This page http://forum.egosoft.com/viewtopic.php?t=221815 tells you everything you need to know about CLS, apart from how long it takes to gain ranks; it's judged on flight time, but know one really knows for certain, but they message you when they've finished a training course.
I'll copy in the CAG ranks as well, just in case you need them too!
http://forum.egosoft.com/viewtopic.php?t=224352
Station Selling Issue
Board Index » X3: Terran Conflict » Station Selling Issue
RandomTank
Assoguey (17)
Assoguey (17)
I will be the one to take you down!
Kirlack
Specoguey (14)
Specoguey (14)
Not strictly true Tank CLS take 10 hours flight time to train from Apprentice to Logistician. Getting an Apprentice up to Cargo Messenger takes approx. 6-7 hours flight time Note that any time spent docked does NOT count, it's only their actual flying time you need pay attention to
Madder than a Bastard on fathers day.
My DiDs: Peace(s) of Eight - Way of the Gun - Status: Online, A Xenon DiD
My DiDs: Peace(s) of Eight - Way of the Gun - Status: Online, A Xenon DiD
redheart
Eagleguey (11)
Eagleguey (11)
Thanks. That's just want I needed to know. So now I know at least one of my pilots can jump space. I also have one main complex with thirteen factories....all self supplied...and four mines in my main sector. So what about you all? How many factories do you have in one hub?
RandomTank
Assoguey (17)
Assoguey (17)
I have 5 Complexes, and 5 individual factories.
My complexes are: A Teladianium Complex with 6 L Foundries; an Ore Complex with 10 L Ore mines; a Microchip Complex with 1 L Cattle Ranch, 1 L Cahoona Bakery and 5 Chip plants (7 stations total), though I'm in the process of adding more; A Silicon/Energy/Crystal Complex with 8 L Crystal Fabs, 8 L Cahoona Bakeries, 8 L Cattle Ranches, 5 L Silicon Mines and 2 XL Solar Power Plants (31 Stations total). These are all located in the 2 Unknown Sectors by Unholy Descent, with the Hub inbetween.
I have the rest of my stations in Aladna Hill, which are: A Crystal/Beef/Silicon Complex, with only 1 L Silicon Mine, 1 L Cattle Ranch, 1 M Cahoona Bakery and 1 M Crystal Fab (4 stations total), as a money earner; I also have 2 L Ore Mines, 1 L Teladianium Foundry, a Typhoon Missile Factory and an EQ Dock for resupplies and Defense M6's. I'm going to add some Weapon/Missile factories after my Ore Production is 'unlocked', and the Meatsteak/Nostrop factories to feed them.
My complexes are: A Teladianium Complex with 6 L Foundries; an Ore Complex with 10 L Ore mines; a Microchip Complex with 1 L Cattle Ranch, 1 L Cahoona Bakery and 5 Chip plants (7 stations total), though I'm in the process of adding more; A Silicon/Energy/Crystal Complex with 8 L Crystal Fabs, 8 L Cahoona Bakeries, 8 L Cattle Ranches, 5 L Silicon Mines and 2 XL Solar Power Plants (31 Stations total). These are all located in the 2 Unknown Sectors by Unholy Descent, with the Hub inbetween.
I have the rest of my stations in Aladna Hill, which are: A Crystal/Beef/Silicon Complex, with only 1 L Silicon Mine, 1 L Cattle Ranch, 1 M Cahoona Bakery and 1 M Crystal Fab (4 stations total), as a money earner; I also have 2 L Ore Mines, 1 L Teladianium Foundry, a Typhoon Missile Factory and an EQ Dock for resupplies and Defense M6's. I'm going to add some Weapon/Missile factories after my Ore Production is 'unlocked', and the Meatsteak/Nostrop factories to feed them.
I will be the one to take you down!
Kirlack
Specoguey (14)
Specoguey (14)
I think my capital ship outfitters in Savage Spur is my single biggest complex. 221 stations (not including CCKs) with a total cost of approx 1.47 billion credits.
:D
I also have large missile production complexes in Antigone Memorial, the sectors west and south of Unholy Descent, the unknown sector west of X-534 and the unknown sector east of Zyarth's Dominion. There's a fighter/corvette outfitrs in Avarice. Then there's the Weed/Booze 'plex in the US east and south of Gaian Star...
And then all the complexes built specifically for the Hub Barren Shores became one HUGE Crystal'plex, Gunne's Crusade holds my Ore and Teladianium 'plexes and I've got 7 chip complexes spread across the universe!
:D
I also have large missile production complexes in Antigone Memorial, the sectors west and south of Unholy Descent, the unknown sector west of X-534 and the unknown sector east of Zyarth's Dominion. There's a fighter/corvette outfitrs in Avarice. Then there's the Weed/Booze 'plex in the US east and south of Gaian Star...
And then all the complexes built specifically for the Hub Barren Shores became one HUGE Crystal'plex, Gunne's Crusade holds my Ore and Teladianium 'plexes and I've got 7 chip complexes spread across the universe!
Madder than a Bastard on fathers day.
My DiDs: Peace(s) of Eight - Way of the Gun - Status: Online, A Xenon DiD
My DiDs: Peace(s) of Eight - Way of the Gun - Status: Online, A Xenon DiD
RandomTank
Assoguey (17)
Assoguey (17)
Phwoar, you must have done the Hub plot quick! Yeah I was heading towards that amount of stations in my old X2 file, I had a decent 'Energy Cell Production Centre' (as I would call them) in every sector from Kingdom End to Great Trench, including the Pirate sectors! I've never bothered making Illegals in any (well apart from maybe a pirate one or 2) save file, I've heard they're very profitable, but I found that Wheat Farms, Crystal Fabs and 1mJ shield factories go down well, and I found them easier to set up and defend.
I will be the one to take you down!
Kirlack
Specoguey (14)
Specoguey (14)
Yeah, but that was from one of my later plays through TC The first time I ever played it I'd reached game day 93 before the Ore part was even done, and at that stage didn't know I'd need chip plants! :o
Madder than a Bastard on fathers day.
My DiDs: Peace(s) of Eight - Way of the Gun - Status: Online, A Xenon DiD
My DiDs: Peace(s) of Eight - Way of the Gun - Status: Online, A Xenon DiD
redheart
Eagleguey (11)
Eagleguey (11)
WOW...my little plex is real little compared to you two...lol
Well I have a Tiger now....so they cant dock at stations...looks like I will start using CLS to ferry to it from stations lol. So what weapons....hhmmmm.....
Well I have a Tiger now....so they cant dock at stations...looks like I will start using CLS to ferry to it from stations lol. So what weapons....hhmmmm.....
RandomTank
Assoguey (17)
Assoguey (17)
Weps on a Tiger? Well it works very well as a destroyer, so 8 IBL on the front works well (if you dive towards the target firing all of them it should do a hell of a lot of damage, and your generator will run out not too far away from them, so all you do is turn around and let your amazing Regen fill it back up in no time, then rinse and repeat! Great hit-and-run ship!), and if you want to go full on destroyer with it put IBL in the left and right turrets too, as they can shoot forward. It hasn't got the best fighter defense, as FAA drain its gen quite quick, and it can only take a max of 10 (though you'll probably take 6), but ISR and even PRG's are also a viable option. I have the Smart turrets mod, which basically allows the turrets to switch to the highest DPS weapon for the range bracket, but will also switch to high speed weapons for missile defense; this complements the Tiger perfectly!
I'm using a Tiger and 2 Heavy Dragons to escort my personal Panther, with the Tiger equipped with 12 IBL and the Panther for super fighter defense, and it works great as a small intercept fleet!
Don't worry about the size of your plex, they'll grow as you go on. I'm only on about 300hrs play time on my current save, so I haven't got huge amounts done, but Kirlack will have a lot more... How much do you have on that one Kirlack?
I'm using a Tiger and 2 Heavy Dragons to escort my personal Panther, with the Tiger equipped with 12 IBL and the Panther for super fighter defense, and it works great as a small intercept fleet!
Don't worry about the size of your plex, they'll grow as you go on. I'm only on about 300hrs play time on my current save, so I haven't got huge amounts done, but Kirlack will have a lot more... How much do you have on that one Kirlack?
I will be the one to take you down!
Kirlack
Specoguey (14)
Specoguey (14)
At last check I was game day 23, so only about 550 hours I think. I have a lot of games on the go at once though, some pirate only (no factories), some full on corporation/empire building. I also play a lot of Dead id Dead games, just for the challenge, you know?
Madder than a Bastard on fathers day.
My DiDs: Peace(s) of Eight - Way of the Gun - Status: Online, A Xenon DiD
My DiDs: Peace(s) of Eight - Way of the Gun - Status: Online, A Xenon DiD
RandomTank
Assoguey (17)
Assoguey (17)
Yeah, I understand the challenge, it can be annoying if you die to something stupid though! Would you finish a DiD if you die to getting stuck inside a TL or something when you jump through a Gate? I had to because I was doing the Steam based one
My current save file one was my second actual start, as I lost the first one which I had quite a lot of progress on (had finished the Hub plot!), but I had made quite a few mistakes on that one. This one i rectified most of my mistakes but I did make one big one by starting the Hub plot way too late (I'm still getting the Ore!) which has slowed my progress down a lot, so I haven't really done much for 300hrs. Well, it's not too bad, I do have 7 M7's and about 2 Carrier's worth of fully equipped, combat ready fighters!
My current save file one was my second actual start, as I lost the first one which I had quite a lot of progress on (had finished the Hub plot!), but I had made quite a few mistakes on that one. This one i rectified most of my mistakes but I did make one big one by starting the Hub plot way too late (I'm still getting the Ore!) which has slowed my progress down a lot, so I haven't really done much for 300hrs. Well, it's not too bad, I do have 7 M7's and about 2 Carrier's worth of fully equipped, combat ready fighters!
I will be the one to take you down!
Kirlack
Specoguey (14)
Specoguey (14)
I'm usually pretty strict with my DiDs. If I die from crashing into the ass end of a TL, it's probably my own fault for not being more careful I had one occasion where I'd started as Bankrupt Assassin, fought my way up to a high combat rank, stolen my first TM...
...then swapped from TM to a docked fighter immediately after clearing the gate. Except I wasn't clear of the gate and my M3 collided with one of the gate nacelles. Suffice to say I didn't reload the game
...then swapped from TM to a docked fighter immediately after clearing the gate. Except I wasn't clear of the gate and my M3 collided with one of the gate nacelles. Suffice to say I didn't reload the game
Madder than a Bastard on fathers day.
My DiDs: Peace(s) of Eight - Way of the Gun - Status: Online, A Xenon DiD
My DiDs: Peace(s) of Eight - Way of the Gun - Status: Online, A Xenon DiD
redheart
Eagleguey (11)
Eagleguey (11)
IBL are so hard to get though....I am not liked by either pirate or the yaki. And I have no idea yet on how to cap a ship of the size I need to "obtain" them that way and if the tiger isnt as good as I thought, what destroyer would you recommend? I have been so worried about getting my money traffic set up I have not done much in way of getting set up to start capping ships. I do have 10 marines in training. I have been using the mod that allows me to train marines on my ships as I think it is only smart and not against any rules in my thoughts. Military training can take place in any large area with a legitable trainer. I am going to get that smart turret mod you spoke of, the turrets now are just so dumb I sit here and laugh at how they dont ever kill anything.
Kirlack
Specoguey (14)
Specoguey (14)
ISRs are a pretty good mainstay weapon for the Tiger mate And if you're not on good terms with the Yaki, head down to Senator's and run some missions for them (unless you've already really pissed them off, in which case you'll need to run some convoy hits for the odd random Yaki you see in race controlled sectors), until they give you unshot at access to Weaver's Tempest.
You can quite easily setup a SPP M/Wheat Farm L/Ore Mine L complex in Weaver's. The only thing it will need is Crystals, and 2-3 CAGs will keep the forges topped up with cells and Ore. Sell the wheat to the Fuel distilleries, buy the fuel and sell that t the forges as well...Bob's your uncle
You can quite easily setup a SPP M/Wheat Farm L/Ore Mine L complex in Weaver's. The only thing it will need is Crystals, and 2-3 CAGs will keep the forges topped up with cells and Ore. Sell the wheat to the Fuel distilleries, buy the fuel and sell that t the forges as well...Bob's your uncle
Madder than a Bastard on fathers day.
My DiDs: Peace(s) of Eight - Way of the Gun - Status: Online, A Xenon DiD
My DiDs: Peace(s) of Eight - Way of the Gun - Status: Online, A Xenon DiD
RandomTank
Assoguey (17)
Assoguey (17)
I fixed Weaver's Tempest by adding a load of Yaki owned stations that produced all of the products they needed to make IBL's, but they still make them too slow for my liking. The best way of getting IBL's is to cap pirate ships; I usually cap Carrack's as they have no real missile defense at the front and are easier for your marines to cap compared to Brigantines or Galleons.
The best ship to use is the Cobra, as it is fast enough to keep the average Carrack out of range for a long while, and you want your 20 marines to be 3-4 star hacking and mechanical, preferably 4+ star engineering (the higher it is, the less they damage the hull) but fight doesn't matter to much, 2+ stars is good, (the higher it is, the more likely they are to survive) but they will be trained by capping it; so here'e my simple guide to capping a Carrack:
Find you target, try to scan him, if he's carrying Sentry Lasers or Hull Pol. Device, ignore him and find a different Carrack. When you find one that doesn't, SAVE (Shift + s is much quicker), then destroy any fighters he has with Flails; then, if he's not already pissed at you, launch individual Flails until he is. When you are pissing him off, try to keep him at 10km away, as this allows for your missiles to get there quickly, but he can't shoot you.
Now that he's pissed, he'll follow you, so fly directly away to keep him out of range; now check his shields, if he's carrying 2GJ, you'll need to launch 6 Hammers, then a few seconds later launch 3 Flails to make sure he won't shoot your Hammers down (although that is unlikely). This will then put him on about 4-5% shields, so now immediately launch all of your marines via boarding pods (in the ship's additional commands section), then immediately shoot 2-3 flails to make sure he doesn't shoot your drop pods (although that is also unlikely).
As your marines are cutting the hull, you will need to keep the shields down, so as his shields regen to 6%, shoot 2 flails to knock it down to about 3%, then rinse and repeat. When your marines breach the hull, SAVE, then look in the your property menu, then look in the Personnel tab, and you should find them in the Boarding Ops section; it should say Fighting(Deck 1), and if you ever lose a marine, reload to the previous save. As soon as the marines say 'Deck 1 clear', it should change to Fighting(Deck 2), make sure you SAVE every time this happens! This means you marines are advancing through the ship, but you can still lose them, which isn't good!
The Carrack has 4 decks, and as soon as they clear all 4, it will change to Hacking Core, so SAVE again, because your marines can still fail to cap the ship! If they say 'Transferring Ship Control', they have successfully Boarded and Hacked the ship, and it is now yours!
But we're not done here yet; we came here for IBL's, so we're gonna get them! Check the ship's Cargo Bay; if it doesn't have IBL's in it, reload the 'Hacking Core' save; after your marines have capped the ship again, check the Cargo bay, and if no IBL's have appeared, keep reloading until they do (Be warned! This could take 10+ reloads, so don't give up if they don't appear the first few times; and also, your marines may not hack the ship every time, if they don't, just reload the hacking core step, as it resets the chances). As soon as you have the Carrack with IBL's, transfer your Jumpdrive and a few E-cells to get him out of there (and one of your shields if your not confident!), as you can survive, but he can't! Then jump in a TM or bigger Carrier with a spare Jumpdrive to get you out of there too!
That's basically it, but if you get it where your Marines repeatedly (20+ times) die/can't breach the hull/damage the ship a lot, they are too few stars, so you will need higher level Marines. Technically you can board ships with Hull Pol. and Sentry Lasers, but they will need to be quite high level (4+ starts in basically everything), but any 3 star hacking marines should get through adv. firewall software 9/10 times, so you can usually ignore it; you can also destroy those pieces of software with Ion Disruptors, but they can also destroy the weapons, which is what you need! You can use this guide for any (non-Terran) M7 really, but using Carrack's for getting IBL's is probably the best because they are easier to cap because of less shielding, and it doesn't piss any of the main races off when you do!
*EDIT: The last Carrack I capped came with 8 IBL, 6 IPG, Sentry Lasers and a Jumpdrive still onboard! Bonus!
The best ship to use is the Cobra, as it is fast enough to keep the average Carrack out of range for a long while, and you want your 20 marines to be 3-4 star hacking and mechanical, preferably 4+ star engineering (the higher it is, the less they damage the hull) but fight doesn't matter to much, 2+ stars is good, (the higher it is, the more likely they are to survive) but they will be trained by capping it; so here'e my simple guide to capping a Carrack:
Find you target, try to scan him, if he's carrying Sentry Lasers or Hull Pol. Device, ignore him and find a different Carrack. When you find one that doesn't, SAVE (Shift + s is much quicker), then destroy any fighters he has with Flails; then, if he's not already pissed at you, launch individual Flails until he is. When you are pissing him off, try to keep him at 10km away, as this allows for your missiles to get there quickly, but he can't shoot you.
Now that he's pissed, he'll follow you, so fly directly away to keep him out of range; now check his shields, if he's carrying 2GJ, you'll need to launch 6 Hammers, then a few seconds later launch 3 Flails to make sure he won't shoot your Hammers down (although that is unlikely). This will then put him on about 4-5% shields, so now immediately launch all of your marines via boarding pods (in the ship's additional commands section), then immediately shoot 2-3 flails to make sure he doesn't shoot your drop pods (although that is also unlikely).
As your marines are cutting the hull, you will need to keep the shields down, so as his shields regen to 6%, shoot 2 flails to knock it down to about 3%, then rinse and repeat. When your marines breach the hull, SAVE, then look in the your property menu, then look in the Personnel tab, and you should find them in the Boarding Ops section; it should say Fighting(Deck 1), and if you ever lose a marine, reload to the previous save. As soon as the marines say 'Deck 1 clear', it should change to Fighting(Deck 2), make sure you SAVE every time this happens! This means you marines are advancing through the ship, but you can still lose them, which isn't good!
The Carrack has 4 decks, and as soon as they clear all 4, it will change to Hacking Core, so SAVE again, because your marines can still fail to cap the ship! If they say 'Transferring Ship Control', they have successfully Boarded and Hacked the ship, and it is now yours!
But we're not done here yet; we came here for IBL's, so we're gonna get them! Check the ship's Cargo Bay; if it doesn't have IBL's in it, reload the 'Hacking Core' save; after your marines have capped the ship again, check the Cargo bay, and if no IBL's have appeared, keep reloading until they do (Be warned! This could take 10+ reloads, so don't give up if they don't appear the first few times; and also, your marines may not hack the ship every time, if they don't, just reload the hacking core step, as it resets the chances). As soon as you have the Carrack with IBL's, transfer your Jumpdrive and a few E-cells to get him out of there (and one of your shields if your not confident!), as you can survive, but he can't! Then jump in a TM or bigger Carrier with a spare Jumpdrive to get you out of there too!
That's basically it, but if you get it where your Marines repeatedly (20+ times) die/can't breach the hull/damage the ship a lot, they are too few stars, so you will need higher level Marines. Technically you can board ships with Hull Pol. and Sentry Lasers, but they will need to be quite high level (4+ starts in basically everything), but any 3 star hacking marines should get through adv. firewall software 9/10 times, so you can usually ignore it; you can also destroy those pieces of software with Ion Disruptors, but they can also destroy the weapons, which is what you need! You can use this guide for any (non-Terran) M7 really, but using Carrack's for getting IBL's is probably the best because they are easier to cap because of less shielding, and it doesn't piss any of the main races off when you do!
*EDIT: The last Carrack I capped came with 8 IBL, 6 IPG, Sentry Lasers and a Jumpdrive still onboard! Bonus!
I will be the one to take you down!
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