Droid Engineer Archive
Thread: Publish 8 (Droids Rebuilt) Test Center Reports, comments, opinions and discussion
Has anyone made a demolition module yet? I'm very curious what resources are needed and how much boom/module you get.
Kung'fu Deetoo, Corbantis
Master Droid Engineer
Part-time Smuggler
I also agree the droid (and vehicle) paint jobs should have some provision for being permanent. I can't remember the last time I sold a vehicle kit, and currently, I do free paint jobs of droids (and repaints) I sell, and I give away kits with them. No one has ever come back to me asking to reapply paint.
I also think that there should be an option in the paint kits to "refresh" your paint job to the original colors that were chosen, that was non-DEs don't have to worry that they might not be able to choose the same colors the DE used.
Hmm... if droid deeds have the appearance of droids, and can be customized, and the customization carries over, does that mean the finished droid will not change colors randomly if it's not customized? Imagine that, a customer requests his droid in a certain color combo, you customize the deed, and then the customer never has to customize it unless he wants to change the color!
I wouldn't mind that. Like I said, right now, I * GIVE * DCKs away.
But yes, I too am excited over this patch. Um, can R2s and R3s get some more module slots? Lotsa goodies to put in them now... I wouldn't know what combos to make in my factories. ![]()
Combat droids being bumped to CL18? Even if it means I have to remake some Probots, this will be welcome.
Mmmm..... carrot. ![]()
munch munch munch
I wasn't able to make one of these tonight since I didn't have any of the needed Tolium Reactive Gas. I'll have to get on that one ASAP when I can track some down.
KungFuDeetoo wrote:
Has anyone made a demolition module yet? I'm very curious what resources are needed and how much boom/module you get.
/bow
Respectfully,
When you tested the "barker" droid, could you set him patrolling as he barked? or did it allow you to give him other commands once he started barking?
once again... a DE's inability to call two droids means he cant set his "barker" droid doing its thing, and still be back at the workshop crafting with his other droids. ![]()
Not sure who would want to use the "barker" most. Since you need Merchant skills to use it (just novice, I assume) and most folks who bother with merchant skills are crafters...and have gotten used to using droid stations and item storage for their crafting. Looks like you can have one or the other.
Too bad you cant set a droid patrolling/barking, and then be able to call a 2nd droid as long as you remained at least 300 meters away or something. Then if you approached closer, your 2nd droid would poof back into your datapad. Thinking outloud... need sleep... ![]()
Enjoy!
Calculus_Entropy wrote:
Prelim Scout Bot Report (much more testing needed)
Traps - Worked like a champ. I loaded and programed the droid and i was able to keep fighting while he threw traps. I need to check the distance still, but in all, the trap tossing is awesome. i got both affect and xp spam. it did seem to miss a bit more than I would expect if it was related to my mod, so I will look into it some more.
Harvesting. I haven't gotten a great test yet, BUT I programmed it fine, and it gathered what i told it to. One concern I have is it harvested 181 units of leather hide off a lesser plaind bol. At Master Ranger, I harvested 19 units of hide off of a lesser palins bol from the same lair. I really need to check the novice Scout numbers...if you still havest the 181 at novice Scout, than that is unacceptable and will be considered a nerf by the Ranger Prof. I still much more testing though, so I am hopeful that these things work. One note, I did not get harvest spam, BUT I did get xp spam...
Respectfully,
By the way, I should point out...
YodaMac wrote:
once again... a DE's inability to call two droids means he cant set his "barker" droid doing its thing, and still be back at the workshop crafting with his other droids.
You need to be on the same server cluster for your Merchant droid to work. You won't be able to, for example, set it in Theed starport and go some other city or planet. You'll have to be logged 'locally' to where the droid will be out doing its thing.
So, if you wanna set it near the Theed starport, you'd be okay to go hang out and craft at the cantina, for example.
I foresee people stopping to set these up after they get to a city they will sell out of for the night, etc.
/bow
Respectfully,
Will you be able to use the creature harvesting module without scout skills?
Although I like this idea (not to mention all the other nifty modules!), there is one possible problem -- that rangers become outcompeted by jedi. Jedi kill loads of animals and do it much faster than rangers. So unless this harvesting droid, even with maxed modules, only harvests similar to a novice scout or so, this will become an issue. It is nice that jedi can get a little money from levelling but they shouldn't get animal resources faster than a master ranger using a regular elite combat profession.
I tested an R4 with harvest bonus 13and trapping bonus 20modules installed being only a novice scout with no skills. Both modules worked exactly as they were supposed to.
The harvest module gives you a menu to select the type of resources to sample and lets you program a command to activate it. With only the minimum harvest skill I was able to get 9 hide from a Durni while the R4 could only get 1 unit off the next Durni I killed. A corellian butterfly yeilded 7 hide to me and only 2 hide for the droid. These numbers were consistant for all the durni and butterflys. Experience from the droids harvesting was about half the exp I got from harvesting. We were not grouped.
The trapping module gives a menu to program a command tolaunch trap and an option to "clear ammunition processor". The droid will fire a trap at command before or during combat. The droid I tested had no combat abillities but if it launched a trap before I attacked then it would get aggro (the 3700HAM helps). The droid would run away untill I could get the aggro back to me( and the droid would keep running). If used during combat there was no problems. The droid displays how many traps and what kind in the examine window. Exp from trapping was half of normal when using the droid to launch traps.
Overall both modules worked great. I think at higher creature levels and harvesting skills the effect from the droid will be greater.
-Enat on TC
TheRealTK421 wrote:
SciCabbit wrote:
TH wrote...
Added Creature Harvester Module to the DE skill tree: This module will allow any character to program and control an equipped droid to advance on the look-at target of the player and harvest the resources on the creature. The player can preset the droid to harvest one of the three types: meat, hide or bone. Or the player can just let the droid pick a random resource type.
Is this useable by any Profession? Say, a Jedi who has no Scouting skills? Can they now harvest with the Droid Module?
Casper
This is a Scout module (only).
/bow
Respectfully,
Curious about something ... why would someone with scout abilities, buy a droid to do something they can do on their own? I was thinking "Cool, I can harvest again...with a droid" ... (since I have no scout) ...
Report on Musical Playback module:
Requires Dual Wave Synthesizer Component, craftable by Novice Musicians and above
Schematic:
Synthesis Data Storage
- requires 20 units of inert petrochemical
Wave Translation Head
- Requires 20 units of ferrous metal
I/O Interface
- requires 10 units of non-ferrous metal
Module interface:
Accessible via the radial menu of the droid via the option "Access Playback Module"
When accessing the menu option, you get a window where the following options are available:
A list of tracks the droid contains
The buttons "Cancel", "Delete" and "Record/Play"
"Delete" deletes any selected tracks you choose (if they exist).
"Record/play" will start to play a recorded track if it exists. If no track exists, and the musician is not playing, the droid module will start recording once the musician starts playing. The recording of each track lasts for 30 seconds.
Bug: The playback module does not seem to record flourishes, but seem to just play repeat the basic riff over and over.I
Other players complain that it is getting repetitive after a short while, and it would be nice to be able to record at least a few flourishes.
StarWorker wrote:
Report on Musical Playback module:
Requires Dual Wave Synthesizer Component, craftable by Novice Musicians and above
Schematic:
Synthesis Data Storage
- requires 20 units of inert petrochemical
Wave Translation Head
- Requires 20 units of ferrous metal
I/O Interface
- requires 10 units of non-ferrous metal
Module interface:
Accessible via the radial menu of the droid via the option "Access Playback Module"
When accessing the menu option, you get a window where the following options are available:
A list of tracks the droid contains
The buttons "Cancel", "Delete" and "Record/Play"
"Delete" deletes any selected tracks you choose (if they exist).
"Record/play" will start to play a recorded track if it exists. If no track exists, and the musician is not playing, the droid module will start recording once the musician starts playing. The recording of each track lasts for 30 seconds.
Bug: The playback module does not seem to record flourishes, but seem to just play repeat the basic riff over and over.I
Other players complain that it is getting repetitive after a short while, and it would be nice to be able to record at least a few flourishes.
Kinda cool, a musician wants a droid with playback ... he brings the part he needs