Combat Medic Archive

Thread: Please post CM patch bugs to this thread

Kavedawg
Thu Oct 09, 2003 9:39 pm
#1

If you come across problems effecting the CM's with the current patch please post them here


Some things I wish to have confirmed are:



  • Posions and diseases can not be applied to corpses (although it wasn't on the patch notes)

  • items from a split factory crate keep the original crated item stats

  • AoE poison not causing aggro with some faction missions

  • manufactured Ranged stim E's do not get borked in a factory

  • components will not get lost when exiting a crafting session with more than one component ina slot

  • revenge TEF is realy gone

  • some odd faction dispersal related to the cries of alderon badge. I noticed it on TC while killing thugs in Moneia. I would actually loose points of Townsperson faction for killing the thug, and the badge would add more faction back, Current Townsperson faction on my char in TC is 5004

Of course any bug that effects the CM's you come across that wasn't there before the patch please post




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The sky hasn't fallen yet but dreams have already been shattered
Combat-Medic
Thu Oct 09, 2003 9:47 pm
#2

I killed some valarian thugs and got "cries of alderan jabba faction", at the same time got "jabba faction"


I'm seeing any poison generating a hate list for CM's. IE, apply poison, if "pet" or friend is "holding" agro and leaves it, it acts as if you are "shooting" it and targets you with the tic.


I'm also seeing the normal timer between heals, yet there is a different timer for poisons, meaning i was able to heal than poison than heal in a much shorter time span. I'm also seeing a MUCH smaller varience in heals and a seeming overall increase in heals, I'm using some meds post patch and some prepatch. Oh yeah... Stim E's kick ass... ROTF, I can experment on charges and get 64m range with heals and 848 value on heals. This is very nice =)))) Specially against those pesky mobs that like to kite.


I didn't have a chance to test aoes. I got rather frustrated when going to endor and only seeing 2k missions, So left the game w/out further testing.




Tasha -====MASTER CM; Pistoleer 0/1/4/1; Doctor 0/4/3/0====- Corbantis Server

Salin'a -====MASTER Dancer; CH 1/1/0/0; Unarmed III====- Chilastra Server
Kavedawg
Thu Oct 09, 2003 10:06 pm
#3

The cries of alderan badge is suppose to give you an extra 10% boost to any faction points ( so a mission that gave you 20 faction will cause the badge to give you 2 extra points)


what I am looking for is a message similar to this:


You cannot loose any more thug faction


you loose -3 points of townsperson faction


the cries of alderan badge gives you 4 points of additional townsperson faction.


Problem with this is



  • youlostfaction when you should normally gain it

  • the badge is giving a positive faction increase where you lost faction for killing the mob.

I know it can be a pain to watch for the system message sometimes, but any other faction querks like this should be reported




________________________________________
The sky hasn't fallen yet but dreams have already been shattered
evilogic
Thu Oct 09, 2003 10:21 pm
#4

Just curious, but i made Area Disease C's last night and the required CM use was 800+



Kormaz Ebwex - Eclipse
Master Combat Medic
Master Doctor

'Star Wars Galaxies is a Soulless Compendium of Video Game Theory Masquerading as Entertainment'
:Computer Gaming World, March 2004 Issue 263
Kavedawg
Thu Oct 09, 2003 10:25 pm
#5






evilogic wrote:
Just curious, but i made Area Disease C's last night and the required CM use was 800+




that's actually an old issue, it is being worked on



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
misatoDk
Thu Oct 09, 2003 10:57 pm
#6

* Area Diseases don't work...still have over 800 combat medic use required.


* We can't craft the Adv. Resilience Component...it just sits at loading.


* Half the time I try to heal with area stim on someone it says, target character can't be healed whatever...like it was a droid.


* When I craft mind area poison c's...my last 2 blocks in effectiveness do nothing. The final result gets capped at the third to last block.


* Ok, and I think that poisoning an AT-ST or diseasing it is bs. We can't heal them now, so why should those work. Both are biological. One disease c is gonna take a month to heal.

Kavedawg
Thu Oct 09, 2003 11:15 pm
#7








misatoDk wrote:


......snip.....


* When I craft mind area poison c's...my last 2 blocks in effectiveness do nothing. The final result gets capped at the third to last block.


I am assuming you had great sucesses on the final two experiment points?


* Ok, and I think that poisoning an AT-ST or diseasing it is bs. We can't heal them now, so why should those work. Both are biological. One disease c is gonna take a month to heal.

I will bring this to their attention







________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Kavedawg
Thu Oct 09, 2003 11:22 pm
#8








misatoDk wrote:


........Snip again.....


* Half the time I try to heal with area stim on someone it says, target character can't be healed whatever...like it was a droid.

did you notice if this happens more often when your target is close (within 10m) at your stim's listed range (25-30m) or at a max range stim rang + mod (45-60m)







________________________________________
The sky hasn't fallen yet but dreams have already been shattered
-Myrick-
Thu Oct 09, 2003 11:52 pm
#9

On the -3 +4 from bonus faction issues. I believe that is tied to the fact that the bonus gives you over 5k and that isn't possible. So when you gain faction it checks to see if you have capped it, and if you are over it adjusts it as a "negative gain" but then with the faction bonus you get a bonus 10% which is not checked to see if you have capped , and then gives you 5004. The next kill will drop it to 5000 then raise it with the bonus.


The only problem i had with E's was that i put in materials to make 50 and got 49. I haven't had this issue in a long time. I put in a few more materials later on, and it did spit out the last one, but it ate 2 sets of 3 sub components.


Splitting factory crates seems to be just fine. Though my friend had one that split to one and we weren't able to extract the item, but the server was acting really wierd and then crashed. I don't know if he tried it after it came back up or not.




Myrick

Kavedawg
Fri Oct 10, 2003 1:11 am
#10






-Myrick- wrote:

On the -3 +4 from bonus faction issues. I believe that is tied to the fact that the bonus gives you over 5k and that isn't possible. So when you gain faction it checks to see if you have capped it, and if you are over it adjusts it as a "negative gain" but then with the faction bonus you get a bonus 10% which is not checked to see if you have capped , and then gives you 5004. The next kill will drop it to 5000 then raise it with the bonus.


so maybe the bonus faction ignores the 5000 cap? Otherwise, how would I have been able to get over 5k in the first place. has anyone else come across this on live?


The only problem i had with E's was that i put in materials to make 50 and got 49. I haven't had this issue in a long time. I put in a few more materials later on, and it did spit out the last one, but it ate 2 sets of 3 sub components.


So is the factory eating components when you stop/start production? or is it when it runs out of other resources? I am guessing it's the oldout ofresource bug


Splitting factory crates seems to be just fine. Though my friend had one that split to one and we weren't able to extract the item, but the server was acting really wierd and then crashed. I don't know if he tried it after it came back up or not.


just need a reassurance that the items pulled from the new crate still have that stats of the itemspulled fromthe original crate. thanks





Thanks for your help i really appriciate it



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Mraughh
Fri Oct 10, 2003 4:36 am
#11

couple things i've encountered - poisoning yellow mobs (humanoids) will not cause aggro now, they just flop and die if you dont shoot them. works with AOE and with single poisons.


AOE heals i've tried from 10m - 40m and sometimes will get the cant heal this target on the person I selected to throw it on.- usually this is in a city say like a cantina. Happens in pvp also. I think its a factioncheck issue that if i try to heal my faction member and a rebel is within the AOE radius it wont let me heal my intended target, but will heal any other of my faction players. Covert and overt alike.


revenge TEF is still in with creature handlers - something to do with their pets.


TN and burst run are working properly - no one mentioned it, figured i would.


I also had to increase the pause on my macro to throw 2 poisons. I will have to do a couple tests, might be the new pistol i'm using thats interferring with it.






If some "L33T D00D" got incapped from a cook slapping him in the face with a mackerel, he would come to the boards and scream "Nerf the Fish!" - DangFiero




]V[ Dark Jedi Guardian
aldure
Fri Oct 10, 2003 6:04 am
#12



Hiya, more info on the area heals not hitting targets.


I was in the cantina in crornet on Chilestra. There were 2 folks in there, both neutral that I could not hit directly nor by targeting another person. I am covert rebel. Now there are other neutral folks in there I had no problem with.


"you cannot use this action on that person" was the message. I tried with area a and b, same result. could heal with stim d reg packs though. neither had pets out, so I have no idea what is the actuall bug. Logging by both me and them had no effect. One was grouped, the other wasnt.




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SkipDikman
Fri Oct 10, 2003 6:58 am
#13

I have received the same message on occasion when trying to use area heals on players and pets. I am not positive, but I think I recall that it only did this with my Area C pack. When I used the Area B, I had no problem.



Kavasiae
LorenZo'Andrews
Jedi
Combat Medic
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