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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Llama
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Post by Llama »

Tried doing the story line, but the stupid marines somehow end up in the model of the #deca (but still in space) everytime I try :evil: , so I'm just going to port my m7m in try doing this. (going from difficult to near impossible... what fun :D)
I fly Terran for the accents
Bobucles
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Post by Bobucles »

I can confirm that I have a shiny new #Deca, and am using X3TC 2.5.
A tip on timing:
I succeeded by launching my marines as soon as they say "Deck 5, clear!". My M7M was 11KM out. The last pod was too late to latch on, so feel free to launch a bit earlier or a bit closer to the #deca. After a few attempts getting the lousy team on board, I got the second team to work on my second attempt.
jwigeland
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Post by jwigeland »

I know that when a ship is destroyed the only weapons they "might" leave behind are the ones that are NOT equipped. So... is it possible that the weapons may not be equipped when it spawns far out in the sector and you can just missile it to death from afar for a better chance of getting drops? Just a thought...
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darkzaion
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Post by darkzaion »

IM having lots of problem with getting my 2nd team onboard.... i send my 3 pods in just before the deca gets turned blue, i have played around with the timings.

everytime, the marines get pushed out and try to board it again!!

oh and now, after two minute flat the deca automatically turns blue, it doesnt change when ever you load the game from....

even when i load before sent to that mission, soon i get the call to find the deca... after 2-5 minute its blue and mission move on.....

Bug?

do i have to restart my whole game, for the chance to get the deca?
darkzaion
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Post by darkzaion »

ok i figured out my problem...

if anyone trying to cap the Deca heres THREE things you must do, took me 3 days to figure out:

1) frist boarding crew 20 marines around 2* and 1* fighting, they also MUST be trained around 4* in both hacking and mechainics

2) Second boarding crew of 20 marines MUST be 4-5 Fighting, and Must have 5* in mechanics!!! or they get pushed out! and 4-5* in hacking

3) Timing is everything!, i got my 2nd crew in hull contact 5 Sec before ship is turned over.


Second team should all survive
good luck!
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Deadbeat_Spinn
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Post by Deadbeat_Spinn »

Well today was the first time I ever went after the #Deca (or getting farther than the 3rd mission of the Terran plot for that matter).

I actually had to reload prior to encountering the #Deca since my accompanying warships ended up 288km away from me (on the OTHER SIDE of the damn rock).

Second try: all warships were within 40km of me, works great.

The ships I used:
  • 1 Cobra w/ 10 marines (Storm of Fire)
    2 Tigers w/ 20 marines each (Chaotic Realm/Psychotic Realm)
    1 Hyperion Vanguard (Distant Shore) w/Kestral (Running Out of Time) & Blastclaw Prototype (Ravager).
The Cobra and 1 Tiger had expendable marines, none had more than 2 stars in Fighting but 5 stars in everything else and all the marines brought had never boarded a ship before.

Tries #1-#3: 10 marines board, can't clear Deck 5 (granted all had 1 star in Fighting but I'm surpised they got that far).
Try #4: Added 10 more (2 star Fighters) to the Cobra and launch. Success in getting to the core, time to send in the elite team.

Final Try: Sending in the elite team (5 stars in all trainable levels). Team consists of 20 troops with two 2 five star Fighters, nine 4 star Fighters, and nine 3 star Fighters. For this team, this is their first time boarding a ship.

Result: SUCCESS, the #Deca is now mine with nothing onboard except a CLS (oh well). Three marines somehow didn't get on board despite using Boarding Pods. The three consisted of (one of each), one 5 star, one 4 star, and one 3 star (Fighters). Time to check on losses. Nearly half the elites died, I lost two 4 star Fighters and six 3 star Fighters. But worth it.....now to find some guns for it.


Oh and this wasn't 2.5.


Edit: Just for kicks I gave it another go and all 20 elite troops survived. :)
Goodfeller
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Post by Goodfeller »

Deadbeat_Spinn wrote: Oh and this wasn't 2.5.
2.1 ?
Luisedgm
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Post by Luisedgm »

RandomBandit wrote:Seeing as it is just about the size of a gate, it must REALLY clear out any potential travelers when you show up, heh heh.



"hmm, the red lights are flashing towards me...I better stay on the outside edge...WHAT THE FU*SMASH*... ... ..."

:lol:
lol that would be fun to watch
BigMistake
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Post by BigMistake »

WOOOTTT!!!!! The deca# is mine!!!! :mrgreen:

I did it with so-so (2-4* in fight, 4-5 in all else) marines. They were fresh outta boot camp without previous boarding experience. I only had to do it once.

On a side note I only think a couple of the throw-a-way marines made it though... I heard a lot die. (didn't scan it)

I get the feeling this was mostly luck... oh well... now to get the Kyons together... :pirat:

PS: I'm on v2.5 Also, my M2 support (an Akuma) kept attacking the deca# after I had it in my grasp... it then when ape sh!t on the locals even though they were blue to me. wtf?
Goodfeller
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Post by Goodfeller »

Just got mine too.

I've found if you do a little groundwork beforehand, boarding the deca can be very very easy.

How I did it was this, first I trained up 40 marines. All had 5* in hacking, mechanical and engineering. But their fighting skills were pretty negligable. The first group ranged between zero and 1*, whilst the second team ranged between 1* and 3*.

When my marines were all trained up, I bought 2 cobras with enough pods for each team. The first team went into the first cobra, whilst the second team went into Cobra number two.

Then I started the mission. First time round, I jumped into the sector in only my M3 and followed the plot up to the point when the Deca first appears. I flew over to the big ship and marked out a position a short distance away from it, from where I intended to initiate the boarding.

These coordinates are: 47.7, 9.52, -37.2. From this position the Deca materialises just 8 or 9 miles away and you're looking right up the tailpipe.

Next, I reload to the start of the mission. I ignore the terran commander when he orders me to to scan one of the stations and fly directly to the coordinates I had mapped out earlier. I jump my 2 cobras into the sector together with a Boreas and order them to my position. When they arrive, I tidy up a bit. Moving the Cobras closer together and moving the Boreas slightly away.

Then I carry on with the mission. I scan the station the Terran commander wants me to scan. Then the terrans intercept a geezer in a ship and they stop to have a little chat. Then the terran commander asks me to defend the sector and then a swarm of Deca M3s arrive. But the terran fleet makes very short work of them, so I just let them get on with it. A few minutes later the Deca mothership arrives and the terran commmander asks me to capture it.

No problem, I say.

Because the ship has jumped in right next to the Cobras and the Boreas I had placed there earlier.

I order the Boreas to attack the Deca and then nip across in my M3. By the time I arrive the Boreas has stripped the shields off the Decca. I jump into Cobra number one and send 4 pods up the tailpipe. Then I change into cobra number two and wait for the marines to do their work. When they capture level 4 I save. When they capture level 5 I save again. Then I send in team two. But they fail to capture the ship first time because I had left it a little too late. So I reload at level 4 and send in the second team whilst team one is still halfway through the 5th deck.

Result.

Brand new Decca.

So, my advice to anyone attempting this for the first time is to buy 2 M7Ms. Saves a lot hassle transfering marines back and forth. Also, choose your spot before the Deca shows up and deploy your ships accordingly.
Eddis
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Joined: Wed, 5. Aug 09, 09:00

Post by Eddis »

Brings a tear :shock: to see all the happy new owners of their flying beer cans :)

I havent been able to play for a few months now due to work and such, but i've got my savegames backed up twice for when I do find time to get back into it.

Here's hoping the upcoming 2.6 patch doesnt nerf this proceedure....

As for the multitude of slightly differing tactics used, it really boils down to timing (distance from target, time left until initial cap), and the training of the 2 sets of marines. If your first set of marines doesnt cap the ship the first few reloads, just train them up a bit or hire a few more higher level ones if possible. Then of course, if your 2nd batch of re-re-cappers fails: just follow the same proceedure to make them more gooder till they do their job. Just remember, even 5 all stars CAN fail - there is an element of randomness to capping in this game.

Before I stopped playing I did sit inside busy sectors near gates and told my beercan to jump to the gate. Funny stuff. Specially when a full flight of caps and escorts try to exit at that time. It's like a drunken bar brawl, as they all try in vain to swerve out of the way only to be blown up. Pretty light show too. Just be sure you have a pre-fun savegame to go back to... unless your one of the YAaarrrr faction :D
Eddis
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Post by Eddis »

Can anyone confirm if this capping process still works in 2.6?
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PQTaggart
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Post by PQTaggart »

I'm not there yet, but will let you know as soon as I'm able to try...
Never give up! Never surrender!
Starlight_Corporation
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Post by Starlight_Corporation »

Managed to get my Deca just before 2.6 got released (using steam version of XTC)

At first mission I jumped in & ordered my 2 cobra's to come along as well (MAD & Caretaker) We ended up scattered across the sector, so ordered us to the missionstation.

Once the Decafighters have been dealt with I saved the game, to make sure I could do minor alterations if needed.
Then I went for the deca that spawns shortly after. However I had terrible difficulty boaring it. I used 20 fresh marines (never boarded, only spend ages at bootcamp learning the how to) 1-3 stars in fighting 4-5 in anything else.
After alot of attempts I discovered why: The Deca came with sentrylasers.... So had to load an earlier save & hope the deca didn't had it. And yups, no sentrylasers now. Boarded the deca for the Terrans, and the moment the fresh marines were on deck 5 I fired my elites in their pods. They succesfully took it, only lost 1 elite.

Now I'm the proud owner of a terraformer CPU ship, using it to store all my capped Xenon fighters in.

My advice: make sure you got a save prior to the spawning of the Deca in case it comes with sentrylasers.
KLF07
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Post by KLF07 »

Eddis wrote:Can anyone confirm if this capping process still works in 2.6?
Yes. :P
splitftw
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Joined: Thu, 22. Jan 09, 10:33

Post by splitftw »

Yep works in 2.6, it's reeealy easy too did it on my first try don't know why ppl been having so much trouble. All u need is ur m7m with ~50 hammers (with ~15 newbs, ~5 lvl 3-4's) and a TP (with 10 lvl 4/5's), no need for 2 m7m's or m2's...or even a m4/5 (though an m5 would be usefull i guess). Fire the elite squad once the newbs are half way through deck 4. Don't forget u will need 6 boarding pods.

Oh and if u were planning on fitting it with gamma kyons and using it as a combat ship forget it, it simply can't dodge anything, even with 8 forward (or rear if thats how u roll) gammas a Q or two has the upper hand, plus the hull exploit makes u feel like a toddler riding bike with stabilisers, booooring.

Can it be reverse engineered to make a legit deca i wonder?
WildAce
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Post by WildAce »

can the smaller deca ships bail? im in a mission with them now but ive reloaded a few time and they wont bail. just curious if im unlucky or i should just not bother with them. im hitting em with 8 PBE's
EnderIII
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Post by EnderIII »

WildAce wrote:can the smaller deca ships bail? im in a mission with them now but ive reloaded a few time and they wont bail. just curious if im unlucky or i should just not bother with them. im hitting em with 8 PBE's
You can buy them later.
WildAce
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Post by WildAce »

oh lol, guess i wont worry about them then. im a little finicky about passing up stuff that i might not be able to get later so i didnt want to pass up a chance to capture 1 of each for RE later. but if i can buy them i can live without em for now. :)

edit-
just obtained my #Deca. 2 cobras, 1 Boreas, my Hyperion with a jaguar for running from station to cobras. was pretty easy with the coords Goodfeller provided i put a satelite down and brought the cobras to the position and put my boreas about 13km from it and saved spawned the #Deca to see how my positioning was and my Boreas was 13km in the wrong direction lol so once i knew what side of the satelite it was going to spawn i reloaded and moved the Boreas and the #Deca Spawned about 1km from my Boreas the second time. capped it first try with both cobras.

out of the 40 marines i had 20 in the deca after capture and 5 floating around that missed the first boarding attempt so 25 survivors. enough to fill one of the cobras back up and used my Hyperion to collect the straglers well worth it tho.


http://i582.photobucket.com/albums/ss26 ... n00012.jpg

http://i582.photobucket.com/albums/ss26 ... n00013.jpg

Sitting in its new Temp. Home Sector while i wait on a place to put the HQ

http://i582.photobucket.com/albums/ss26 ... n00015.jpg
WildAce
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Post by WildAce »

well i got my PHQ up and running. unfortunately it does not show up for the RE Process so doesnt look like you can remove the invincible feature. not sure if this was mentioned or not

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