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

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dillpickle
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Post by dillpickle »

unknown1 wrote:could you please explain in a bit of details the process,,,resourcess needen(marines,firepower,)to get myself an ideea..
As per the original post, the only difference being I used 20 marines for each boarding - but then I always do for the big ships.

Nulric wrote:Any word on the results from reverse engineering this thing yet; whether the invincibility goes away?
The #deca cannot be reverse engineered, so you can only have one, and it remains invincible.
Goodfeller
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Post by Goodfeller »

I haven't reached this part of the plot yet in my current game, so I'm definitely looking forward to it.
Jellygoop
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Post by Jellygoop »

I can also confirm that the #deca can be capped in version 2.5. Proof here and here.

For resources I suggest 40 marines. A full bay of 2 star in fighting on yer M7M, and an extra 20 with 3+ in fighting. The set of 2 stars worked well despite their low rating, only had to reload once.

When I got the #deca it still had 13 marines in it and my M7M had 5 marines that I guess I forgot to launch, minus the 10 meatbags I had that you get from the free scabbard.
jwigeland
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Post by jwigeland »

Okay, I'm so glad I saw this topic before I did the last mission in the plot! Ima go train some marines! =) So, you basically launch off the rummies from the Terrans and let them do their thing, and then shoot off your elite squad to re-take the ship? That's so evil... I love it.
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Starlight_Corporation
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Post by Starlight_Corporation »

Good that I found this, always like to have unque ships, even only as a trophy.
kurush
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Post by kurush »

Starlight_Corporation wrote:Good that I found this, always like to have unque ships, even only as a trophy.
Deca is probably the strongest ship of those capable of mounting GKYON. 8 GKYON/turret is almost 3 times more than on a Kha'ak Destroyer.
unknown1
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Post by unknown1 »

more than that..it is invincible...think of it..the ultimate defence for the TUS1 east gate
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ZacUK
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Post by ZacUK »

Another confirmed #deca cap here! Lovely trophy to have. v2.5 vanilla game.

I spent about an hour and a half in total trying to cap this bugger, and at one point I almost thought it was uncappable.

Anyway, heres how i did it:

Team 1 - 20x 2* fighting marines for the initial boarding operation. They did fine and at least 7 of them make it to the core every reload attempt, and complete the hack ok.

Team 2 - 20x 3 and 4* marines for the second wave.

Team 3 (backup) - 60x 1 and 2* marines aboard 6 TP's that I also sent in for reinforcement in case Team 1 couldnt make it. Good job i had these as i used 10 of these for assisting Team 2!

So the problem i was having that was frustrating was that when waiting for Team 1 to hack before sending in Team 2, the hack would complete before Team 2 had cut into the hull. Team 2 would get pushed into space, and the #deca wouldnt have any marines on board.

So i looked at the timings. I waited until Team 1 had cleared deck 4 and begun assaulting deck 5. I managed to time it so that i guess Team 1 were half way through that deck and then i launched Team 2 from the pods, that way, Team 2 were cutting BEFORE Team 1 started the hack. This seemed to do it for me, although i only ever seemed to get 12 of Team 2 on board and fighting. These 12, no matter how many reloads i did could never get past deck 3 and always fail. ( I was pulling my hair out at this point :evil: )

I had Team 3 as backup, and using some swift keyboard punching, as soon as Team 2 launched, i transported another squad of 10 from Team 3 onto my Cobra, and immediately launched them. So as the 12 from Team 1 were through the hull, this other squad of 10 were cutting in.

Well that seemed to do the trick, as this other 10 joined Team 2, giving me 20 marines clearing deck 1. I was saving frantically at this point, with saves at each deck. Eventually after a few more reloads, 5 marines from the 2nd and 3rd teams got to the core and hacked it! Adding one #deca to my property list!

\o/

I hope the above helps others that may have had troubles with their timings.

Edit - I lost quite a bit of rep with the Terrans when Team 2 started their assault, so be warned.
Eddis
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Post by Eddis »

UPDATE: This process has been confirmed to work in v2.5 of TC.
Eddis
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Post by Eddis »

ZacUK wrote:Another confirmed #deca cap here! Lovely trophy to have. v2.5 vanilla game.

I spent about an hour and a half in total trying to cap this bugger, and at one point I almost thought it was uncappable.

Anyway, heres how i did it:

Team 1 - 20x 2* fighting marines for the initial boarding operation. They did fine and at least 7 of them make it to the core every reload attempt, and complete the hack ok.

Team 2 - 20x 3 and 4* marines for the second wave.

Team 3 (backup) - 60x 1 and 2* marines aboard 6 TP's that I also sent in for reinforcement in case Team 1 couldnt make it. Good job i had these as i used 10 of these for assisting Team 2!

So the problem i was having that was frustrating was that when waiting for Team 1 to hack before sending in Team 2, the hack would complete before Team 2 had cut into the hull. Team 2 would get pushed into space, and the #deca wouldnt have any marines on board.

So i looked at the timings. I waited until Team 1 had cleared deck 4 and begun assaulting deck 5. I managed to time it so that i guess Team 1 were half way through that deck and then i launched Team 2 from the pods, that way, Team 2 were cutting BEFORE Team 1 started the hack. This seemed to do it for me, although i only ever seemed to get 12 of Team 2 on board and fighting. These 12, no matter how many reloads i did could never get past deck 3 and always fail. ( I was pulling my hair out at this point :evil: )

I had Team 3 as backup, and using some swift keyboard punching, as soon as Team 2 launched, i transported another squad of 10 from Team 3 onto my Cobra, and immediately launched them. So as the 12 from Team 1 were through the hull, this other squad of 10 were cutting in.

Well that seemed to do the trick, as this other 10 joined Team 2, giving me 20 marines clearing deck 1. I was saving frantically at this point, with saves at each deck. Eventually after a few more reloads, 5 marines from the 2nd and 3rd teams got to the core and hacked it! Adding one #deca to my property list!

\o/

I hope the above helps others that may have had troubles with their timings.

Edit - I lost quite a bit of rep with the Terrans when Team 2 started their assault, so be warned.
Grats :D

5 star teams will do a lot better than an army of newbs tho :lol:
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ZacUK
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Post by ZacUK »

Eddis wrote: 5 star teams will do a lot better than an army of newbs tho :lol:
Well up until this point in the game i hadnt done any boarding ops, so i didnt have any 5* marines! All i had was what i managed to buy from the various military bases around the X universe.

:P
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dragondream
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Post by dragondream »

So is it then possible to reverse engineer an invincible ship like the #deca and if you can are the ones made invincible as well?

Btw thank you so much for telling me how to get my favourite ship in the game. :roll:

*Derrik quickly scibbles something on list of Evil Plans... :twisted: *
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ZacUK
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Post by ZacUK »

I didnt realise how massive the #deca was until i docked it at the Argon Prime ED. It's huge!!

Well it's going to be a long time before i get my HQ as i have only just finished the Terran plot. Havent started my hub plot yet. I have a week off over christmas, so i will probably get a lot of time in then to see how far i get.

Merry Christmas everyone!
Kapakio
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Post by Kapakio »

The #deca is invincible, therefore, it cannot be REd.
Eroslight
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Post by Eroslight »

Noobie question:
What plot and at what stage does this #deca ship appear? I saw it was
Spoiler
Show
the first part of the Aldrin missions
but could anybody specify it a little further?
I am playing through this and would really like to get this thing capped without missing out on it.
I started training 20 3* marines today in anticipation! (advanced all skills takes FOREVER)

Regards!
Catra
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Post by Catra »

Eroslight wrote:Noobie question:
What plot and at what stage does this #deca ship appear? I saw it was
Spoiler
Show
the first part of the Aldrin missions
but could anybody specify it a little further?
I am playing through this and would really like to get this thing capped without missing out on it.
I started training 20 3* marines today in anticipation! (advanced all skills takes FOREVER)

Regards!
right after you get the vidar, you and an ATF fleet jump into aldrin, then you meet someone, fight off some xenon, then proceed to the spawned DECA.
Eddis
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Post by Eddis »

Eroslight wrote:Noobie question:
What plot and at what stage does this #deca ship appear? I saw it was
Spoiler
Show
the first part of the Aldrin missions
but could anybody specify it a little further?
I am playing through this and would really like to get this thing capped without missing out on it.
I started training 20 3* marines today in anticipation! (advanced all skills takes FOREVER)

Regards!
well, I said in the guide... once you first enter the aldrin zone and begin it's mission it is impossible to miss the ship as it is integral to the mission. the only preparations you'll need to do are also listed in the guide. Just make sure you keep a pre-mission save file in case you screw up.
kurush
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Post by kurush »

vbruzual wrote:The #deca is invincible, therefore, it cannot be REd.
It also takes more materials to build than HQ can store so there is no point in R/Eing.
amtct
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Post by amtct »

kurush wrote:
vbruzual wrote:The #deca is invincible, therefore, it cannot be REd.
It also takes more materials to build than HQ can store so there is no point in R/Eing.
Upgrade your HUB and make it there :lol:
kurush
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Post by kurush »

Upgrade your HUB and make it there :lol:[/quote]
I guess you can just script the blueprint or #deca then. I prefer to keep Vanilla tag.

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