Can't Fire Captain of Taranis
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Can't Fire Captain of Taranis
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?
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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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
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

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

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

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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.
Firing/Replacing crew causes the fired/replaced crew to disappear - I think this is intentional and has been the behaviour since release.
Lenna (aka [SRK] The_Rabbit)
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"When eating an elephant take one bite at a time" - Creighton Abrams
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"When eating an elephant take one bite at a time" - Creighton Abrams
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Ok well that doesn't make a whole lot of sense but I guess it's nice to know that is how it works.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.
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

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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
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

X2: You better go play with asteroids!/You losssssee profitsssss!
X4: Chelt are better pilot then you!/Machine behave badly Split switch off.
X4: Chelt are better pilot then you!/Machine behave badly Split switch off.
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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.SplitBoy wrote: For me that's not counter intuative you people just thought way to complicated
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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Elaborate please.Sparky Sparkycorp wrote: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.SplitBoy wrote: For me that's not counter intuative you people just thought way to complicated
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.
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.
X2: You better go play with asteroids!/You losssssee profitsssss!
X4: Chelt are better pilot then you!/Machine behave badly Split switch off.
X4: Chelt are better pilot then you!/Machine behave badly Split switch off.
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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.
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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Sorry for forgetting to reply.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.
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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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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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
It could be a good idea that the wait order his automatically discard since a new order is give.
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

It could be a good idea that the wait order his automatically discard since a new order is give.
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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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