Creature Handler Archive
Thread: Vert please have them address pet stim conversions
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Scoooter
Sat Apr 30, 2005 8:32 pm
#1
We all have hundreds of pet stims that converted with no stats and no way to giv big heals to pets. THey are broken
theorb22
Sat Apr 30, 2005 8:37 pm
#2
In the words (More or less I think) of the developer who commented on medicine changes, "We thought that it would be easier to convert all old, illegal medicines into more useful items that can be used by everyone post CU: Instant stimpacks" Just think of your pet stims as "Instant pet stimpacks" With no charges or power. Full power janta buff packs converted to useless 15 power stimpack A, and considering we use stimpacks far less than any CM or doctor ever did, it makes sense logistically that our new useful item would be instant pet stimpacks that have 0 charges and power. Of course its ridiculous, but apparently at least it's not "Illegal" or whatever term that developer used.
AyaOnane
Sun May 01, 2005 8:17 am
#3
I'm sorry if this is a silly question .. I'm a VERY casual player ..
I was having issues with my pet stims the other night, as they didn't have any power .. so ... if I get new ones they should work?
I was having issues with my pet stims the other night, as they didn't have any power .. so ... if I get new ones they should work?
taloncard
Sun May 01, 2005 8:19 am
#4
we don't know because of the small CH population most BE's didn't make them.
sorry.
sorry.
Blueblooded
Sun May 01, 2005 9:07 am
#5
Im Master BE as well.
Petstims made after the CU are working fine (although on the same timer as player stims!!). so basically you can choose to heal yourself or your pet once per 60 secs.
Blixtrev (I think) posted that the pre-cu petstims had coverted to zero power, this was an issue they were aware of and they were "working on it"
p.s some of the new chef foods give bonuses to stim timers (Ruby Bliel) but from my testing i think they are a bit bugged atm.
Petstims made after the CU are working fine (although on the same timer as player stims!!). so basically you can choose to heal yourself or your pet once per 60 secs.
Blixtrev (I think) posted that the pre-cu petstims had coverted to zero power, this was an issue they were aware of and they were "working on it"
p.s some of the new chef foods give bonuses to stim timers (Ruby Bliel) but from my testing i think they are a bit bugged atm.
AyaOnane
Sun May 01, 2005 9:10 am
#6
Thanks Blue .. I'm a CH/BE too .. 1-1-1-1 in both. I'll make a few more stims for myself then.
Same timer as player stims huh ... /sigh
Same timer as player stims huh ... /sigh
Jubaal
Sun May 01, 2005 9:47 am
#7
I have to say though with the very fast regen rates the pets now have this is probably one of the lower priority issues.
taloncard
Sun May 01, 2005 10:16 am
#8
Jubaal wrote:I have to say though with the very fast regen rates the pets now have this is probably one of the lower priority issues.
true most of my pets regen to full health within 4 min of battle.
I have noticed that regular medic skills will not heal pets that are incapped.
SioBabble
Sun May 01, 2005 10:53 am
#9
Checked some petstims this morning that were zero heal yesterday.
Looks like they fixed them.
Along with the thyroid disorders that seemed to afflict the entire bothan race.
theorb22
Sun May 01, 2005 11:19 am
#10
I noticed that other people's healing wouldn't work as well, but incap recovery seemed to always work. Seems it's a more valuable ability these days with this regen and all
taloncard wrote:
Jubaal wrote:
I have to say though with the very fast regen rates the pets now have this is probably one of the lower priority issues.
true most of my pets regen to full health within 4 min of battle.
I have noticed that regular medic skills will not heal pets that are incapped.
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