X3TC: A How-to for capping the #deca in Vanilla TC without cheating
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Just tried to cap the #Deca (2.7), I was all ready to go, and the Terrans instantly capped it before I even got close enough to start.
Is this a change in 2.7? Or was I just unlucky.
I've got lots of saves before the event, so I can try again easily enough.
Is this a change in 2.7? Or was I just unlucky.
I've got lots of saves before the event, so I can try again easily enough.
If an injury has to be done to a man it should be so severe that his vengeance need not be feared. ... Niccolò Machiavelli
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i just capped it in 2.7 last night its no longer invincible once its capped so you have to make sure who ever is keeping the shields down stops attacking it. before it turns blue then green or bye bye deca.mrbadger wrote:Just tried to cap the #Deca (2.7), I was all ready to go, and the Terrans instantly capped it before I even got close enough to start.
Is this a change in 2.7? Or was I just unlucky.
I've got lots of saves before the event, so I can try again easily enough.
i had a panther and cerberus pecking at it keeping it distracted ect until it was almost capped then i called them off.
same strategy applies as before to cap it although it took me a few more tries than before to get the timing right. first time in 2.6 i capped it first try took me 3 or 4 tries in 2.7 to get it capped.
on a side note unreleated to the deco
i was in Queens Retribution doing unfocused jumps for the aran and noticed there was a random ATF Woden carrier floating around in Queens retribution. so i attacked it with my Cobra sent in about 36 hammers to drop shields then a couple flails to distract turrets and sent in 20 5 star marines. only 15 made contact 5 got knocked out before boarding. well any way long story short ive got a new Woden that came loaded with 11 Electro-Magnetic and 16 Point Singularity Projectors first time capturing it (reloaded a few times to get the proper amount of missles to shoot to drop shields and launch pods ect but i only capped it once).
my first ever attept at capping an ATF ship and it came loaded with PSP's im a little bit more than happy i had to share it lol
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im not vanilla. i have the ships rebalance mod so the woden might just be in my game from that.EnderIII wrote:Woden? I have never seen one of those in the game at all. And you found it in Queen's Retribution?WildAce wrote:i was in Queens Retribution doing unfocused jumps for the aran and noticed there was a random ATF Woden carrier floating around in Queens retributionl
someone thats vanilla will have to confirm wether or not they have seen the woden at all in another sector. that is the only ATF ship i remember seeing outside of a terran sector and as soon as i was about to cap it all its fighters launched and i said im sorry for weapons fire and they all headed off through the north gate of QR as if they were heading tword the terran sectors
but the SRM doesnt affect the deca being capped or not in 2.7 its still the same cap procedure to cap the deca as it was in 2.6 vanilla other than you have to be careful not to blow it up right when the terrans or you get control of it due to the invincible flag being off now.
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I've tried three times now, but when I capture it it immediatelly blows up. The Terrans are pounding it somewhat. Don't know how to stop them.WildAce wrote: i just capped it in 2.7 last night its no longer invincible once its capped so you have to make sure who ever is keeping the shields down stops attacking it. before it turns blue then green or bye bye deca.
Edit: Found the problem, I forgot I had one of my Rays following me. That was killing the deca. My first try hasn't quite worked, but I've got closer, the second boarding party died on deck 3.
If an injury has to be done to a man it should be so severe that his vengeance need not be feared. ... Niccolò Machiavelli
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Can anyone else confirm that the #deca is no longer invincible during this process in 2.7 before being capped, and after being capped, is it still not-destroyable?WildAce wrote:i just capped it in 2.7 last night its no longer invincible once its capped so you have to make sure who ever is keeping the shields down stops attacking it. before it turns blue then green or bye bye deca.mrbadger wrote:Just tried to cap the #Deca (2.7), I was all ready to go, and the Terrans instantly capped it before I even got close enough to start.
Is this a change in 2.7? Or was I just unlucky.
I've got lots of saves before the event, so I can try again easily enough.
i had a panther and cerberus pecking at it keeping it distracted ect until it was almost capped then i called them off.
same strategy applies as before to cap it although it took me a few more tries than before to get the timing right. first time in 2.6 i capped it first try took me 3 or 4 tries in 2.7 to get it capped.
on a side note unreleated to the deco
i was in Queens Retribution doing unfocused jumps for the aran and noticed there was a random ATF Woden carrier floating around in Queens retribution. so i attacked it with my Cobra sent in about 36 hammers to drop shields then a couple flails to distract turrets and sent in 20 5 star marines. only 15 made contact 5 got knocked out before boarding. well any way long story short ive got a new Woden that came loaded with 11 Electro-Magnetic and 16 Point Singularity Projectors first time capturing it (reloaded a few times to get the proper amount of missles to shoot to drop shields and launch pods ect but i only capped it once).
my first ever attept at capping an ATF ship and it came loaded with PSP's im a little bit more than happy i had to share it lol
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Isn't this a chicken-egg question? To have a successful boarding attempt, you have to have a prior successful boarding attempt? How do you get the first one?
And the answer is zero.
Or is it 42? Hmmm.



And the answer is zero.

Or is it 42? Hmmm.


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Awwww c'mon, you knwo what I meantNanook wrote:Isn't this a chicken-egg question? To have a successful boarding attempt, you have to have a prior successful boarding attempt? How do you get the first one?![]()
![]()
And the answer is zero.
Or is it 42? Hmmm.![]()

I mean, do the marines need a few successful attempts on other ships? Does that factor into capping the #deca?
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Just did this in 2.7.01 The coordinates posted on page 5 weren't accurate for me. In my game the #deca spawned closer to 111, 2.0, 8.75.
The approximate power of the marines sent were as follows:
Brought a Cobra with 20 disposable marines for the first part. They had never seen action before. Average fighting skill was 2. 1/3 Mechanical 4, 2/3 Hacking 4. Three of them survived until the hack was complete.
My second group was transferred to the Cobra from an Agamemnon. They were 20 veterans with mostly 4 to 5 fighting skill in addition to the required mechanical and hacking skills the first group had.
I was a bit worried the first group would be wiped out on deck 1, but as many have pointed out, sheer numbers seems to be the way to go post 2.5. For this reason I find Corvettes to be the hardest regular ships in game to take.
The approximate power of the marines sent were as follows:
Brought a Cobra with 20 disposable marines for the first part. They had never seen action before. Average fighting skill was 2. 1/3 Mechanical 4, 2/3 Hacking 4. Three of them survived until the hack was complete.
My second group was transferred to the Cobra from an Agamemnon. They were 20 veterans with mostly 4 to 5 fighting skill in addition to the required mechanical and hacking skills the first group had.
I was a bit worried the first group would be wiped out on deck 1, but as many have pointed out, sheer numbers seems to be the way to go post 2.5. For this reason I find Corvettes to be the hardest regular ships in game to take.
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I got it! Yayyyyyyyyyyy!
Alrighty, what's the strategy to kit it out? Just do it like in the OP and camp a Kha'ak sector drops KEs?
Pretty stoked, wasn't all that bad once I got the trick, lost about 20 marines (1/2 the fodder and 1/2 the elites)...though I was surprised at the cost (measily 11 mil from a shipyard)
Thanks again, great thread.
Alrighty, what's the strategy to kit it out? Just do it like in the OP and camp a Kha'ak sector drops KEs?
Pretty stoked, wasn't all that bad once I got the trick, lost about 20 marines (1/2 the fodder and 1/2 the elites)...though I was surprised at the cost (measily 11 mil from a shipyard)
Thanks again, great thread.
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The video I did as I captured my own deca. Game version 2.7.1 + latest bonus pack. Using all the resources I found on this thread and this particular setup it was very easy actually. Hope it helps! Coordinates for the spawning point in my game were around 115, -20, 15.
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here's my experience with capping the deca at version 2.7.1
i've had a relatively simple setup with 1 tiger holding my elite marines and 1 cobra holding my cannon fodder (if you can call doods you spent 2 in-game days training up fodder).
the first wave i sent consisted of 15 marines, of whom about 7 had 2-4 stars and the other 8 0-1 stars in fighting. some of them were trained to 4 star hacking and mechanics (boarding pods give a nice bonus).
make sure to save before the deca spawns in case it has anti-boarding equipment
4 of them survived the boarding, which was quite nice for me. the interesting bit: as of 2.7 the deca stays cappable after you board it, you do not have to time your pods to hit before the first team hacks the computer. you cannot board it if terrans did it for you.
my second wave was quite good, having at least 90 in fighting across the board and most guys having at least engineering and either mechanics or hacking at 4 starts or more. unfortunatelly, terran ships get a ridiculous bonus to their hull, so on my first try 15 out of 20 marines didn't make it inside, and those who did were quickly wiped out. on my second try 15 made it inside and took the ship without any losses. i recovered the 5 losers without a hitch.
almost forgot, in my case the deca was at 48,5, 7,21, -24,7
i've had a relatively simple setup with 1 tiger holding my elite marines and 1 cobra holding my cannon fodder (if you can call doods you spent 2 in-game days training up fodder).
the first wave i sent consisted of 15 marines, of whom about 7 had 2-4 stars and the other 8 0-1 stars in fighting. some of them were trained to 4 star hacking and mechanics (boarding pods give a nice bonus).
make sure to save before the deca spawns in case it has anti-boarding equipment
4 of them survived the boarding, which was quite nice for me. the interesting bit: as of 2.7 the deca stays cappable after you board it, you do not have to time your pods to hit before the first team hacks the computer. you cannot board it if terrans did it for you.
my second wave was quite good, having at least 90 in fighting across the board and most guys having at least engineering and either mechanics or hacking at 4 starts or more. unfortunatelly, terran ships get a ridiculous bonus to their hull, so on my first try 15 out of 20 marines didn't make it inside, and those who did were quickly wiped out. on my second try 15 made it inside and took the ship without any losses. i recovered the 5 losers without a hitch.
almost forgot, in my case the deca was at 48,5, 7,21, -24,7
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Erm, I got two questions regarding the "invulnerable" deca:
1) If you capped it in x3tc 2.6 and then use it in 2.7.1, will it still be invulnerable?
2) if so, is it possible to load a 2.7.1 save game in x3tc 2.6 and do the capping in this version (and still keeping the game *unmodified*) ?
1) If you capped it in x3tc 2.6 and then use it in 2.7.1, will it still be invulnerable?
2) if so, is it possible to load a 2.7.1 save game in x3tc 2.6 and do the capping in this version (and still keeping the game *unmodified*) ?
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