Bio Engineer Archive

Thread: Cloning Bugs, Problems, and Suggestions

Dri0dmaster
Sat Sep 13, 2003 8:53 pm
#53

and another thought... If you are a BE you shouldnt have to go into the CH to have your own creatures and be able to control them. That is totally weak. If i make a creature it pretty well **edit** obey me. In order to do this, one can IMPLANT creature commands into the critters mind. This would make a lot of people actually go into BE instead of CH. Now im going to kill everything is see to get Bodyshot 3 which will take me about another 26000 pistol exp.



Holos:
Pikeman
Weapon Smith
Medic
Brawler
--------------
Master Commando
Working on: TKA
RaylynnSedai
Tue Sep 16, 2003 8:38 am
#54

I believe that most of my issues have been addressed here but I have one suggestion to make. I believe that our entire market at this time is Creature handlers and that market is small for selling animals, as addressed in other posts. so If happen to create the Template for the Killer Newbie Pet and want to mas market it to non CH's I have to either find a CH partner willing to leave one storage spot open to train these cheap pets for Newbie's or become a CH myself and train them after selling them. neither is time/cost effective. However if I could sell trained pets through the vendor... It would be worth it to become a novice CH so I could sell cheap pets to Newbies. It would also allow CH to put their trained creatures they no longer wish to carry around on the open market.




Raylyyn Sedai Jawa Killer and Cat Mutater




Raylyyn Sedai
RP event planner Valcyn
valcynasylum.com
glorfindel23
Fri Sep 19, 2003 4:38 am
#55

"incorrect, you cannot just continue on, you have to remove something and re-add it. "


The quote is from a while back so it could be that things have changed, but since it's a bug and it's still bugged, I doubt that is the case. Anyway, this isn't always true... like the original comment said, I can have a critical failure and simply press craft again and it will work; no need to remove and re-add.


As much as I fear to point out bugs that help the BE, since so much of the profession is bugged in ways that hinder.


-ereshkigal (The Firm)






  • ereshkigal: TF (Retired, Naritian)
  • Peribsen: Mortis Consortium (A Better World)

Thalgor
Sat Sep 20, 2003 4:49 am
#56

I have a character that is CH/BE and I'm getting nowhere fast. Both professions need to be able to seel their creatures in vendors and on the bazaar. WTH is the 'entity' category on them for, anyway? We gonna start having ghosts to sell?
Jordan_Karr
Sat Sep 20, 2003 6:31 pm
#57




Tal-N wrote...






OK, so they said they have more than doubled the number of clone bodies possible and the fact that the cloning changes allow us to infinently increase (but there are minimums we cannot bypass) the CL ratings of the clones. That means that the CL ratings become far less importation in the order of the clones for bio-engineer and that now it's an issue of getting a good diversity for the cloning tree where each box has it's rewards.


Let's just establish a few standards to be fair to everyone...



  • every clone box aside from novice needs to offer at least one of the types of species
  • every clone box needs to have at least ONE trump clone which is a20+ minimumlevel
  • the higher you advance the more cool in appearence the clones get thus rewarding progress

Now just to clarify the first point I htink we can all agree that it's frustrating when someone asks for a TYPE of pet which we cannot offer them. I want a dog like thing they say, i want a snake, i want a small cute pet. You know what I mean. Well each box should have at least one of each type I'm about to mention so that you dont have only people with clone 3 able to make snakes or masters only able ot make birds. The reward for progression would be a wider varity of animals for those types, not more types themselves. So then the types are:



  • snakes
  • fliers
  • felines
  • canines
  • primates
  • insects
  • cattle
  • lizards
  • cute

This way could have 9 clones per box as a minimum with a few bonus ones for clone 3, 4 and master which are exotic species like the Baz Nitch or Quenker's which don't really fit into any of the normal types because of their unqiue nature. Novice of course should have a cut down list so that the first cloning box is all the more desirable. So here's a rough suggestion of how I think it should pan out:



  • Novice
  • Gnort (cute)
  • Correlian Butterfly (insect/flier)
  • Gorg (lizard)
  • Jax (feline)
  • Swirl prong (cattle)
  • Bantha (cattle)



  • Clone 1: Domestic pets and cattle
  • Kaadu (cattle)
  • Fanned Rawl (snake)
  • Borgle (flier)
  • Gurrcat (feline)
  • Shaupant (primate)
  • Barkmite (insect)
  • Bol (lizard)(trump)
  • Squall (cute)
  • Kusak (canine)



  • Clone 2: Predators
  • Spined snake (snake)
  • Peko Peko (flier)
  • Narglatch (feline)
  • Boarwolf (canine)
  • Veermok(primate)
  • Hermit spider(insect)
  • Dewback (cattle)
  • Voritor lizard (lizard)(trumpcard)
  • Durni (cute)
  • Kahmurra (bonus exotic)



  • Clone 3: Large beasts
  • Latern bird (flier)
  • Razorcat (feline)
  • Huurton (canine)
  • Gurk (primate)(trump)
  • Dalyrake (insect)
  • Ronto (cattle)
  • Bolma (reptile)
  • Jax (cute)
  • Brackaset(bonus exotic)
  • Falumpaset (bonus exotic)
  • Blurrg (bonus exotic)



  • Clone 4: Exotic species
  • Crystal snake (snake)
  • Mynock(flier)
  • Gurreck (feline) (trump)
  • Choku (canine)
  • Hanadak (primate)
  • Angler (insect)
  • Picket (cattle)
  • Tortur (reptile)
  • Pharphel (cute)
  • Baz Nitch (bonus exotic)
  • Quenker (bonus exotic)



  • Master
  • Ancient Reptilian flier (flier)
  • Mantigrue (flier)
  • Graul (primate)
  • Graping spider hunter (insect)
  • Bordok (cattle)
  • Kimogila (reptile)
  • Faamba (reptile)
  • Krayt (reptile)
  • Remmer (bonus exotic)
  • Rancor (bonus exotic)

Now clearly there's not enough types of snakes, canines and felines in the game. Something Ihope they address really, so where it wasn't possible to drop in a relavent species of that type Imade up for it with others. But on the whole here I think this would be a pretty good selection of clones for the profession and it still leaves a wide number of animals that CHs can only get.






I for one like this idea that Tal-N came up with, I would like it at least suggested to the Devs




Character Name: Chalvooka WOOKIEE FROM DAY ONE!! still a wookiee even after a small break from SWG!!! A Wookiee from before wookiee armors and ROTW or RTOS!!!!
TechnicalAssociate
Mon Sep 22, 2003 5:12 am
#58

Well I'm currently just now working on novice BE, with like 50 xp into it, but I've began to read the boards and I've come to notice that alot of the threads are repeating, those of you who want to be able to train a pet for transfer should consider going into CH, the training of a pet is for a creature handler IMO, I personally am going to be Master BE, Master CH (here is your pet training), Master Scout (here is that survival you mentioned), I don't know what all the bugs are in the BE profession but so far I'm pretty sure I'm only going to work at Mastering it in my spare time IE no group at the time, just like I did my Organic Chem, the reason you can't train a pet for all the transfer commands and etc is because that would leave a CH out of a job in that aspect I understand from reading the first page of this thread that BE's are highly bugged and need alot of work to be fixed but you also don't want to go having other class's nerfed giving you the same traits they have to make you feel better, its my opinion that if you want the skills a CH has you should consider building your character to your needs not having the dev team just give the skills to you, templatesI understand, seriously lacking there, atributes I understand because we are supposed to be Engineers, biological at that, which means we should in fact be able to alter the creature, but like I've said throughout most of this thread, these are just my opinions and things I think you should read and take to heart



Sarcastic

Jedibound
Mon Sep 22, 2003 7:06 am
#59

Not sure if it is a bug or luser error, but I see that the Unit Toughness rating of your materials contributes to 10% of the resulting clone, howerver, I am using greens and beans for flora and meat for creature food, neither of which contain Unit Toughness. Is there a different material I need to us or is this a bug?


I rarely get to read the forums so, sorry if this was already covered.

Yosho_Tarien
Tue Sep 23, 2003 11:00 am
#60

When the changes go in, we not only need the cl to show up on the creature, we need the deed to also show if the animal is nonCH, or aggressive. A nonCH may not be aware of the under 15 rule, and a CH needs to know if the animal is agressive because that is a factor in taming. The CH should already know what level they can call, it's part of their profession. The bugged animals must either be fixed or removed.


Basically the BE should not be held responsible for putting disclaimers on every single pet they craft.




Hida Riken, Kettemoor - Pink Teras Kasi
Hovanoi Riken'lar, Kettemoor - Bartender
Fasma Tarien, Valcyn - Wallflower

Long Live the Teras Kasi!
It's the community stupid!

Zakian_PR
Thu Sep 25, 2003 1:14 pm
#61

I must admit, I was a little frustrated and let down by the bio-engineer profession. I though yes I can clone creatures, make tissues that boost certain stats and add them to the creatures right? wrong. I can make tissue's that armorcrafters needs? whats up with that? yeah I can see the usefullness of creating a cloth that can keep you from bleeding to death ok i'll by that. what about this strength ogmentation thing I can create? why can't there be optional slots in the Creature DNA templates that I can add the quality DNA too and then some tissue enhancers that i'm able to make as well?


Why if I combine dna from a rancor to the template of a kaadu is it crap? why doesn't it come out looking like something completely new? maybe a cross breed? its to difficult i agree. but give me the strength enhancers, mind, health stamina,, all the attributes, I would like to be able to make one for each but only be able to add say two to any animal. Sure experimentation is nice but what about actually engineering something? I would rather spend the time to create some good enhancer tissues and add them to the pet i'm creating then experimenting with little bars...just my oppinion.




Zakian Seni- Elder Jedi
KkaosReinz
Thu Sep 25, 2003 3:06 pm
#62

don't know if it's been covered allready, but it would be very helpful, if on the global vendor listing if we had some kind of listing for BE products. be it pets, pharmecuticals or what have you.


----------------------------------------------------------------------------
The few, the proud, the gimped. BE is the profession to be
----------------------------------------------------------------------------
Dra'gos Nor - Ahazi/Bio-Engineer
Kkaos Reinz - Lowca/Brawler
Lorr - Wanderhome/Tailor
Sha'do Nyte - Test Center/Scout

Themble
Sun Sep 28, 2003 9:21 pm
#63

Suggestion for the future cloning update:

It would be very nice if cloned creatures had a tag on the examine pane that listed the Bioengineer that made them.



Rei' Master Bio-Engineer/CH (Blue Skulls)

can != should

The combat system will be 'balanced' when NPC's and PC's have the same HAM.
Lodied
Mon Sep 29, 2003 11:47 pm
#64

I want to know if this bug has been addressed or looked into further.

When crafting pets we use a template, flora, and meat. The schematic asks for certain percentages of the stats on the meat and flora. The template asks for unit toughnes, where the flora or meat dont have that as a stat. I read somewhere that this factors into the creation as 0% and therefore reduces the overall quality of the creation. So if unit toughness could be eliminated from the schematic or changed to go by flavor (so our animals taste good). Thank you for getting our factories working I have hope again.


Lodi 3/2/4/3 BE
2/2/1/2 CH on Intrepid

Themble
Wed Oct 01, 2003 8:25 am
#65

Another suggestion for the future cloning update:



Listing the armor/resistances on a pet deed is going to be <I>essential</I> once those values have any variability.


Currently, a pet deed lists HAM and attack but not armor/resists. To see the armor/resists, you must examine thre creature (deed must be tamed). With the new cloning system,I would have to keep my own records of the resists/armor of each of my clones.


If I forget to record the stats for a particular pet, I have to tame that pet myself to see those stats. Then If it isabove CL15, I will have to have Creature Management IV to sell it.


If I record the stats for a particular pet incorrectly, I end up lieing to my customer about the stats of thepet. Then she is unhappy, but unless SHE has Creature Management IV, she can't return the pet.


I don't think CL is listed on the pet deeds either.




Rei' Master Bio-Engineer/CH (Blue Skulls)

can != should

The combat system will be 'balanced' when NPC's and PC's have the same HAM.
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