Droid Engineer Archive

Thread: Gorantoth's Centralized Droid Issues (Updated 05/23/05)

Drashk
Sun Oct 17, 2004 6:16 am
#1

This thread is dedicated to Gorantoth for the countless hours that he has devoted to keeping this thread alive.


This list is updated as needed and is meant to supplement the work done by the current correspondant and provide an idea of where this profession currently stands. Please read it over and provide any information you have regarding any of these issues, or any new issues you may have discovered.


In order to keep this thread accurate and up-to-date, please post any comments on matters of concern. I have tried to personally varify each of the bugs or uncertainties on the previous list, but I may have missed something. Many thanks to everyone that has posted on pervious versions of this thread.


  1. Recent Updates

  2. Issues per Module

  3. Issues per Droid

  4. General Issues

  5. Removed

  6. Wish List Items

Recent updates




  1. AddedAuto-RepairModule issue.


  2. Added Crafting Module issue.



  3. Added Detonation Module issue.



  4. Added Droid Armor issue.



  5. AddedRepair Module issue.



  6. Added Medical Module issue.



  7. Added Merchant Barker Module issue.



  8. Added Stim Pack Dispensor Module issue.



  9. Added and Removed variousGeneral Issues

Issues per Module




  1. Auto-Repair Module



    • Auto-Repair Modules are not displaying the amount of healing that they recieve. The healing icon appears over the droid and the Health bar increases the appropriate amount, but no listing is found in the combat window or the system message for the healing action. *Found Present* +New+


  2. Crafting stations


    • Does not require power to use. *Found Present*

    • When the droid with this module is called indoors, the Crafting module does not function. The droid owner must step outside of the building and recall the droid for the module to function. *Found Present* +New+


  3. Creature Harvest Module



    • If thedroid owneris not grouped with anyone else, or is only grouped with the droid, the harvesting function will perform as normal. If the droid owner is grouped with other PCs, the harvesting function will perform at between 40% less then it did originally, regardless of whether or not the droid is grouped with it's owner or not. *Found Present*


  4. Combat Module



    • Experimention lists as having 2 lines, Effectiveness and Misc, when it only has 1, Effectiveness *Found Present*


  5. Detonation Module



    • If the detonation module kills a spawn without having been damaged first by the PC, loot is unaccessable and no XP is gained. *Found Present*


    • Not all effected targets are recieving the correct damage. The Combat scroll will list a target as having been damaged, however the HAM bars of the target are not effected. *Found Present*


    • Detionation Modules are not working on Live, at all. A fix is currently In Testing that fixes this issue. *Found Present* +New+


  6. Droid Armor



    • Droid Armor is not working on Live. Nomatter how many armor modules are installed, regardless of their level, adroid does not displayan armorrating and damage is not reduced.*Found Present*


    • Level 5 and 6 Armor Modules are uncraftable due to the removal of Composite Armor Segments. A fix is In Testing that has changed the Composite Armor Segement requirement to a Battle Armor Segment. *Found Present* +New+


  7. Repair Module



    • The Experimental Effectiveness of a Repair Module are not reporting the resource weight correctly. It would appear that the Experimental Effectiveness code was 'changed' to use the 'One Day Live' Crafting change that happened a few months back. As a 12 point Droid Engineer, it took all 12 points of experimentation to gain a 98% Experimental Effectiveness, with resources that should have resulted in an Experimental Effectiveness of 98% with only 10 experimentation points.*Found Present*


    • Repair Modules are not repairing any damage, post CU. A fix for this issue is currently In Testing. *Found Present* +New+


  8. Effects Modules (6) - None reported.


  9. Data Storage Module



    • Does not require power to use *Found Present*


    • The Experimental Effectiveness of a Data StorageModule are not reporting the resource weight correctly. It would appear that the Experimental Effectiveness code was 'changed' to use the 'One Day Live' Crafting change that happened a few months back. As a 12 point Droid Engineer, it took all 12 points of experimentation to gain a 98% Experimental Effectiveness, with resources that should have resulted in an Experimental Effectiveness of 98% with only 10 experimentation points.*Found Present*


    • Level 5 and 6 Data Storage Modules have different resource requirementswith JtLthen they didprior to JtL. Was this a change to the module, or is this a bug? The following is a list of what each module requiredon Live, before Publish 11 and then what is being required now. These listings do not list the EMM and EGP chips.*Found Present*




        • Level 6 Droid Data Storage Module (Old Live model)



          • 25 Units of Beyrillius Copper


          • 10 Units of Dioxis Inert Gas


          • 12 Units of Low Grade Ore


          • 7 Units of Fiberplast


        • Level5 Droid Data Storage Module (Old Live model)



          • 20 Units of Beyrillius Copper




          • 9Units of Inert Gas




          • 9Units of Low Grade Ore




          • 6Units of Fiberplast




      • Here is what we are seeing now




        • Level 6 Droid Data Storage Module (Current model)







          • 50Units of Copper





          • 20 Units of Inert Gas





          • 12 Units of Low Grade Ore





          • 7 Units of Fiberplast





        • Level5 Droid Data Storage Module (Current model)





          • 40 Units of Copper






          • 16Units of Inert Gas






          • 9Units of Low Grade Ore






          • 6Units of Fiberplast


  10. Item Storage Module



    • Can be used to store Manufactoring Schematics.*Found Present*


    • Does not require power to use *Found Present*


  11. Medical Module



    • With the healing changes made during the CU, Medical modules have been rendered useless. Only the Level 6 modules now offer any bonus function, but testing has been inconclusive as to whether or not they offer a 10% bonus to healing, as listed. *Found Present* +New+


  12. Structure Maintanence Module



    • Module becomes useless if a Listed structure is deeded or destroyed, without first being removed from the list. *Found Present*


    • Structure Maintenance Module can disappear while crafting Adv R3 Units. The Socket Cluster with the Maintenance Module must be installed last into the droid, or the rating will disappear.


    • Complete information on both issues and a possible work around for the List disappearing can be found here


  13. Merchant Barker Module



    • Merchant Barker Modules still function as intended, but with the changes made to the Galaxy wide search feature on the Bazaar and the addition of event NPCs, the function of the Barker droid is very limited. *Found Present* +New+


  14. Playback Module



    • Droid does not perform ceratin Muscian actions, when a command is issues. Related to general Musician Issues. *Found Present*

  15. Scout Trap Projectile Module - None Reported


  16. Stim Pack Dispensor Module



    • The Stim Pack Dispensor will still function, even if the droid is incapped. *Found Present*


    • Stime Pack Dispensor Modules now cap at a 30 second delivery time. Since anyone can use Stim As, this module has an extremely limited use do to the slow delievery time. An increase to a maximum time of 20 - 10 seconds per delievery would help to give this module more demand. *Found Present* +New+


  17. Personality Chips - None Reported


  18. Flight Computers



    • Flight Computers can store Draft Schematics. I was able to place a Factory Draft Schematic into my Flight Computer, as if the FC was a Droid Data Storage Module. *Found Present*


  19. Droid Chassis



    • Experimentation Effectiveness is listed as SR/UT, but should be OQ instead.*Found Present*

Issues per Droid Type



  1. Binary Load Lifter Basic/Advanced


    • Basic BLL has 0 Service Module slots *Found Present*

  2. DZ70 Basic/Advanced


    • Ranged/Melee Toggle no long appears. *Found Present*

  3. LE Repair Droid Basic/Advanced


    • Can not be named.*Found Present*

  4. MSE Basic/Advanced - None Reported

  5. Power Droid Basic/Advanced


    • Must be recharged, though a Power Core is a key item in construction *Found Present*

  6. Probot Basic/Advanced


    • Damage output has become sparadic. Under certain circumstances, the damage output of a Probot will be equal to a Probot with a maximum Combat rating, reguardless what the actual combat rating of the droid is. This currently appears to happen75+% of the time.*Found Present*

    • The combat sounds and animations occasionally become wonky. The combat sound will change to the generic Pet attack sound, randomly, and the attack animation will halt. This appears to be linked to the above mentioned damage output issue. *Found Present

  7. Protocol Droid Basic/Advanced


    • Can not be color Customized with a Customization Kit *Found Present*

    • Can not be named. *Found Present*

  8. R2 Unit Basic/Advanced


    • Ranged/Melee Toggle no long appears. *Found Present*

  9. R3 Unit Basic/Advanced


    • Ranged/Melee Toggle no long appears. *Found Present*

  10. R4 Unit Basic/Advanced


    • Ranged/Melee Toggle no long appears. *Found Present*

  11. R5 Unit Basic/Advanced


    • Ranged/Melee Toggle no long appears. *Found Present*

  12. Surgical Droid Basic/Advanced


    • Can not be named.*Found Present*

  13. Treadwell - None Reported

  14. Probe Droid - None Reported

  15. Seeker


    • After a BH hits Investigations III, the "Find and Track" option allows a BH to use a Seeker without ever expending a charge.*Found Present*

  16. Interplanetary Survey Droid - None Reported

General Issues


  1. TheProgram Droiddatapad radial appears on all R-Unit Droids, even if the droid does not have a Data Storage Module installed. A fix is In Testing that removes theProgram Droid radial option from R-Units in the datapad of PCs without pilot skills. *Found Present*

  2. The Power Level on all Droids is sticking at 75%. Thisappears to bea visual display update issue. *Found Present*

  3. Droids auto-store upon launch into space. This nullifies the effectiveness of being able to use a Merchant Barking Droid. *Found Present*

  4. Droids do not give UXP*Found Present*

  5. The standard name filter applies to droid naming. This keeps our customers from naming their droids with numbers. *Found Present*

  6. Droids often stop following without reason. This is a generic pet problem as it happens to all pets, not just droids. Pets seem to get stuck on invisible zone boundries. This has increased significantly after combat is completed.50%+ of the time, the follow command must be issued to the droid/pet in orderfor it to follow the owner after combat is completed. *Found Present* +New+

  7. Some experimental values for a droid and droid components have 0 perceivable effect, such as Durability and Quality. Effectiveness appears to be the only useful field of experimentation. Please remove Durability and Quality Experimentation from the crafting window if they are erroneous.*Found Present*

  8. The number of charges per battery is not listed on a Factory crate, or during the crafting process. This can create a buyer beware problem.*Found Present*

  9. Experimentation on subcomponents has no perceivable effect on the final droid. There are even signs that suggest that highly experimented parts create a higher chance of Crit Fails on a Chassis or Deed experimentation.*Found Present*

  10. The number of charges perDroid Customization Kitis not listed on a Factory crate, or during the crafting process. *Found Present*

  11. Droids, and pets, are randomly walking around, when the owner stands in one spot for more then 60 seconds. This sometimes leads the droid/pet wandering off more then 64 meters, if the droid/pet is left unattended, making it difficult for the owner to issue commands. *Found Present* +New+

  12. Agressive Droids, such as the Probot and DZ70, no longer respond to issued commands when in combat, all of the time. Once the droid is initiated in combat, it will continue to attack its current target even if a command to follow is issued. This results in the droid following its owner and attacking its target, if within range. The Droid will also tend to refuse to switch targets that the onwer specifies. *Found Present* +New+

Message Edited by Drashk on 06-30-2005 05:47 PM





Making SWG more Star Warsy. One droid at a time.
Drashk
Sun Oct 17, 2004 6:18 am
#2

Wish List Items


The followingitems are community suggestions.



  1. List all data, in deed form, in a way that our customers will understand it. (IE Combat rating = Damage, Speed, & To Hit. Storage rating = # of items storable. Interplanetary Survey droid Mechanism rating = Length of survey time. Armor installed = listing of armor rating.)

  2. List the prerequisites for each module, on the droid deed. (IE List Novice Scout as needed to use the Creature Harvest Module, List Advertising 4 as needed to use the Merchant Barker Module, List Novice Musician or Dancer as needed to use the Entertainment Modules, etc.)

  3. Add a module that will benefit the Smuggler profession.

  4. Allow us to drop batteries into the droid's inventory and have it recharge itself as needed until the batteries run out.

  5. Change the naming process, so that droid owners have a 'Set Name' tab on the datapad radial.

  6. Change the way that items are listed in the crafting tool, so that kit components, modules, and subcomponents have their own categories. See this thread.

  7. Add some form of a Decay system. Community Suggestion

  8. Allow droids to be bound to Player owned structures/Cities. Community Suggestion

  9. Additional active Droid for a Droid Engineer.

  10. Allow used droids to be re-deeded by a Novice Droid Engineer or increase the number of droids that can be stored in the datapad. Not having the ability to call one of each droid, without destroying droids in the process, makes it difficult for a DE to present his wares. Add a Makers mark to the droid Examine window so that anyone can see who made the droid.

  11. Create a more diverse crafting system for Droid Engineers, so that installed subcomponents, modules, and deed experimentation have a more pronounced effect on the final droids abilities. (IE Krayt dragon tissue produces higher rated armor. Loot modules change damge output.)

  12. Allowing subcomponents to effect things such as movement speed, battery charge life, and increased stats would give DEs a more complex crafting system than we currently see. (IE Chassis experimentation would offer additional HAM or damage bonus. Higher than 0 rated Droid Motive System would allow the droid to hold a charge longer.)

  13. Add a Grenade Launcher module, for use by Commandos

  14. Increased number of droids that can be stored in the datapad for a Droid Engineer.

  15. Droid / Flight Computer Decay on Ship Destruction- Adding some sort of a Decay system based upon each space 'death' would really help to ensure a steady droid market, and would be a step towards creating a Decay system that would effect all droids. Here are my suggestions... Add a Vitality rating to all Flight Computers. When ever a Ship is 'destroyed' in space, any Droid or Flight Computer associated with the ship loses 2 points of Vitality. I would suggest that Flight Computers have a base Vitality of 50/50, or 100/100. Once the Flight Computer is reduced to 0/50, or 0/100, it is no longer usable. Droids can have thier Vitality 'fixed' in the normal method, of using a Pet Vitality Kit. For an asthetic role, I would suggest that theterm Vitality be replaced by term Integrity, for all Droids. This would be only an asthetic change, to distinguish Droids from Creature pets one step further - much like the deed 'tame' change that was made months back.

  16. Droid / Flight Computer required for Hyperspace- We learned in the movies and books that Droidsor Flight Computers are required to make the jump to Hyperspace, yet in JtL this isn't the case. This needs to be reconsidered, since it would have a large impact on the use of a Droid or Flight Computer in a ship. As it currently stands, a considerable number of people don't even install a Droid Interface into their ships, to cut back on mass use, due to the rather limited function of some Droid Command Programs. Please, consider this request.

Message Edited by Drashk on 11-04-2004 02:58 AM





Making SWG more Star Warsy. One droid at a time.
Drashk
Sun Oct 17, 2004 6:20 am
#3


The following are all known links to the Centralized Droid Issues thread, starting from just after Launch up until now. I wanted to include all of these links, so that everyone can see what has happened with our profession over the last year. Please let me know if I have missed any.



Message Edited by Drashk on 10-17-2004 06:56 AM





Making SWG more Star Warsy. One droid at a time.
Jenden
Sun Oct 17, 2004 7:46 am
#4

I can verify the detonation module issue. I can also expand on it that you don't get xp for the kill either. Also, the module will list some targets as damaged (in combat spam) but no damage is actually done to the target (no sure way to reproduce it, but send a droid into a crowded space and it almost always happens to at least one MOB)



Jenden Morn - Master of Droids- Tarquinas
Droid Engineer Blue Glowy
Owner, Operator, and Founder of DarkStar Inc.
Groupy of the best band in the galaxy, Solar Flair
3D art of Jenden by Saeelwenea

psikobunny
Mon Oct 18, 2004 11:17 am
#5

Please add something about all deeds listing required skills for installed modules.



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



GnomeAd
Mon Oct 18, 2004 11:45 am
#6

I can verify the seeker issue. They do not use a charge when you use the "Find and Track" option. I've gone through lots of them with one of my alts and they've never used a charge. And yes, I delete them after 10 uses.
Drashk
Mon Oct 18, 2004 2:28 pm
#7




GnomeAd wrote:

I can verify the seeker issue. They do not use a charge when you use the "Find and Track" option. I've gone through lots of them with one of my alts and they've never used a charge. And yes, I delete them after 10 uses. a







Jenden wrote:

I can verify the detonation module issue. I can also expand on it that you don't get xp for the kill either. Also, the module will list some targets as damaged (in combat spam) but no damage is actually done to the target (no sure way to reproduce it, but send a droid into a crowded space and it almost always happens to at least one MOB)a








psikobunny wrote:

Please add something about all deeds listing required skills for installed modules.a




Updated 10/18/04 2:30 PM PST





Making SWG more Star Warsy. One droid at a time.
Electro5
Sat Oct 23, 2004 11:40 am
#8

I don't know if this is solid enough evidence, but I can somewhat explain what I think has happened to Probots.


I use a Probot all the time along with my other pets (I'ma master CH), and it would seem to me they have changed the probots so that they behave like a creature pet instead of a droid. The sound that they make is the same sound a pet makes when using ranged attack. They still have the script to go out to around 50-60m when attacking, as they did before, but when they get to that range, they end up running back and getting into melee range. Creature pets have a maximum range of 30m for ranged attack. If you order them to attack outside of 30m, they will likely run up into melee range rather than just stopping at 30m, just as a Probot seems to do now. SoI would guess that while they can hit at greater than 30m, they also have the creature script of not being able to hit outside of 30m, so they end up running in closer.


I can verify the issue about telling a droid to stay and calling another at 800m. It was totally by accident I discovered it. I had my droid crafting in Theed, and I told it to stay and forgot about it. Went to my house about 1100m away, and hit call for my storage droid. When I went back to Theed, I saw that my crafter was still there. Afterwards I tried it again with both creatures and pets, and it is indeed an exploit. Had 3 pets and 1 droid called in Theed, went to my house and called 3 more pets and another droid. Went back to Theed, and sure enough, my others I called earlier were still there,gave them the follow command and had 6 pets and 2 droidsfollowing me around. And no, I don't use this any more, I just happened upon it one day.


I'm not sure if this is what your refering to, but it seems if certain modules (I've noticed it with Auto-Repair and Creature Harvest) are put into a cluster in multiples, to a certain point you can get an extra point out of each cluster, and a third extra point out of the final combine. Using 6 Creature Harvest Modules, each rated 17, I can get a 105 rated droid. Each cluster ends up as 52 rated.


17 x 3 = 51, so thats 1 extra point per cluster

52 x 2 = 104, so there's another point


However, if I try using 18 rated harvest modules, I get no extra points and just end up with 108 rating. I don't know if this is intended so that you can make better droids up to a certain point or if its a bug, but it does appear to have a cap on it.


And one extra bug to add to your list. I've only tested it with a combat R5, but I would guess it applies to all R# droids. If you have an R5 thats using its ranged attack (if you had a droid before the ranged attack command was lost on the program menu, it retains the command and you can still use it, just can't reteach it), it seems that it will only shoot lightning when it is moving around. Once it stops moving, it attacks using the buzzsaw, even from 50m out. Not a huge issue, but its really lame to see a droid attacking from that far out with a saw . The lack of ranged attack command is really a bad issue though, if your not using a tanking droid you really don't want it to go melee and get beaten up.





Bria - Electro (N) ~ Shadowfire - Hydrolus (R) ~ Sunrunner - Zaxu Trizki (I) ~ Ahazi - Xonoryt (R) ~ Gorath - Geitizo Nimoirist (I) ~ Radiant - Tygran Virfais (N)
tuls
Sun Oct 24, 2004 11:11 pm
#9






Drashk wrote:


Playback Module - None Reported *Needs Verification*






Ready to add one.


Playback modules does not /bandflourish in same group other than owner causing bad music in a band playing same tune.


eg.


2 musician droid (one owner, one other) in same group

While both plays in same song, when a musician does bandflourish, droid of person who does bandflorish responds, but not other droid. Hope I could tell what I mean.






I'm reporting any names that breaks the Naming Policy, Roleplay seriousity and copyright laws, you can too...
Drashk
Tue Oct 26, 2004 4:31 am
#10

This information is from the JtL Beta Centralized Droid Issues Thread. Adding it here for reference, for when I update this thread


Data Modules



  1. The Experimental Effectiveness of a Level 1 through 6 Data Module are not reporting the resource weight correctly. Using 999 OQ ore, 994 OQ Inert gas, and 999 OQ / 942 Con Copper, I produced a Level 1 and Level 2 Data module with an initial Experimental Durability of 28% an initial Experimental Effectiveness of 14% with a Great Success on the initla assembly. I was able to repeat this more than once.

    The inital Mechanism Quality on the Level 2 Data Module was -2 and the Data Module Rating was 3. After using full experimentation of 10 points, I was able to get an Experimntal Effectiveness of 86%, with a Mechanism Quality of 11and a Data Module Rating of 4. With the Resource qualities that were used, the Experimental Effectivenss should have been at approximately 98%, when experimentation was completed.

    It would appear that the Experimental Effectiveness code was changed to use the 'One Day Live' Crafting change that happened a few months back. As a 12 point Droid Engineer, it took all 12 points of experimentation to gain a 98% Experimental Effectiveness. On th upside, I was able to discover that highly experimented Level 3 Data Storage Modules can be achieve a Level 4 Data Storage Rating.


  2. Level 5 and 6 Data Storage Modules have different resource requirementswith JtLthen they didprior to JtL. Was this a change to the module, or is this a bug? The following is a list of what each module requiredon Live, before Publish 11 and then what is being required now. These listings do not list the EMM and EGP chips.


    Level 6 Droid Data Stoage Module (Old Live model)

    25 Units of Beyrillius Copper
    10 Units of Dioxis Inert Gas
    12 Units of Low Grade Ore
    7 Units of Fiberplast



    Level5 Droid Data Stoage Module (Old Live model)

    20 Units of Beyrillius Copper
    9Units of Inert Gas
    9Units of Low Grade Ore
    6Units of Fiberplast


    Here is what we are seeing now



    Level 6 Droid Data Stoage Module (Current model)

    50Units of Copper
    20 Units of Inert Gas
    12 Units of Low Grade Ore
    7 Units of Fiberplast



    Level5 Droid Data Stoage Module (Current model)

    40 Units of Copper
    16Units of Inert Gas
    9Units of Low Grade Ore
    6Units of Fiberplast

Item Storage Module


Related to the Live Issue, Droid Command Programs can be stored in a Droids Item Storage Module. Storing a Program in the Item Storage does not associate the Program with the droid, while in space, but itdoes allow for additional Program Storage.


Flight Computers



  1. Flight Computers can store Draft Schematics. I was able to place a Factory Draft Schematic into my Flight Computer, as if the FC was a Droid Data Storage Module.

Droid / Flight Computer Decay on Ship Destruction


Adding some sort of a Decay system based upon each space 'death' would really help to ensure a steady droid market, and would be a step towards creating a Decay system that would effect all droids. Here are my suggestions...


Add a Vitality rating to all Flight Computers. When ever a Ship is 'destroyed' in space, any Droid or Flight Computer associated with the ship loses 2 points of Vitality. I would suggest that Flight Computers have a base Vitality of 50/50, or 100/100. Once the Flight Computer is reduced to 0/50, or 0/100, it is no longer usable. Droids can have thier Vitality 'fixed' in the normal method, of using a Pet Vitality Kit.


For an asthetic role, I would suggest that theterm Vitality be replaced by term Integrity, for all Droids. This would be only an asthetic change, to distinguish Droids from Creature pets one step further - much like the deed 'tame' change that was made months back.


Droid / Flight Computer required for Hyperspace


We learned in the movies and books that Droidsor Flight Computers are required to make the jump to Hyperspace, yet in JtL this isn't the case. This needs to be reconsidered, since it would have a large impact on the use of a Droid or Flight Computer in a ship. As it currently stands, a considerable number of people don't even install a Droid Interface into their ships, to cut back on mass use, due to the rather limited function of some Droid Command Programs. Please, consider this request.






Making SWG more Star Warsy. One droid at a time.
Vampiric_Hoshi
Tue Oct 26, 2004 4:53 am
#11

I can verify that there is no current issues with the Planetary Survey Droid.


I've been vigerously using them for the past couple weeks franticaly trying to find some Lidium Extrusive. Experimentation is working great on them and they are sending back a comfirmation email each time. Nice to see something working well for a change


On a side note, is there any news on if the "ranged attack" command dissapearing from Astromech radials is a bug or as-intended because all droids that had this option programmed while it was available STILL have the command in its program list displayed in the datapad. Everytime I sell a combat Astromech I get asked about this and am baffled as to what to tell them... it was a very handy feature if you didn't want your droid running in and getting mashed.



Abandon all hope
Gorantoth
Tue Oct 26, 2004 11:43 pm
#12

I have a complaint as of today...


DZ-70s when being crafted - artwork seems to have lighting issues. The light source seems to rotate with the droid, so there are now light and dark sides to the droid (no force related puns intended). Rather annoying when you're trying to colour the droid and you're staring at the dark side and wondering why everything is coming out 'black'.



---
Keeper of the Centralized Droid Issues threads (retired)
- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
psikobunny
Wed Oct 27, 2004 1:21 am
#13






tuls wrote:





Drashk wrote:


Playback Module - None Reported *Needs Verification*






Ready to add one.


Playback modules does not /bandflourish in same group other than owner causing bad music in a band playing same tune.


eg.


2 musician droid (one owner, one other) in same group

While both plays in same song, when a musician does bandflourish, droid of person who does bandflorish responds, but not other droid. Hope I could tell what I mean.






I think you'll find that the droid in that case won't be doing bandflos from anyone, owner included. There are bugs with the playback droid and bandflos, that have to do with starting, stopping, and changing music. I just haven't been able to pin down anything more effective than "sometimes they stop accepting flos"


If this bug keeps happening as you describe, try using the "befriend" command. Target the person leading the flourishes and have your droid be friends with it.







Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



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