: Global account

Ship name: T-Av CLS Mistral SF - "Vanity Fair"
Ship class: TS
Ship type: Mistral Super Freighter
Transport class: Extra Large Containers XL
Cargo bay size: 15000 units
Cargo bay volume: 642 units

Relation to Argon: Neutral
Relation to Boron: Neutral
Relation to Split: Neutral
Relation to Paranid: Neutral
Relation to Teladi: Neutral
Relation to Xenon: Foe
Relation to Kha'ak: Foe
Relation to Pirates: Neutral
Relation to Goner: Neutral
Relation to ATF: Foe
Relation to Terran: Foe
Relation to Yaki: Neutral

Commodity Logistics Software MK1: installed
Commodity Logistics Software MK2: installed
Fight Command Software MK1: installed
Fight Command Software MK2: installed

Transporter Device: installed

Supply Command Software: installed

Jump Drive: installed
Jump Drive: activated
Jump Drive: allowed
Jump Drive energy: 1500 energy cells
Jump Drive minimum jumps: 1 jumps

Home base: T-Av Pleasure Palace (Avarice)
Home base class: Complex Hub
Home base type: Argon Complex Hub
Station account: 4,481,157 credits
Global account: 36,145,176 credits

Ship in the same sector: No
Wait for request signal: No

Minimum transfer on collection: 5 %
Minimum transfer on delivery: 5 %

Waypoint: A-AB Complex alpha (Akeela's Beacon)
     Ware: Energy Cells
     Ware price: 0 credits
     Transfer code: 114300
     Price and cargo bay at station: 15 credits, cargo bay 816,102 units (99 %)

Waypoint: T-Av Pleasure Palace (Avarice)
     Ware: Energy Cells
     Ware price: 0 credits
     Transfer code: -113500
     Price and cargo bay at station: 17 credits, cargo bay 29,896 units (5 %)

If I start CLS at A-AB Complex, the pilot loads eCells before going into Standby. If I start at T-Av Pleasure Palace, they will jump to Akeela's Beacon, load eCells and then go into Standby.

I have other issues, also involving the delivery of eCells from A-AB Complex, but they can wait.

This is a completely vanilla install of AP.
"What he doesn't understand is that the Welsh are a subject people, put on Earth to do menial tasks for the English." - John Cleese

oddgit
Posts: 419
Joined: Sun, 20. Nov 05, 02:38
x4

AP CLS2 not using jump beacons

Post by oddgit » Tue, 31. Jan 12, 05:18

Hi, i have to report that the CLS2 wont use jump beacons in terran space. I have not tested other sectors, but can confirm that the does not use the npc beacons in the terran system. My ST/UT ships do take advantage of the npc beacons.

Xander Cade
Posts: 833
Joined: Thu, 21. Feb 08, 02:38
x3tc

Post by Xander Cade » Sun, 5. Feb 12, 04:47

Any feedback on this at all? I have 4-5 CLS2 that are just sitting on Standby doing nothing.

In way of an update with further information, they go to the SPP complex in Akeela's Beacon, load eCells and then go to Standby, even when their destination has no eCells. I just started another CLS2, to supply a station in Spring of Belief and the Cargo Messenger went to the SPP complex, loaded 12k eCells and then went to Standby, despite the fact the brand new complex in Spring of Belief has exactly 23 eCells.

The problem seems to be with the SPP complex, but what is it? It has over 700k eCells in stock and the CLS2 pilots are loading, they're just never leaving to unload.
"What he doesn't understand is that the Welsh are a subject people, put on Earth to do menial tasks for the English." - John Cleese

firemmann
Posts: 1
Joined: Sun, 19. Feb 12, 01:43

CLS not unloading Energy Cells

Post by firemmann » Sun, 19. Feb 12, 02:11

I apologize in advance, for a potentially noobish question, and for maybe not posting in the correct place. I have been building a complex to produce energy cells. I have a second complex to produce silicon. I have a station for energy storage, and a station for silicon storage. I am attempting to have a "train" of Mercurys deliver Energy Cells from the Production Complex, to the Energy Storage (an OTAS Station) I already have a " Train" Picking Energy Cells from the storage and Delivering the Silicon to Silicon Storage, and this works perfectly. The Energy isn't being delivered. It is being picked up, and brought to the Storage station, but not unloaded. The ships just keep running the route, staying full of energy cells. Again, I apologize for not even knowing what information would be helpful. I have copied the contents of a log from one of the ships

Commodity Logistics Software MK2

Script version: 3302
Libraries version: 3409
Pilot Union version: 3307

Pilot: Warron Keswen
Pilot rank: Logistician
Flight time: 22:54 hour
Employ time: 28:38 hour
Payment: 41,950 credits
Profit: 0 credits
Expenses: -31,668 credits

Promotion: Yes
Payment: Global account

Ship name: Production Energy Xfer 01
Ship class: TS
Ship type: Mercury Tanker XL
Transport class: Extra Large Containers XL
Cargo bay size: 7600 units
Cargo bay volume: 7600 units

Relation to Argon: Neutral
Relation to Boron: Neutral
Relation to Split: Neutral
Relation to Paranid: Neutral
Relation to Teladi: Neutral
Relation to Xenon: Foe
Relation to Kha'ak: Foe
Relation to Pirates: Neutral
Relation to Goner: Neutral
Relation to ATF: Neutral
Relation to Terran: Neutral
Relation to Yaki: Neutral

Commodity Logistics Software MK1: installed
Commodity Logistics Software MK2: installed
Fight Command Software MK1: installed
Fight Command Software MK2: installed

Transporter Device: not installed

Supply Command Software: installed

Jump Drive: installed
Jump Drive: disabled
Jump Drive: allowed
Jump Drive energy: 760 energy cells
Jump Drive minimum jumps: 1 jumps

Home base: Production (Herron's Nebula)
Home base class: Complex Hub
Home base type: Argon Complex Hub
Station account: 37,856 credits
Global account: 73,634,716 credits

Ship in the same sector: No
Wait for request signal: No

Minimum transfer on collection: 5 %
Minimum transfer on delivery: 5 %

Waypoint: Production (Herron's Nebula)
Ware: Energy Cells
Ware price: 1 credits
Transfer code: 0
Price and cargo bay at station: 16 credits, cargo bay 1,414,598 units (99 %)

Waypoint: Production (Herron's Nebula)
Ware: Energy Cells
Ware price: 0 credits
Transfer code: 107600
Price and cargo bay at station: 16 credits, cargo bay 1,414,598 units (99 %)

Waypoint: Energy Storage (Herron's Nebula)
Ware: Energy Cells
Ware price: 1 credits
Transfer code: 0
Price and cargo bay at station: 16 credits, cargo bay 60,492 units (0 %)

Waypoint: Energy Storage (Herron's Nebula)
Ware: Energy Cells
Ware price: 0 credits
Transfer code: -107600
Price and cargo bay at station: 16 credits, cargo bay 60,492 units (0 %)

Surealism
Posts: 5
Joined: Wed, 17. Aug 11, 06:52
x4

Post by Surealism » Tue, 17. Apr 12, 02:11

Hey,

I am by no means an expert in this, and I realize this is probably too little too late, but I'll try to help none the less...

@Xander Cade: First off, CLS MK1 is way better for this sort of thing. Secondly, it seems from your log that you're using the "manual input up to" command, I'm not sure about that but I think that's what the -1 in front of each transfer code is for. This makes it so that your CLSs' will only move ecells as long as the station in question has less than the "manual input up to" quantity. In this case that would be 9500 for Gator and 13500 for Vanity Fair, taking into consideration the minimum transfer of 5% bit, this means that since the complex has 13k ecells neither of the two ships will move.
Waypoint: T-Av Pleasure Palace (Avarice)
Ware: Energy Cells
Ware price: 0 credits
Transfer code: -109500
Price and cargo bay at station: 17 credits, cargo bay 16,874 units (2 %)
Waypoint: T-Av Pleasure Palace (Avarice)
Ware: Energy Cells
Ware price: 0 credits
Transfer code: -113500
Price and cargo bay at station: 17 credits, cargo bay 29,896 units (5 %)
You're later post however seems to contradict this theory, if you can post the log for that too, we might figure it out.

@oddgit: The CLS pilots will not use jump beacons unless they either a) have training as a navigator or b) there is a navigator on board with them. In order to get/train a navigator you need the Military Transport script and possibly the Personnel Transporter script, you should note though that navigators can only be trained from marines with the right skill set (this part is somewhat annoying when you've already got stations to take care of, you could always cheat the marines in though, or modify the script yourself if you really wanna go crazy). If you really want to take advantage of all the capabilities of Lucike's scripts you should get his Lucike's Script Collection. It takes some figuring out, but I find it extremely useful.

@firemmann: Same thing as Xander, you should really use CLS MK1. Your log shows some odd waypoints where your ships do nothing before each waypoint, what are these? what commands are you issuing them exactly? This might be due to my ignorance and inability to read CLS logs, I'm not sure, but I've never seen that before, it looks like they're buying 0 ecells at 1 credit each... but that doesn't make sense:
Waypoint: Production (Herron's Nebula)
Ware: Energy Cells
Ware price: 1 credits
Transfer code: 0
Price and cargo bay at station: 16 credits, cargo bay 1,414,598 units (99 %)
Waypoint: Energy Storage (Herron's Nebula)
Ware: Energy Cells
Ware price: 1 credits
Transfer code: 0
Price and cargo bay at station: 16 credits, cargo bay 60,492 units (0 %)
also it looks like you have the same problem as Xander:
Waypoint: Energy Storage (Herron's Nebula)
Ware: Energy Cells
Ware price: 0 credits
Transfer code: -107600
Price and cargo bay at station: 16 credits, cargo bay 60,492 units (0 %)

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MarvinTheMartian
Posts: 1561
Joined: Wed, 5. May 04, 19:52
x4

Post by MarvinTheMartian » Fri, 18. May 12, 10:43

Hi, Question about behaviour around enemies...

I have a CLS2 ship (Chokaro) that refuels my Hyperion whenever my jump fuel runs below 49% which works a treat, however, I'm doing a few assassination missions for OTAS at the moment and it jumps in right at the worst moment when I'm surrounded with enemies and it's amazing it hasn't been caught in the blast radius of a firestorm yet!

Is the CLS2 pilot meant to keep out of sectors with enemies? I know CLS1 & CAG work this way but the intro here isn't clear on the intended behaviour.

Pilot is Logistician, the ship has "Show as enemy if enemy to me" as Yes, it has fight command 1 & 2, should I eject Fight 1&2 ?

Cheers.
Where's the kaboom? There was supposed to be an earth-shattering kaboom!
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Conbadicus
Posts: 217
Joined: Sat, 13. Feb 10, 09:31

Post by Conbadicus » Sat, 7. Jul 12, 05:54

How do I get my Pilot to sell the wares for as much as possible but no less than X amount of credits? is that "Max" amount?

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Charon_A
Posts: 105
Joined: Wed, 6. Nov 02, 20:31

Post by Charon_A » Sat, 7. Jul 12, 08:26

Conbadicus, products selling price is set in your factory/complex settings
Be careful about reading health books. You may die of a misprint.
---Mark Twain---

Conbadicus
Posts: 217
Joined: Sat, 13. Feb 10, 09:31

Post by Conbadicus » Sat, 7. Jul 12, 08:30

No, not with CLS, when you set up a route it asks you to specificy how much your pilot will sell the wares for.

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MarvinTheMartian
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Joined: Wed, 5. May 04, 19:52
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Post by MarvinTheMartian » Sat, 7. Jul 12, 08:56

Conbadicus wrote:How do I get my Pilot to sell the wares for as much as possible but no less than X amount of credits? is that "Max" amount?
I don't think so, basically the price you set is the minimum to sell for so by setting to "Maximum product price" it will only sell at maximum or above (and you can't go above maximum).
I use this to sell e-cells to the IBL forges in weavers tempest and set the manual price to 17 which the pilot will assess when making the trade run and check if the buy price for e-cells is at least 17 - a little under half full.

essentially, min-avg-max is auto setting the price based on the ware's min-avg-max so you don't have to think about it but what ever price you set will be treated as the minimum it will sell for.
Where's the kaboom? There was supposed to be an earth-shattering kaboom!
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Conbadicus
Posts: 217
Joined: Sat, 13. Feb 10, 09:31

Post by Conbadicus » Sat, 7. Jul 12, 09:07

so "manual price" is the one I choose for setting a min sell price

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