[X3AP] Xenon I (and all Xenon cap.ship) boarding tip

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foxxbl
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[X3AP] Xenon I (and all Xenon cap.ship) boarding tip

Post by foxxbl » Mon, 29. Jun 15, 18:51

After acquiring J and K, my attention went to capturing Xenon I.
I found one in Xenon sector near Segaris, dealt with the escorts (2 Ks , some Qs and fighters) using Pteranodon and started capping I after stripping his shields with the following setup: 21 marines on Sirokos following my Cobra with additional 20 marines. All Marines are all 5* (100) in all skills.
Main wave of boarding was done from Sirokos (menu 5 Piracy - board all), and I added additional boarding pods with marines from Cobra when number of marines fell below 20.

After many attempts (at least 20) I could not manage to board it without heavy losses (e.g. 10 marines lost), always using the additional marines from Cobra because of losses through decks.

I decided to thoroughly check my marines - successful boarding attempts.
Sirokos has 21 marines with 5-20 boarding attempts.
Cobra has 7 marines with 7-22 boarding attempts.
I have rearranged that Sirokos has 21 best marines - from 11 to 22 boarding attempts (2x22,20,19,18,2x16,3x15,7x13,3x12,11) . After second load, I have managed to board it with those 21 marines without losses (1 remaining marine picked up afterwards).

So lesson learned - always board Xenon capital ships with the marines having best number of boarding attempts.

What is interesting, when I saved before hacking finished, I did reload few times until I got 26 PSPs on board of captured I. Thanks Xenon!
X3AP vanilla: Super-Magnate / Crusader
X:Rebirth: 565 hours play time, I am addicted..

Jimmy C
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Post by Jimmy C » Mon, 29. Jun 15, 20:10

I'll certainly look into that the next time I want to board an I.
The thing about reinforcements is, you can't wait until you start losing people to launch the reinforcements. If you do, you are certain to lose even more before the reinforcements breach the hull.
So the trick is to send the reinforcements before the first 21 marines make it through the hull. The bad part of this is, you are almost certain to lose a number equal to the number of reinforcements launched. On the bright side, you probably won't lose more than that.

Alan Phipps
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Post by Alan Phipps » Mon, 29. Jun 15, 22:48

... waits for the inevitable code jockey to state that no such boarding history check is in the code ... :lol:

I personally find screaming loudly at the screen in encouragement of my marines helps no end to put the Random Number Generator off its evil gameplan. (It upsets the Mrs though ... )

I am reminded of this too.
A dog has a master; a cat has domestic staff.

pref
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Post by pref » Tue, 30. Jun 15, 13:14

Never had a losless xenon boarding ops, i think you got veeery lucky this time :D

UnknownObject
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Post by UnknownObject » Tue, 30. Jun 15, 14:52

For the first wave of marines you can use 16 noobs as cannon fodder. So you won't loose a skilled marine.

Gold Dragon
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Post by Gold Dragon » Wed, 1. Jul 15, 00:50

pref wrote:Never had a losless xenon boarding ops, i think you got veeery lucky this time :D
I have. The Xenon Q "bailed" on me, significantly reducung the dificulty.
-- GD

pref
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Post by pref » Wed, 1. Jul 15, 15:27

Easy with mods :D

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Black_hole_suN
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Post by Black_hole_suN » Wed, 1. Jul 15, 17:46

ha! this has happened to me too once! I was frying this q with IonD and once all of its equipments are gone it just "bailed"... i probably fried of it AI brain.. tried it again in several Qs and it never happened again

astreus
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Post by astreus » Fri, 3. Jul 15, 16:47

Q bailed out without boarding in AP??? Just using massiv ID??? Pure vanillia, no mods?! Very fine! Must try.
Also:
Long time ago, on X3/TC I remember a situation, on a patrol a huge Xenon fleet was raiding a Paranid sector. The whole sector looked like filled with X.

But at last the Q's and K's and J's had no chance against the Ody's.

I just watched the scene/battle in my M3 from a safe place. Too much enemies.

After all over, I searched for good containers and found - a BLUE Q !!!!! :!:

What a funny (code?) situation makes a Q blue by pure AI action?

This time I had no imagination what to do with a Q so I went on and lost this .... didn't find the Q long time after this scenario again.

I thought this was only a error in my game....never thought this could be happen elsewhere..
After more than 10 days DID you have to be mad!

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MarvinTheMartian
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Post by MarvinTheMartian » Sat, 4. Jul 15, 00:52

astreus wrote:After all over, I searched for good containers and found - a BLUE Q !!!!! :!:
My initial response was going to be that no one has said it's an unmodified game, are you saying yours was unmodified when this happened? If vanilla then this might have been a friend/foe setting got changed rather than this being a "bailed" Q. I'm pretty much in denial right now - I'd like to think that after playing the game for as long as I have I would have seen this for myself or read about it on the forum before now.
Where's the kaboom? There was supposed to be an earth-shattering kaboom!
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Black_hole_suN
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Post by Black_hole_suN » Sat, 4. Jul 15, 14:59

my game was modified when my i got my first bailed Q.. but is have very little mods at that time that i dont think they can cause something this bizzare..

what happened was, I was preping this Q for boarding by frying its equipments with IonD (as i have said above).. then when everything was stripped away it just turned blue.. when I check its info it says No Pilot.. it stopped moving but it cannot be claimed.. i still have to board it but the difficulty of doing so is lowered because the Q doesnt fight back

pref
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Post by pref » Sat, 4. Jul 15, 15:49

Its some mod (reward related perhaps?).
In vanilla no boardables can bail.

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Black_hole_suN
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Post by Black_hole_suN » Sat, 4. Jul 15, 17:49

mods I used that time:

cheat pack
no station debris
tc plots for ap
beacon jump
no complex connections
no suicide rrf m8
and my own home baked mod that just adds new ships and fixes/rebalance ships in the game, remove several civilian ships and add more aggressive race patrols

the only mod i could think to have potentially caused this incident is TC plots for AP (because its a large mod that changes many things) and my own changes to the Q itself (add more gun speed, hull, etc)... either way, its a fun incident that never happened again no matter how many times i tried to reproduce it.. it would be great if someone could report the same thing happening in a vanilla game..

to the OP sorry if this thread slightly went out of topic

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