Bio Engineer Archive
Thread: They are going to start pushing out the publish, are the clone changes ready?
A bunch of folks are hard at work (right now actually)trying to start the Trickle Patch tomorrow. We're going to be doing it the way we didit last time in partial downloads so we don't choke your machine with one big 20+ MB gulp. We want this processto be done by sometime next week and thats our goal. -Thunderheart
I just read this and I am wondering if the cloning changes are ready or are they still buggy?
Buggy?...haven't read much about bugs...mostly that the process is highly unpradictable. Talth and the other TC guys are hard at work trying to figure out this new and exciteing system.
Ictus wrote:
A bunch of folks are hard at work (right now actually)trying to start the Trickle Patch tomorrow. We're going to be doing it the way we didit last time in partial downloads so we don't choke your machine with one big 20+ MB gulp. We want this processto be done by sometime next week and thats our goal. -Thunderheart
I just read this and I am wondering if the cloning changes are ready or are they still buggy?
They can fix alot in short time if they know it or care to know it. If it a vehical problem it will be fixed, our clone issues? Seems like I heard before with expermantions, that is working then out the blue oh that is not working and was like they was suprised that is wasn't. I am not holding my breathe on anything going on. I could care less what they say is going on for the most part. That up with towns and be a hot patch for more cities at start of mounth. Umm they didn't say what year I suppose and player towns are more important to them then us having clone line fixed that the CH's are all crying over because it means critter balancing.
I hope it wil be right but they have never yet for anything I cared about patched it right the first time. Last our fix was tissues. How long it take to get that patch fixed? Good thing no lemon law in SWG ![]()
Can we get a current bug report from the people on TC? It seems Ive heard problems with Specials, Unbalanced HAM stats (which seem to be better), the new build system not showing what attributes are used in the resources (is UT still there? or is it Flav now?).
If we could get a documented list of the all the known cloning bugs on TC that would be great. or even a link to a thread on the TC if theres already one going.
I personally would find it nice to see all the bugs documented before release. That way if it gets released the devs have no excuses about not knowing about them.
-Pathis
Right now my only real concern is the problem I've had getting some specials to stick. Not having stats on resources for the final combine appears to be related to experimentation being removed from it, although I would like to get some confirmation on that. Most everything else appears to be fixed.
As far as the trickle patch, keep in mind that will likely take several days with the publish being pushed live some time after the trickle patches are completed. At least that's the way it went down last time. I'd say we have a few more days before this goes live.
Talth,
On specials and creature level, is it directly related to the DNA you use, or do you get specific options to mix and match specials, then a specific option to lower CL like medics can do on stim c's?
Thanks, and sorry, tried to get my answers out of the "Houston" post, but that post is crazy...
-silly
Cool.
Thanks for the Info Talth. Youve been a great BE TL and I definetly respect your opinions on how the new cloning system goes! ![]()
-Pathis
SillyRodian wrote:
Talth,
On specials and creature level, is it directly related to the DNA you use, or do you get specific options to mix and match specials, then a specific option to lower CL like medics can do on stim c's?
Thanks, and sorry, tried to get my answers out of the "Houston" post, but that post is crazy...
-silly
There's no option to directly control the specials, in other words we don't get a list of specials on the dna and get to pick from them. There appears to be some weighting going on to determine what specials the clone uses. Once we figure out how that works, we should have a resonable chance to predict the out come, but I still can't see how it works. Resists are a little easier, the resist experiment on my webpage gives a very clear idea of which slots have more weight in determining resist. As to CL it seems to calculate the CL from the stats and doesn't show upuntil you do the finall clone combine. There does seem to be a bonus for BE's since the stats do seem better than equivalent wild critters. Not sure how that works, but my money would be on Engineering having an effect on CL, possible combine success and dna quality, but it will take a lot more experiments to tell for sure.