X3TC: A How-to for capping the #deca in Vanilla TC without cheating

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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kilrathy
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Post by kilrathy »

BeardyDan wrote:Thanks! Got mine now. :pirat:

If anyone needs me ill be in 926, only 31 GKE to go. :shock:
have you try to fire your GKE with you inside the Decca ?

if you look here http://eng.x3tc.ru/x3_tc_ships/x3-ship. ... jIxMDI5Nzk
you may notice that the "Max laser energy (MJ)" parameter is set to 0.

Does it mean that you cannot fire IS ?
jwigeland
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Post by jwigeland »

That stat is wrong.

The v3.0 ship stat chart lists the #deca at 250,000 laser power which is more than double any other M1. ReGen is 3750, even a little better than the Tokyo at 3000.

But Kyons eat energy like crazy...
jwigeland
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Post by jwigeland »

CONFIRMED the #deca double capture works in v3.0 - I just did it.

The first one that spawned had hull polarizers and sentry lasers, and 17 marines (two of which were five star). I had twenty four-star marines and twenty two-stars... so this wasn't going to work.

I reloaded and got a spawn with only a firewall and twelve zero-star marines. I took the ship the first time with no losses using 10 duds and 5 pros (RIP), and took it a second time with no losses with 5 duds and 15 pros.

Now to load it up with some fighter drones! :twisted:
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J.C
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Post by J.C »

I were successfull with v3.0 (vanilla), too. The #deca hab no defensive devices, only some Marines (~11).

First run: 12 Marines
- 3x Engineering @ 5 Stars (each of them enables 3 untrained marines to enter Ship)
- 2x Fighting @ 5 Stars
- 10x Fighting @ 2 Stars (mainly the terraner marines from the scrabbard)
- 1x Hacking @ 3 Stars (from scrabbard, sufficient for succesfull hack, 2 Stars aren't)

=> needed some tries until the hacker survived. 3 Surviviors in most cases.

Second run: 20 Marines
- semi-high traned. most had 5 Stars in Engineering
- most 3-5 Stars in Fighting
- 1 Hacker with 5 Stars

=> no losses

In fact I got a deca for the cost of only 3 trained Marines (5 Stars in Engineering, 5 (2) Stars in Fighting).
Stechus Kaktus
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3.1

Post by Stechus Kaktus »

Still works with 3.1!! Just did it.
Eddis
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Re: 3.1

Post by Eddis »

Stechus Kaktus wrote:Still works with 3.1!! Just did it.
Thanks, updated the guide.
Snafu_X3
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Post by Snafu_X3 »

Does anyone want to see the inside of a #deca?

I just fractionally mistimed my first cap attempt & got the 'ghost ship' effect (with 14 'ghost marines' still on their boarding mission, doomed to fight & die forevermore..). Curious as to what had happened, I flew up to it in my HV, firing PBEs in case it had 'gone Aran' on me & I needed to turn it hostile again.. & continued flying into & through it!

The 2 shots aren't of best quality, but I can post them if anyone's interested..
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

I know how to spell teladiuminumiumium, I just don't know when to stop!

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Sovereign01
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Post by Sovereign01 »

And I don't suppose there's any way to board it other than that one time? Because the one in my game is floating around Aldrin with no guns or shields or anything :lol:
deca.death
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Post by deca.death »

i can only confirm that ones spawned in a "new home" cafe and eefa are not boardable (3.1). here is the sad proof:

[ external image ]

and link to bigger sized pict:
http://i1113.photobucket.com/albums/k51 ... cacafe.jpg


btw pict is slightly larger (widescreen) but still under 100 kb, hope that this is OK.
NeilDingley
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Post by NeilDingley »

Anyone know if there is a way to capture a Deca after completing the Terran plot, as I finished that plot over a year ago and really don't want to have to restart from the begining just to get one with an unmodified game (on version 3.1)
Catra
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Post by Catra »

You get one chance to get the #DECA.

As for the ones from a new home: they were previously boardable, but doing so broke the plot.
NeilDingley
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Post by NeilDingley »

Wish Egosoft would make it boardable after the terran plots finishes, as at the moment it just sits there in the Aldrin sector mocking me with it's unboard-able status, :evil:
zazie
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Post by zazie »

I boarded my first #deca yesterday, in a Vanilla-Poisened Paranid-Start, game patched to 3.0.

I report here a slightly different behavior of my game to the opening post: I could NOT get my second Marine crew out of my (second) Skirokkos as long the Terrans had NOT taken over the #deca. ONLY when the ship started moving, my 5*-Elite Marines in their pods attacked the ship (tried several times).

As my M7Ms were very close to my overtuned Hyperion the Pods arrived within short time at the CPU-ship and started boarding. But the ship was definitely blue when my Pods flew in.

I suppose that the reason for this is that I had a complete 21-Marine-Crew boarding on first attack. They were skilled enough to survive all. But the "window of opportunity" for the second attack is still open when the CPU starts moving.
Pendergast
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Post by Pendergast »

Stephen_Garlick wrote::fg: Hay all! -THEY BETTER NOT MAKE THIS SHIP REVERSE ENGINEERABLE ***IN FUTURE PATCHES***
I saw multiple times that it was possible to reverse engineer the #deca, what's the final answer on this?
kurush
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Post by kurush »

zazie wrote:I boarded my first #deca yesterday, in a Vanilla-Poisened Paranid-Start, game patched to 3.0.
Since 3.0 you don't need to time your second team of marines at all. You just need to make sure your first team succeeds and that deca doesn't have a hull polarizing device that would prevent second boarding. Other than that you can board it at any time after the plot ends.
kurush
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Post by kurush »

Pendergast wrote: I saw multiple times that it was possible to reverse engineer the #deca, what's the final answer on this?
I think the issue is not that you can't R/E deca but that you can't produce it afterwards. The amount of resources simply doesn't fit into the HQ.
Pendergast
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Post by Pendergast »

kurush wrote: I think the issue is not that you can't R/E deca but that you can't produce it afterwards. The amount of resources simply doesn't fit into the HQ.
Ok thanks for the clarification.
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cattafett
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Post by cattafett »

The amount of resources needed to build a #deca
E-cells 11,199
Teladianiun 394
Cloth Rimes, Crystals, Q-Tubes and Computer Components 116
Ore 466
Sillicon wafers 349
Rastar Oil and Micro Chips 233
Credits 3,303,998
[ external image ]
compaired to

The amount of resources needed to build a Odin
E-cells 99,535
Teladianiun 3,109
Cloth Rimes, Crystals, Q-Tubes and Computer Components 1,036
Ore 4,145
Sillicon wafers 3,109
Rastar Oil and Micro Chips 2,072
Credits 29,362,910
[ external image ]
0r

The amount of resources needed to build a Colossus
E-cells 99,472
Teladianiun 3,107
Cloth Rimes, Crystals, Q-Tubes and Computer Components 1,035
Ore 4,142
Sillicon wafers 3,107
Rastar Oil and Micro Chips 2,071
Credits 29,344,472
[ external image ]
taken from Vanilla game
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Nagittchi
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Post by Nagittchi »

kurush wrote:Since 3.0 you don't need to time your second team of marines at all. You just need to make sure your first team succeeds and that deca doesn't have a hull polarizing device that would prevent second boarding. Other than that you can board it at any time after the plot ends.

You made me excited because of your last sentence... I jumped into Aldrin and tried... then I realized you made a typo... :(
kurush
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Joined: Sun, 6. Nov 05, 23:53
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Post by kurush »

typo...
Huh? Not sure what my typo was :) As long as you boarded it first time, you should be able to board it second time as well, provided the first boarding happened on the patch where they fixed the invulnerability issue of captured #deca (3.0 as far as I know).
Last edited by kurush on Sun, 31. Jul 11, 10:37, edited 1 time in total.

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