X3:TC Capture Pirate Truelight Seeker

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Martin Head
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X3:TC Capture Pirate Truelight Seeker

Post by Martin Head »

Can anyone give me some advice on capturing the Pirate Truelight Seeker (M6) in the Building the New Goner Temple missions.

The game suggested using boarding pods, But I don't have any ships which support them, and I can't afford to buy one at the monent.

So I am trying to capture the ship with marines in a TP class ship.

I have ten marines trained to one star in Hacking, Engineering, and Mechanical.

They board the Pirate ship, but end up dying.

Do they need more training? If so in which fields and how many stars.

How many marines do you need to capture an M6?

Or do I have to use a boarding pod to complete the mission? And would one or more pods be needed, and what level marines.
hitec
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Capture M6

Post by hitec »

I use the Heavy Centaur for capping (Have prototype one now), I have capped a Hyperion Vanguard & a Prototype Heavy Centaur both with the Regular Heavy Centaur and 6 Ion Pulse Generators, It holds 5 marines, train them to 5 stars 47k, takes forever by the way.


Hitec

P.S.
I have 6 Ion's tied to key 1 & 2 ion's tied to key 2, switch over to 2 ion's after taking shileds down to minimize damage. Sit in space about 2 km away stopped & keep shields below 3% by shooting one shot ever few seconds. Strafe back and forth. Hope this helps
GCU Grey Area
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Post by GCU Grey Area »

The training your marines have should be sufficient - I used fresh troops hired from a nearby outpost, since any survivors from the mission are abducted by the Goners when the boarding is completed (1st time I did it I lost some very experienced troops, so reloaded & used freshly hired cannon fodder with absolutely no additional training instead). What your troops are probably lacking is fighting skill.

Fresh troops can be obtained with some inate ability in this area, but you do need to check their stats after you've hired them & select from them a crew which have 1 or more stars in fighting. When I did this mission there was 1 4-star pirate marine on board the target ship who killed my first cannon fodder crew before I became more selective about who I picked for the mission.
spacepirate71
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Post by spacepirate71 »

Scan the ship and see what defences it has, if any, before deciding which skill to train.

In my game it has Internal Sentry Lasers, and my best marines get slaughtered immediately after clearing deck 2. Every time.
Jan Zapletal
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Post by Jan Zapletal »

I tried to cap this ship many times :evil: . They say in breefing that I should send the marines in, but itś not true. Just destroy other sydicate ships, when all of them gone, claim the true light seeker (you don´t have to shoot on this ship) like abandoned ship. The ship will no be yours but Goners. They give you the ship once it goes back to elysium of light. I don´t hear anything about protect it on the way, but they make it without me. Beter to make separate save.
Zapi
Painman
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Post by Painman »

Eject and claim the thing in your space suit...

...I'm serious. The briefing is garbage. Just claim it.
spacepirate71
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Post by spacepirate71 »

Yay! I got it. Didn't happen until I had two marines with 5 stars in fighting skill.

It was painful to donate those guys to the Goners, but they did pay for themselves nicely with the capture of countless Pirate M6's. (station defence missions are good source of practice and jumpdrives, btw)

I did know about that exploit when I started the mission, long time ago. However, it seems that as soon as I shot at the Syndicate escorts, the Truelight Seeker would go hostile.
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Big Bad Orca
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Post by Big Bad Orca »

Painman wrote:Eject and claim the thing in your space suit...

...I'm serious. The briefing is garbage. Just claim it.
This is what I did too!
My favourite memory of the X series was babysitting that TL across half the universe in XTension and finally arriving in Getsu Fune to be gifted the TL! I called her Big Bad Orca...
Coruskane
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Post by Coruskane »

lol, I spent ages with highly skilled marines getting repelld by the Hull each time. Cap away :)
Seboss
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Post by Seboss »

Big Bad Orca wrote:
Painman wrote:Eject and claim the thing in your space suit...

...I'm serious. The briefing is garbage. Just claim it.
This is what I did too!
But, what if I accidentally shot the Truelight and it is now hostile?
I can't claim it anymore (except if there is some way to make it neutral again) and I can't board it even with fully trained marines.
I've yet to find a boarding pod.
Nyax
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Post by Nyax »

But, what if I accidentally shot the Truelight and it is now hostile?
Then revert to an earlier save game
I've yet to find a boarding pod.
In 1.3 the military bases and outposts all seem to keep some in stock, but seriously you're MUCH better off reverting to an earlier save and just claiming the ship.
mrbadger wrote:Anyway, it's Star Wars, this is important....
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apricotslice
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Post by apricotslice »

Claiming the ship will likely be removed by the devs at some point as a bug.

The mission is to capture it with marines.

I wasnt happy at loosing the marines, but 5 marines was an ok trade off for getting the ship later on.

If you do the Terran Plot first, then you have an M6 that can board and use boarding pod.

When choosing your marines, you need 1 thats high in mechanical to get in the hull, and all should be as high as possible combat wise.

I personally suggest full training is the way to go. Also a benefit to doing the Terran plot first, in so far as you end up with a set of marines that can be in training for as long as it takes you to get to this mission.

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