X3TC: A How-to for capping the #deca in Vanilla TC without cheating

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Eddis
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X3TC: A How-to for capping the #deca in Vanilla TC without cheating

Post by Eddis » Thu, 10. Sep 09, 14:13

So... you want a flying beer can that shoots lazers... who doesnt?

UPDATE (08/08/2011): Note: If initial Deca cap is successful by player (not by NPC ships), Deca can be re-capped at any point afterwards, making the 2nd team launch time issue moot.
UPDATE (03/02/2011): Confirmed this process still works in TC v3.1.
UPDATE (11/22/2010): Confirmed this process still works in TC v3.0.
UPDATE (10/11/2010): Confirmed #deca is destroyable after final capture. Beware.
Guide updated (06/10/2010) to reflect patch 2.7 changes
UPDATE (06/09/2010): Confirmed #deca loses indestructable property after first team caps it in TC v2.7
Patch notes 2.7 - Fixed #deca remaining invincible after being boarded
UPDATE (06/09/2010): Confirmed this process still works in TC v2.6
UPDATE (12/19/2009): Confirmed this process still works in TC v2.5

Yay, my first post.

First of all - why didnt I know about this series earlier?! I am enjoying Vanilla x3 TC a great deal! Thanks to the people here with their helpful advice which I have been lurk-reading for a few weeks now. I guess living in Japan for so many years leaves me a bit detatched...

to the OP, and everyone in general - the #deca M2 Carrier IS possible to obtain in Vanilla without cheating whatsoever. The process also works for the Goner TLS. There is also a pleasant surprise in store at the end of this post. :D :D

This process can ONLY be done during the first forray into ALDRIN space. You only get one chance to get a #deca!

You will need (varies depending on ship internal defenses) 5~15+5~10 marines, the first batch (aka: meatbags) should have sufficient training and fight skill to:

a. kill the ship defenders
b. hack and cap the ship
c. have sufficiently low skill to be...
d. killed by the 2nd group of 5~10 marines (who should be 5 star all around).

When I capped the #deca, it had 12 marines defending it - of which were not present on pre-scan... they kinda just appeared on the ship. My mid-level trained meatbags were able to kill them and cap the ship while taking significant casualties. This makes it easier for your REAL team to do their job. ***note: save before and midway in a different slot in case you bork - even a team of 5 stars can fail on occasion, as it appears to have some randomness to hacking the core***

Since patch 2.6 capping has become significantly harder (as many have claimed). This may impact your chances of capping successfully.

You will also do well to have a M7M which can launch boarding pods - these make your life so much easier.

The process is time-sensitive, your window of opportunity is around 10~15 seconds. This is why I said save beforehand.

The window of opportunity depends entirely on the distance you are when launching your boarding pods. The closer you are, the faster your 2nd team will reach the hull. Logically this means that closer = better = more control.


Step 1: pre-position a M2 or M7 (or anything with big damage output) near where the #deca will spawn. It spawns in the same place every time. You will also want to park your M7M nearby for easy access. A Kestrel is useful at this point so you can zip speedily from the mission station back to your M7M. You will want your 5 star team of marines parked in your M2, and the meatbags on your M7M for convenience, so you dont launch the wrong marines once the shields are down.

You will want to turn off weapons on ships nearby except the one that is dropping the #deca shields for initial cap, and be ready to turn off that ships turrets after initial cap asap due to above change with 2.7 patch.


Step 2: once the plot spawns the #deca, you have roughly 10 real-time minutes before the NPC forces gimp their way over to the #deca and pepper it with fire - making boarding and close-in maneuvering a bit hazardous! All is good tho, because 10 minutes should be plenty of time if you've prepped beforehand.

Step 3: With the #deca shields down proceed to launch your meatbags in pods. Immediately transfer over the real team of 5 star marines to the M7M. The #deca is invulnerable so just leave your M2 to pound it. You will want to make haste to the rear of the #deca (the side that doesnt have the huge mouth-like cavity) and position your M7M (I recommend the Cobra FTW) around 800m or so away. doesnt matter what direction your facing at all. Just be sure your relatively directly behind the ship. Why? Because if your facing perpendicular to the #deca, being a huge ship, and boarding pods being rather picky about their trajectory, one pod may impact a few seconds before the second. From the rear, the boarding pods have a much smaller cone of trajectory, and thus will impact at roughly the same time.

Step 4: So your meatbags make it to the core, great! Around when you get the message "locating the access panel" or somesuch you have a few seconds before the ship is captured - and turned over to the terrans (along with your meatbags!). Screw that. The nice thing about boarding pods is that it takes a few seconds for them to break into the hull. Using this delay, fire your pods before the ship is capped, but not too early so that they break into the hull before the ship is capped.

You will find that once the meatbags have gimped their way to capping the ship it is made un-boardable - except that you already have a team(s) hacking the hull! HAH! So, the ship starts to fly towards the huge rock, and you get some blah-blah quest chat and the mission updates with no problem. Once they finish wasting your speaker electricty with their inane banter you will hear your boarding pod give you an update (which you couldnt hear before due to the plot speech). For me it was clearing level 1. Sit back and wait for your prize to be delivered to you! Congratulations, you are now the owner of a legitimate non-cheated fully-functioning #deca!! *note: reloading 10 times failed to provide equipment on the #deca each time. Too bad.*

This process is similar with the Goner TLS as well (which is what led me to this process in fact.) Why would I cap the TLS when it is given to me as a reward later you ask? I refused to read the walkthrough for the plots, and thus did not know about the goner giving you the ship later on. ***please note, the process to cap the TLS is not the same: you simply need to go hostile to the TLS as soon as it's been capped, at which point it can be re-capped without any problems.***

One little peice of icing, as promised. While I do not use this side-effect, if you use this method to cap the #deca, you will get a perma-invulnerable #deca, which can have shield damage but which never drops below 93% hull. Same goes for the TLS if capped immediately after you board it and it starts flying off.

Use this as you see fit based on your play style and needs.

As stated in patch notes, the #deca loses it's invulnerability after it is capped for the first time. Anyone capping it from 2.7 will be out of luck.

Related to this, is the fact that #deca can ONLY equip Alpha, Beta and Gamma Kyon Emitters. You can farm these from destroying a whoooole lot of khaak M1's and M2's. Drop rates are terrible. Be prepared for a good camp.


There... my first post is completed, and I hope this adds somewhat to this community. Thank you for reading.
Last edited by Eddis on Mon, 8. Aug 11, 13:05, edited 22 times in total.

Super_Bob
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Post by Super_Bob » Thu, 10. Sep 09, 14:45

I now wish I'd known this before I completed both those plots! Ah well, there is always next time :) Very nice work!

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Poobah
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Post by Poobah » Thu, 10. Sep 09, 18:02

Yeah I definitely wish I knew this before I finished the Terran plot. I'd imagine that obtaining GKE to arm the thing would be kinda tough though.
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RandomBandit
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Post by RandomBandit » Thu, 10. Sep 09, 19:13

I call exploit on this one...*tosses it onto the pile* :roll:

I would love to have the #Deca as I like the #Deca series ships. It is a bummer it is invincible though :( .

I wonder if REing it fixes that problem....hmmmm....

The P M/A-M L (have not checked other Aldrin guns) states it can be mounted on #Deca...that true?
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GCU Grey Area
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Post by GCU Grey Area » Thu, 10. Sep 09, 19:23

RandomBandit wrote:I call exploit on this one...*tosses it onto the pile* :roll:

I would love to have the #Deca as I like the #Deca series ships. It is a bummer it is invincible though :( .

I wonder if REing it fixes that problem....hmmmm....

The P M/A-M L (have not checked other Aldrin guns) states it can be mounted on #Deca...that true?
The encyclopedia entries for the other Aldrin guns says Deca is compatible as well, however the entry for the Deca itself lists A/B/G-Kyons as the only compatible weapons - wonder which is right?

I agree, pity about the invincibility, hope REing can sort that out - I fully intend to nab one of my own in my next game.

Super_Bob
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Post by Super_Bob » Thu, 10. Sep 09, 20:34

I dont care much about the invincability, its more the awesomeness of having something without cheats that you are not meant to have, i'd just have it parked at home most of the time although occationally i'd drop it in the middle of a xenon/khaak sector just for some nice holiday snaps :)

unknown1
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Post by unknown1 » Thu, 10. Sep 09, 21:26

Super_Bob wrote:I now wish I'd known this before I completed both those plots! Ah well, there is always next time :) Very nice work!

what do you mean?you can't cap it anymore if the plot is completed?why that?

oh and what plot must i do in order to receive the goner TL?
Last edited by unknown1 on Thu, 10. Sep 09, 21:34, edited 1 time in total.

Alan Phipps
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Post by Alan Phipps » Thu, 10. Sep 09, 21:32

The conditions for steps 1 to 4 and the subsequent paragraph only apply once and during the initial Terran plot when it first goes to Aldrin.

Not a TL. the Goner TLS = Truelight Seeker M6 from the Goner plot.

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Deadbeat_Spinn
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Post by Deadbeat_Spinn » Thu, 10. Sep 09, 22:32

First the Aran, now the #Deca. Now I'm starting to wonder if there's a trick to capping Kha'ak capitals.
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mntnd3w
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Post by mntnd3w » Fri, 11. Sep 09, 01:40

Great Find! I suspect it will be a long time before someone caps this, then does the rest of the necessary plots to get the phq and re the invincible #deca.

I agree it will not be much fun while in the invincible state. If it could be destroyed like every other ship it would a lot more fun.

You most certainly can get kyons for it in vanilla x3tc. Just have to go to kaa'hk territory and kill their destroyers and carriers a lot.

Eddis
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Post by Eddis » Fri, 11. Sep 09, 02:16

I am collecting 400 microchips currently - so i'm a ways off getting the HQ. You can be sure that once I do I will be Re-engineering all the unique ships i've been collecting and stowing in the sw corner of Gunne's Crusade.

I am quite sure that re-engineering the TLS and #deca will make them non-invincible.... not that its a big problem tho, a fully loaded Gamma Kyon #deca with 6x2 GJ shielding and 60 fighters loaded for destroyer encounters.... ouch!

Don't wait up for me to finish the HQ and Hub plots however... I am doing it all Vanilla (version 2.1), and it's gonna take a while.

I took some pictures of the whole deal, enjoy :)

http://www.imagedump.com/index.cgi?pick=get&tp=553340

Capping in progress.

http://www.imagedump.com/index.cgi?pick=get&tp=553341

all your #deca are belong to me :o

the ship directly beside the #deca is a Colossus M1. Just goes to show you just how big it really is :o

Smyde
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Post by Smyde » Fri, 11. Sep 09, 03:54

Last week I started a new game and haven't done any plots yet so when I get to this part I will deffinitly be giving this a go :D

tidurlagi
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Post by tidurlagi » Fri, 11. Sep 09, 05:47

Gotta try this out. Thx Eddis.

Pisces1
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Post by Pisces1 » Fri, 11. Sep 09, 08:01

Eddis wrote:I am quite sure that re-engineering the TLS and #deca will make them non-invincible.... not that its a big problem tho, a fully loaded Gamma Kyon #deca with 6x2 GJ shielding and 60 fighters loaded for destroyer encounters.... ouch!
Unfortunately you can't reverse engineer invincible ships.

I acquired my deca through scripting, unfortunately I haven't yet aquired enough Gkyon emittors for it :( It is also too big to dodge incoming fire so 6GJ isn't enough.

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RandomBandit
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Post by RandomBandit » Fri, 11. Sep 09, 10:31

Seeing as it is just about the size of a gate, it must REALLY clear out any potential travelers when you show up, heh heh.



"hmm, the red lights are flashing towards me...I better stay on the outside edge...WHAT THE FU*SMASH*... ... ..."

:lol:
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