X3TC: A How-to for capping the #deca in Vanilla TC without cheating
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- silentWitness
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2.1 and before.
Learn to use stickies. Look here for mods for X3TC and here for guides across everything since X2. If you haven't read the Forum Rules do so before we beat you with sticks. Above all have fun.
- silentWitness
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Yeah, I did specifically state that timing was critical for this processsilentWitness wrote:I've tried time and again with versions 2.1 and 2.5 and each time the marines are pushed out of the ship well before they can take down the hull!!!
When was this possible??? Version 1.0???
I have been away from X3 due to DDO going f2p as well as running thru Dragon Age twice (rogue, wiz).
I was pleasantly surprised to see 2.5 patch came out while I was away. Downloading it now, hopefully it will not corrupt my savegames
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Very very cool find. While it seems obvious once pointed out, I never would have thought to try a timing trick like that.
Any word on the results from reverse engineering this thing yet; whether the invincibility goes away?
Although, now that I think about it, reverse engineering a vessel that is essentially supposed to be alive, since it's artificially intelligent, seems a little evil, haha.
Any word on the results from reverse engineering this thing yet; whether the invincibility goes away?
Although, now that I think about it, reverse engineering a vessel that is essentially supposed to be alive, since it's artificially intelligent, seems a little evil, haha.
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As per the original post, the only difference being I used 20 marines for each boarding - but then I always do for the big ships.unknown1 wrote:could you please explain in a bit of details the process,,,resourcess needen(marines,firepower,)to get myself an ideea..
The #deca cannot be reverse engineered, so you can only have one, and it remains invincible.Nulric wrote:Any word on the results from reverse engineering this thing yet; whether the invincibility goes away?
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I can also confirm that the #deca can be capped in version 2.5. Proof here and here.
For resources I suggest 40 marines. A full bay of 2 star in fighting on yer M7M, and an extra 20 with 3+ in fighting. The set of 2 stars worked well despite their low rating, only had to reload once.
When I got the #deca it still had 13 marines in it and my M7M had 5 marines that I guess I forgot to launch, minus the 10 meatbags I had that you get from the free scabbard.
For resources I suggest 40 marines. A full bay of 2 star in fighting on yer M7M, and an extra 20 with 3+ in fighting. The set of 2 stars worked well despite their low rating, only had to reload once.
When I got the #deca it still had 13 marines in it and my M7M had 5 marines that I guess I forgot to launch, minus the 10 meatbags I had that you get from the free scabbard.
Okay, I'm so glad I saw this topic before I did the last mission in the plot! Ima go train some marines! =) So, you basically launch off the rummies from the Terrans and let them do their thing, and then shoot off your elite squad to re-take the ship? That's so evil... I love it.
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Another confirmed #deca cap here! Lovely trophy to have. v2.5 vanilla game.
I spent about an hour and a half in total trying to cap this bugger, and at one point I almost thought it was uncappable.
Anyway, heres how i did it:
Team 1 - 20x 2* fighting marines for the initial boarding operation. They did fine and at least 7 of them make it to the core every reload attempt, and complete the hack ok.
Team 2 - 20x 3 and 4* marines for the second wave.
Team 3 (backup) - 60x 1 and 2* marines aboard 6 TP's that I also sent in for reinforcement in case Team 1 couldnt make it. Good job i had these as i used 10 of these for assisting Team 2!
So the problem i was having that was frustrating was that when waiting for Team 1 to hack before sending in Team 2, the hack would complete before Team 2 had cut into the hull. Team 2 would get pushed into space, and the #deca wouldnt have any marines on board.
So i looked at the timings. I waited until Team 1 had cleared deck 4 and begun assaulting deck 5. I managed to time it so that i guess Team 1 were half way through that deck and then i launched Team 2 from the pods, that way, Team 2 were cutting BEFORE Team 1 started the hack. This seemed to do it for me, although i only ever seemed to get 12 of Team 2 on board and fighting. These 12, no matter how many reloads i did could never get past deck 3 and always fail. ( I was pulling my hair out at this point )
I had Team 3 as backup, and using some swift keyboard punching, as soon as Team 2 launched, i transported another squad of 10 from Team 3 onto my Cobra, and immediately launched them. So as the 12 from Team 1 were through the hull, this other squad of 10 were cutting in.
Well that seemed to do the trick, as this other 10 joined Team 2, giving me 20 marines clearing deck 1. I was saving frantically at this point, with saves at each deck. Eventually after a few more reloads, 5 marines from the 2nd and 3rd teams got to the core and hacked it! Adding one #deca to my property list!
\o/
I hope the above helps others that may have had troubles with their timings.
Edit - I lost quite a bit of rep with the Terrans when Team 2 started their assault, so be warned.
I spent about an hour and a half in total trying to cap this bugger, and at one point I almost thought it was uncappable.
Anyway, heres how i did it:
Team 1 - 20x 2* fighting marines for the initial boarding operation. They did fine and at least 7 of them make it to the core every reload attempt, and complete the hack ok.
Team 2 - 20x 3 and 4* marines for the second wave.
Team 3 (backup) - 60x 1 and 2* marines aboard 6 TP's that I also sent in for reinforcement in case Team 1 couldnt make it. Good job i had these as i used 10 of these for assisting Team 2!
So the problem i was having that was frustrating was that when waiting for Team 1 to hack before sending in Team 2, the hack would complete before Team 2 had cut into the hull. Team 2 would get pushed into space, and the #deca wouldnt have any marines on board.
So i looked at the timings. I waited until Team 1 had cleared deck 4 and begun assaulting deck 5. I managed to time it so that i guess Team 1 were half way through that deck and then i launched Team 2 from the pods, that way, Team 2 were cutting BEFORE Team 1 started the hack. This seemed to do it for me, although i only ever seemed to get 12 of Team 2 on board and fighting. These 12, no matter how many reloads i did could never get past deck 3 and always fail. ( I was pulling my hair out at this point )
I had Team 3 as backup, and using some swift keyboard punching, as soon as Team 2 launched, i transported another squad of 10 from Team 3 onto my Cobra, and immediately launched them. So as the 12 from Team 1 were through the hull, this other squad of 10 were cutting in.
Well that seemed to do the trick, as this other 10 joined Team 2, giving me 20 marines clearing deck 1. I was saving frantically at this point, with saves at each deck. Eventually after a few more reloads, 5 marines from the 2nd and 3rd teams got to the core and hacked it! Adding one #deca to my property list!
\o/
I hope the above helps others that may have had troubles with their timings.
Edit - I lost quite a bit of rep with the Terrans when Team 2 started their assault, so be warned.
GratsZacUK wrote:Another confirmed #deca cap here! Lovely trophy to have. v2.5 vanilla game.
I spent about an hour and a half in total trying to cap this bugger, and at one point I almost thought it was uncappable.
Anyway, heres how i did it:
Team 1 - 20x 2* fighting marines for the initial boarding operation. They did fine and at least 7 of them make it to the core every reload attempt, and complete the hack ok.
Team 2 - 20x 3 and 4* marines for the second wave.
Team 3 (backup) - 60x 1 and 2* marines aboard 6 TP's that I also sent in for reinforcement in case Team 1 couldnt make it. Good job i had these as i used 10 of these for assisting Team 2!
So the problem i was having that was frustrating was that when waiting for Team 1 to hack before sending in Team 2, the hack would complete before Team 2 had cut into the hull. Team 2 would get pushed into space, and the #deca wouldnt have any marines on board.
So i looked at the timings. I waited until Team 1 had cleared deck 4 and begun assaulting deck 5. I managed to time it so that i guess Team 1 were half way through that deck and then i launched Team 2 from the pods, that way, Team 2 were cutting BEFORE Team 1 started the hack. This seemed to do it for me, although i only ever seemed to get 12 of Team 2 on board and fighting. These 12, no matter how many reloads i did could never get past deck 3 and always fail. ( I was pulling my hair out at this point )
I had Team 3 as backup, and using some swift keyboard punching, as soon as Team 2 launched, i transported another squad of 10 from Team 3 onto my Cobra, and immediately launched them. So as the 12 from Team 1 were through the hull, this other squad of 10 were cutting in.
Well that seemed to do the trick, as this other 10 joined Team 2, giving me 20 marines clearing deck 1. I was saving frantically at this point, with saves at each deck. Eventually after a few more reloads, 5 marines from the 2nd and 3rd teams got to the core and hacked it! Adding one #deca to my property list!
\o/
I hope the above helps others that may have had troubles with their timings.
Edit - I lost quite a bit of rep with the Terrans when Team 2 started their assault, so be warned.
5 star teams will do a lot better than an army of newbs tho