AP2.0 obtaining jump beacons

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Vyrebird
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Post by Vyrebird »

Cycrow wrote:no they keep thier training, or at least most of it

if you recall them at 50% through there training, they will gain rougly 50% of the skills they would have gain.
!!! That is ... wondrous. That makes recalling from training massively more viable, since it essentially means only a minimal amount of time is lost via recalling, and time is the resource of value in marine training. Losing all the money is well worth it if you get to keep (most of) the time you've already spent.

That makes it tempting to just keep *all* the marines in training, and recall the ~20 when you actually need to board something. (if you're willing to sort through that long in-training list, or can remember their names, that is ;p)

Many thanks for that little tidbit!


--

And on the JB note, I did manage to cap a JB-carrying RRF Thresher last night, so the capping route is definitely still viable in 2.0.
Reliku
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Post by Reliku »

And on the JB note, I did manage to cap a JB-carrying RRF Thresher last night, so the capping route is definitely still viable in 2.0.
Excellent, thanks for the confirmation.
martimus
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Post by martimus »

I just boarded a ATF Carrier, and it disappeared immediateply after I took control of it even though it had around 90% hull (so it wasnt killed) boarding RRF seems to be a little dangerous.
mimeo
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Post by mimeo »

Cycrow wrote:
mimeo wrote:
Cycrow wrote: also with marines, remember you dont need to train all your marines fully, so you can save alot of time.
you can also recall your marines from training if you need to use them
But they will loose their training gained untill point you recall them (meaning they`ll learn nothing),right?
no they keep thier training, or at least most of it

if you recall them at 50% through there training, they will gain rougly 50% of the skills they would have gain.

you do lose the money you spent on the training, so you wont get a refund back
Thanks for the confirmation mate! :)
Who cares about money in AP ? :D:D:D
I woke up this morning, got myself a gun; mom always said I`ll be the chosen one. One in a million, I believe I`m gonna burn to shine, I was born under bad sign with a blue moon in my eye.
TiGGs
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Post by TiGGs »

Got myself a jump beacon from a Titan via boarding. I used a Sirrocos with 21 5-stars marines and a Griphon as player ship. I started the whole operation by launching a buttload of typhoon missiles, enough to bring the shields down to 8%. After that I switched off my turrets and started to fire my main weapons carefully, bringing the shields down to 2% without inducing the emergency jump. Then I kept on launching wasps while my m7m was sending his boarding pots on their way.

The fight was easy but as soon as they have seize the ship, it vanished. *poof*
My marines were gone as well obviously. So I reloaded and tried to make him jump away after the boarding pods had arrived. It worked and the Titan didn't vanish immediately this time. So I jumped to my new ship, transferred the jump beacon and my marines over and then *poof*, the Titan was gone. Luckily I was fast enough.
you_rebel_scum
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Post by you_rebel_scum »

To be honest you could easily farm these things, just find one with a JB on it and annoy it with flails so that it follows you, then fire hammers at it till it has like 5-10% hull and then finish it off with flails, might take some retries to get it right, but they dropped JB's 100% of the time for me, and personally they are far far too expensive, its a broken way of gettin 270 million. The price should be seriously nerfed...
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TiGGs
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Post by TiGGs »

They don't drop them in 2.0 anymore.
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Draekros
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Post by Draekros »

TiGGs wrote:Got myself a jump beacon from a Titan via boarding.

...

The fight was easy but as soon as they have seize the ship, it vanished. *poof*
My marines were gone as well obviously. So I reloaded and tried to make him jump away after the boarding pods had arrived. It worked and the Titan didn't vanish immediately this time. So I jumped to my new ship, transferred the jump beacon and my marines over and then *poof*, the Titan was gone. Luckily I was fast enough.
I had this problem tonight, but only once. When I reloaded, the ship did not vanish, it also came with 32 IBLs, 5 reasonable marines (all but 1 with 3-4 stars in fighting), Internal Sentry Lasers, Jump Drive, and even some e-cells, along with the jump beacon. Since I did not have a Titan yet, I decided to keep it. :pirat: It's sitting in the Terracorp HQ, waiting to be outfitted.

It took simply ages to find a RRF ship with a beacon which was not an M8. Going through each sector, checking sat info on ships and searching for RRF ships. Then jumping in to scan them. I must have just about traveled around the whole CW... :evil:

Now I'm working on repairing my Argon rep... :pirat:
Terrachova
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Post by Terrachova »

Got myself a jump beacon last night actually. RRF Colossus.

Amusingly enough, the 'disappearing act' happened once, but after a reload, I got my ship. The weird thing though, was that it came with a wing of 52 fighters... that were still owned by the Argon. Couldn't launch them or anything.

I could, however, sell them with a ship. , One 140mil profit at the shipyard later, I got my Missile complex up and running.
martimus
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Post by martimus »

Draekros wrote:
TiGGs wrote:Got myself a jump beacon from a Titan via boarding.

...

The fight was easy but as soon as they have seize the ship, it vanished. *poof*
My marines were gone as well obviously. So I reloaded and tried to make him jump away after the boarding pods had arrived. It worked and the Titan didn't vanish immediately this time. So I jumped to my new ship, transferred the jump beacon and my marines over and then *poof*, the Titan was gone. Luckily I was fast enough.
I had this problem tonight, but only once. When I reloaded, the ship did not vanish, it also came with 32 IBLs, 5 reasonable marines (all but 1 with 3-4 stars in fighting), Internal Sentry Lasers, Jump Drive, and even some e-cells, along with the jump beacon. Since I did not have a Titan yet, I decided to keep it. :pirat: It's sitting in the Terracorp HQ, waiting to be outfitted.

It took simply ages to find a RRF ship with a beacon which was not an M8. Going through each sector, checking sat info on ships and searching for RRF ships. Then jumping in to scan them. I must have just about traveled around the whole CW... :evil:

Now I'm working on repairing my Argon rep... :pirat:
The only RRF ship I have seen since 2.0 is a M8. Can't we board those too? I haven't tried before but if not I don't know how I am going to get a jump beacon.

EDIT: I just did a google search and found that they cannot be boarded. I wonder how I am going to get a jump beacon? I guess I don't need one if I don't use a Valhalla. I like the Kyoto better anyway, but I am having a lot of trouble getting any fittings for one.
Gold Dragon
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Post by Gold Dragon »

If a ship can't be boarded with Marines, then you capture it via forced bail-out.

Doubt it'l have much loot, but you never know...
-- GD
Lord0bsidian
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Post by Lord0bsidian »

you can board m8
Vyrebird
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Post by Vyrebird »

Lord0bsidian wrote:you can board m8
You can't. M8 are bailable, not boardable. (M8 are mostly categorized as fighters, rather than capitals, despite arguably being more akin to a capital than a fighter)

M3/4/5/8, TS, TP can bail (and cannot be boarded)
M1/2/6/7, TM, TL are boardable (and cannot bail)

(at least, that was true for TC - I'm assuming that hasn't changed for AP?)
highflier
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Post by highflier »

finally, after 2 weeks of searching, i found a RRF cobra with a beacon on it. was already under the impression, my game doesnt have any beacons anymore.
captured it rather fast but i lost 4 5* marines because a pod hit a rock. damnit. but well worth it.
then, when i went back to the place to reinstall my satellites (police shot them down) i saw another cobra. ofc i went there and scanned it. out of missiles and a jump beacon. guess its my lucky day!
boarded it with only 16 marines and got the 4 good marines it ejected.
but this one managed to jump away with my marines in it. naturally i jumped after it and heard my marines working in the ship. all went fine but suddenly before i went close, the ship disappeared like mentioned in the thread before.

i took an older save an this time i went full turbo speed to the cobra before my marines where at the core. as soon as it was mine i took personal control of the ship. this broke the disapearance....

guess it was well worth to wait 2 weeks ;) and the second capture didnt even hurt my split rep very much...

PS: parking your m7m very close makes it easier to board before the ship can jump away 8)
xTemon
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Post by xTemon »

Apparently Terren Wodens in some areas carry them in 2.0. Was reading a MD script or something for 2.0 and it was specifically placed in the cargo of the ship. I don't remember if it was an RRF Wodne or another, but it was created in one of the Terran sectors.

Of course, they have also added the ability to MD cargo destruction on capture and to remove player captured ships. The second I thought was quite funny, especially as they said to remove captured ships without the player noticing. :lol: ..as if we wouldn't notice. :)

edit: I should mention, this was for Mission ships that got captured but weren't supposed to I gathered from what I read of it. The rest of your captured ships should be fine as well as those mission ships which are flagged as capturable which will be left alone.

This seems to include some of the ATF and/or Terran ships in the War sectors however, as I first noticed a ship just 'disappear' when I captured it in Treasure Chest and sent it off to M148 to the shipyard. It never made it of course; it was just gone. I was a little puzzled at the time.
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Xcaliber
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Post by Xcaliber »

Put the RRF ship you're trying to cap on one of your monitors. I boarded a Raptor with a beacon in Tkr's Deprivation but during capping it jumped away. Used the info on the monitor to find it had jumped to Patriarchs Conclusion, I followed it and the capping just continued successfully. This Raptor had 100% hull (might have been around before version 2.0), but I have noticed most RRF ships with beacons seem to only have about 90% hull which would make them jump as soon as the shields have gone.
Ognjen85
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Post by Ognjen85 »

I tried once (prior to version 2.0) to board Centaur and every time my marines were working on hull the thing just jumped away. I tried to change strategy and I have fried his JD with ID, but again as soon as the shields were at threshold value it jumped away :evil: without a JD :? . I hope this was addressed as well as otherwise, I seriously doubt that I will acquire one in this new start... I agree that it was relatively easy to get them by destroy/drop method, but jumping without JD is cheating, crazy and as far as I'm concerned it is game braking experience :(
TiGGs
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Post by TiGGs »

Just don't shoot the shields down to 0% and it won't jump away.
Ognjen85
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Post by Ognjen85 »

Understand and thanks for suggestion;), but nevertheless it don't make any sense when it jumps away without JD.... Especially when you are trying to "cripple" it with ID on purpose...
highflier
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Post by highflier »

it doesnt matter much if it jumps away. use the trick to put them on a monitor and jump after them once they jumped away, just jump after them.

and jumping without a JD... well, its NPC, they are bound to cheat ;)

to tiggs: some of them are really really jumpy. i tried one, held its shields to 2% the whole time and it jumped anyway...

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