Can't Fire Captain of Taranis

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Drewgamer
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Can't Fire Captain of Taranis

Post by Drewgamer »

I just completed the mission to board the Taranis. Everything went without a hitch and control was given over to me at the end of the mission.

However I have one problem, I can't seem to be able to fire the captain that the game gave me so that I can assign a new one (you know, the one you're told to hire before the mission starts).

The "default" captain on the ship has abysmal skills (as in, 0 stars for navigation and leadership) and I would much prefer the highly payed 4 star captain in my cargo hold take the helm.

Is this a bug or am I doing something wrong?
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Sparky Sparkycorp
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Post by Sparky Sparkycorp »

I had the same problem. In the end, I realised that it was just counter-intuitive.

Although we cannot fire a working captain or ask him to return to the ship, we can ask a different captain aboard the Skunk to work on the ship and he replaces the plot captain.

I had to do this because my free captain also had skills of something like 0-2-0-0-0-2-3 :D
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Drewgamer
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Post by Drewgamer »

Wow you can't fire captains? Sounds very counter intuitive :/
I'll have to try assigning a new captain tonight, thanks!
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Post by Sparky Sparkycorp »

In case it wasn't clear, I should have said that I believe the above scenario works for any captain as I've done it on a different ship too.
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Post by MAUCorp »

Try telling him to leave your squad first?
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Post by Sparky Sparkycorp »

I have tried that with no luck. Does it work for you?
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Post by Drewgamer »

Ok, so I was finally able to replace the captain.

First I told the "default" captain to join my squad. Then I landed on the Taranis. Hit <enter> <5> (for crew) called the captain that was sitting on the Skunk and told them to work on the Taranis. Said I wanted them to replace the current captain, and voila! they took control of the Taranis.

Oddly enough, the "old" captain never appeared on the Skunk. Were they supposed to? Makes me wonder if this is a bug, because it really doesn't feel like it's working as intended :O

I'm just glad I got it work. I was even able to bring it along with me to DeVries. Now I just need to find a good defense captain for it :twisted:
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Post by Sam L.R. Griffiths »

I have been able to ask all crew (inc. captains) to come back on board providing I had space for them on the Skunk.

Firing/Replacing crew causes the fired/replaced crew to disappear - I think this is intentional and has been the behaviour since release.
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Drewgamer
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Post by Drewgamer »

Roger L.S. Griffiths wrote:I have been able to ask all crew (inc. captains) to come back on board providing I had space for them on the Skunk.

Firing/Replacing crew causes the fired/replaced crew to disappear - I think this is intentional and has been the behaviour since release.
Ok well that doesn't make a whole lot of sense but I guess it's nice to know that is how it works.

As for the captain on the Taranis, the problem with asking them to come aboard the Skunk is that they do not actually appear on the Taranis for you to talk to them :P
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Post by Alith-Ahnar »

You don't have to clear out a ships crew to have new installed just say to the new ones work here they tell you someone is already there and you reoply replace the one.

The result is if it is not a default Captain like the one you get from Shipyard contstructed Ships or the Tarnis for example they switch places you ain't even need an spare bunk free at the Skunk.

The Crew animation plays and you see one Crewmember board the skunk and the new one leave.

For me that's not counter intuative you people just thought way to complicated ;)
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Post by Sparky Sparkycorp »

SplitBoy wrote: For me that's not counter intuative you people just thought way to complicated ;)
If someone learns to do something successfully one way, I think it would be unfair for you/Egosoft to assume that they will know about other ways to do the same thing.

When a way someone know works normally stops working for no sensible reason (e.g. plot Taranis), it is counter-intuitive to have to guess there is a second mechanism and find it in order to work around the issue, instead of having both ways work.
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Post by Alith-Ahnar »

Sparky Sparkycorp wrote:
SplitBoy wrote: For me that's not counter intuative you people just thought way to complicated ;)
If someone learns to do something successfully one way, I think it would be unfair for you/Egosoft to assume that they will know about other ways to do the same thing.

When a way someone know works normally stops working for no sensible reason (e.g. plot Taranis), it is counter-intuitive to have to guess there is a second mechanism and find it in order to work around the issue, instead of having both ways work.
Elaborate please.
The option to clean out a Captain post is more to abandon the ship so you can sell it.

Actualy the way that you have the flying switch for Crew positions is rather awesome from EGOsoft to impliment.

Like in a real situation you would not fire the Captain of a Ship in full swing without having atleast an acting Captain at hand would be suicidel to me.

And this is one of the small details i so finaly start to love about Rebirth.

Don't get me wrong there are always more then one way to do things you could use your left or your right hand to open a door dependng on a situation the one or the other coud cause issues.

The problem is not that you thought you learned something and expected it to behave again the same way but that the documentation about Crew managment ingame or manual is so poor to noneexisting that it is easy to run in a wall.
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Post by burger1 »

I think theres two kinds of captains. One captain that comes from ships built in shipyards and the other kind where you originally put them there. Try replacing a captain on a newly bought ship and one on a previously captured/boarded ship. Need a different method to replace each I think.

Shipyard (and I guess plot) land on ship and go to crew and remote call a new captain. You don't get the captain back.

Regular captain. Remove ship from any fleet. Then from space hail the ship and tell the captain to come back aboard. Then a pod with the captain should dock at your ship.
Last edited by burger1 on Mon, 26. May 14, 16:25, edited 1 time in total.
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Post by Sparky Sparkycorp »

SplitBoy wrote: Elaborate please.
...
The problem is not that you thought you learned something and expected it to behave again the same way but that the documentation about Crew managment ingame or manual is so poor to noneexisting that it is easy to run in a wall.
Sorry for forgetting to reply.

To elaborate, the problem in my 1.25HF1 game was that I'd learned to fire crew by talking to them and on the plot Taranis there was, inexplicably, no Captain NPC in the docking bay. Add the fact that I'd just been asked to hire a captain for the ship but it the HOA put one on anyway and it was quite an odd situation. I think it was more illogical design than a documentation issue.
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Post by AxumKevar »

In my game this happened as well. On examining the savegame, I noticed that all npcs I hired showed up as connection="npcconnection" but that the captain installed by default after the mission was listed as connection="connection05" which seems to be the default for all AI ship commanders in the rest of the save. I think this is likely the cause of the captain not appearing on the ship when docked. The only way I got around it was by modifying the save. I didn't try the other way.
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Post by Loltak »

Perhaps it the same issue i had.
The captain had a "wait" order, if changed by stopping its task, the order "work here" become available.

This wait order block all others given order.
Personally i dislike its behaviour which often block the management of my ships :evil:
It could be a good idea that the wait order his automatically discard since a new order is give.
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Post by mrmarineman »

I had this same problem and found a fix at least it worked for me, I had constructed a new construction vessel and the captain was shit and wanted to hire my own with much better skills, so hired the captain, put the CV in my squad and while I was onboard the skunk I went to the crew (5 in menu I believe) which takes you to the back of the skunk, talked to the captain I hired and told him I wanted him to work somewhere else, it gave me the menu with the skunk hit the + button to show the CV in my squad and got him to work on there worked like a charm!! hope this helps
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Post by Baconnaise »

Instead of the animation of them leaving the skunk we should get something like in Fifth Element where the captain gets a tube mail from Otani Corp saying you're fired (like Zorg).

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