Droid Engineer Archive

Thread: Publish 8 (Droids Rebuilt) Test Center Reports, comments, opinions and discussion

TheRealTK421
Tue Apr 13, 2004 9:24 am
#183

JC,

Right on...I could use some that for Caylin (the Smuggler Corr.) and whoever else wants to get down with bombs.


I'm on Dant right now, at the SWG Lab area. I'll try to be about later on tonight cookin' up some more new stuff.


Let's try to hook up and I'll get you whatever you might need (if you're not MDE yet, that is)...



/bow

Respectfully,




TheRealTK421 a.k.a. "Doughbacca"
SWG DE Correspondent
Co-Founding member of Ahazi DENet & SWG DEA (Droid Engineer Association)
"I think all right-thinking people in this country are sick and tired of being told that ordinary, decent people are fed up in this country with being sick and tired. ...I'm certainly not. And I'm sick and tired of being told that I am."


Morturr
Tue Apr 13, 2004 9:34 am
#184






nefarious wrote:
Is there anyway to get a mini-guide when they give us new droids and stuff? It would make what they can do and how to use them much easier and would eleminate half of the thread questions.







Let me see what i can do for you here, anything i miss i hope others will be able to mention it too:


NEW MODULES:


Entertainer Modules


There are a new set of 6 modules that will allow a novice musician or novice dancer (not entertainer) to enable a new partical effect around the droid's position. These include:


Avian (white birds fly away from the droid)
Confetti (wads of confetti are thrown into the air and sprinkle everywhere)
Dancing Jawa (Laser show with images of a dancing jawa floating in the air)
Electric Frog (a slow burst of sparkles surrounds the droid)
Foam (sort of like a cloud effect around the ground spreading about 4-5m)
Mind Bloom (a really nice looking slow moving plasma effect in the air around the droid)


As far as i can tell - experimentation does nothing on the droid and it does not assist in healing - just looks rather cool. The droid can move about (patrol) and take these effects to all over the stage and multiple droids can make an even nicer more intense effect. It also works outside.Not being a dancer or musician, i cannot tell you what the interface looks like yet. These require just a few resources - nothing heavy and no extra components.


Planetary Survey Module


Right now - this schematic is missing (hopefully will be fixed when the server comes back up)


Maintenance Module


(I havnet given it much of a test just yet because it is a bit bugged)


This module will allow a droid to perform monitary transactions with buildings for you. There is 3 different grades of quality with this module, from which i can guess effects how many structures you can assign to it and the time it takes to complete the tasks. For the purpose of testing - i used a level 2 module.


In order to assign a structure to the droid - you have to use either the structure terminal - or wherever its radial menu can be found.A new option is given (when you owna maintenance droid) to add it to a droid's list. A class 2 maintenance module can hold 6 structures (or at least mine could at its level of experimentation). Once you have all the structures you want listed in the droid - you can then set the droid to perform a maintenance run.


When you open the maintenance run menu - it gives you a list of all its assigned structures. For each one - you have to highlight it and hit the add button - which gives you the structures current maintenance numbers - and allows you to use the slider to choose how much money to add to that structure.


Once all the structures have been chosen - it will then disapear from in front of you - unable to be called as long as the message it leaves behind says it will (in my test case - 15 minutes 7 seconds for 1 house standing right next to me phisically, and 24 minutes for 4 harvesters quite a ways off right next to eachother). you have to pay attention because it will not warn you when its done and you can call the droid again.


Power maintenance cannot be done by this module.


Creature Harvest Module


This module allows a novice scout to be able to set it to harvest a particular resource type from creatures that the scout kills without having to go through the radial menu or /harvest. It works by voice command programmable like the others (similar to repair droid interaction). It still gives you scouting experience and a slight bonus to the harvesting (according to the experimentation of the module - which is buggy at this time)


Trap Module


This allows a scout to be able to load a droid with traps to throw at creatures (and not take up HAM or room in your combat queue) and gives a bonus to traps according to experimentation. not been tested by myself yet.


Playback Module


This allows a musician to record a particular instruments default playback music. It requires a component that is craftable by a Musician (i have heard novice, but i recieved mine through a master).


The musician sets up the droid to start listening while the musician grabs an instrument to play. after playing for a short while - it will have recorded the new data (flourishes do not get recorded). Then the musician is free to grab a second instrument and play along with the droid's playback for a better single person experience - or smaller groups having a wider range of instruments playing at once.


These modules can be stacked to allow for more then 1 instrument recording at a time (1 per module however).


Merchant Barker Module


This module allows for a 128 character message to be played once every 30 seconds via spatial chat and is usuable only by a merchant. It also allows for a waypoint to be stored and people can use the radial menu from the droid to retrieve the waypoint you store in it.


To set the message - you set the droid to record the next thing you say. Then you verbally speak and it will take the message if its under 128 characters and keep it stored. You can then set the droid to begin barking which it will do every 30 seconds thereafter. Timing is not adjustable.


You can then set the droid to take a waypoint from your datapad and store it for others to retrieve it. it keeps the original name of the waypoint intact (as if you were sending it via e-mail)


This droid will only continue to bark IF you are in the same server zone. it will go quiet if you go too far away from it.


Stimpack Dispenser Module


This module allows a medic with pharmacology 4 to add Stim A's to its hopper and allow group members to request a stim to be used on them.


Depending on experimentation - you will have a good sized hopper in which to add stim's to it and have the droid deliver the medication to any group member in sight. Experimentation determines the size of the hopper and the skill of medical use the droid has - enhancing its effect.


When a group member is in need of damage healing - they just need to type /requestStimpack and the droid will walk up to them and heal them. I have not tested this on incapped players yet nor have i heard if it works for them.


Auto-Repair Module


I have not tested this yet - its supposed to ping for droids needing healing - and the droid will automatically heal any droid in its 15m range - repairing any it see's.


Detonation Module


Not working just yet - and requires a specific type of reactive gas to build.



I hope that helps at least a little bit




_________________________________________________
-SWG Warcry News Reporter
http://swg.warcry.com/

TC Characters:
Omac - Omec - Omuc - Omyc
KzinKiller
Tue Apr 13, 2004 9:55 am
#185



Once all the structures have been chosen - it will then disapear from in front of you - unable to be called as long as the message it leaves behind says it will (in my test case - 15 minutes 7 seconds for 1 house standing right next to me phisically, and 24 minutes for 4 harvesters quite a ways off right next to eachother). you have to pay attention because it will not warn you when its done and you can call the droid again.


Power maintenance cannot be done by this module.


Am I wrong to think that, without power maintenance, this module is of extremely limited utility to harvester operators?





*
The significant problems we face cannot be solved at the same level of thinking we were at when we created them
Albert Einstein

CU-1 ... CU-2 ... CUL8R
overbyte
Tue Apr 13, 2004 9:56 am
#186

it stops them blowing up



Ullunt Bik'El - Jack of All Trades, Master of None
(-DxD-) :: Yavin :: Chalistra
Commando :: TKA :: Pistoleer :: Imperial Pilot [>O<] :: Forum Grinder

Ye though I walk throught the valley of the shadow of death, I will fear no evil
For I am the meanest mutha in the valley, and I carry a big flamer


Naufragus
Tue Apr 13, 2004 9:57 am
#187




MORE INFO PLEASE...


Survey Droids...do they tell you concentrartions or just resources available...do they send you waypoints?????...


MAINTENCE MODULE ....i am responsible for more lots than my own, i am admin on the structures....can i access these as well?

TOOLBELT--- which toolkit does this use now?

MUSIC MODULE -- can this music be ignore as well...i have player music turned off...have since release...the player music is bloody awful, annoying and repetitive...i really dont want to be forced to listen to it...


SPAMBOT....WHY?...as a merchant i would much rather be able to load merch ...maybe just the 10 items and let it sell them or aution them in town...this is more useful to me
overbyte
Tue Apr 13, 2004 10:04 am
#188

what does the toolbelt actually do?



Ullunt Bik'El - Jack of All Trades, Master of None
(-DxD-) :: Yavin :: Chalistra
Commando :: TKA :: Pistoleer :: Imperial Pilot [>O<] :: Forum Grinder

Ye though I walk throught the valley of the shadow of death, I will fear no evil
For I am the meanest mutha in the valley, and I carry a big flamer


AudioOrgana
Tue Apr 13, 2004 10:08 am
#189






Naufragus wrote:




SPAMBOT....WHY?...as a merchant i would much rather be able to load merch ...maybe just the 10 items and let it sell them or aution them in town...this is more useful to me






A vendor-in-a-droid is a good idea, but in order for it to be truly effective it would have to have many more items than that - and it would make real vendors less attractive.


The Merchant Module is potentially revolutionary - it was the one bright spot in this patch from the beginning. Let's face it, some people just don't have the ability to look at a map and find a store to buy what they want - these people live off of the offers they see spammed at starports. I used to hate spamming, but lately the more I see it the more I see that it's not an annoying, isolated behavior that should be eliminated, it's a cry for a way to advertise things in the galatic economy.


Vendor listings on maps just aren't enough, and can't advertise specials.


Also, this is the first-of-it's-kind feature in SWG - a way to store data. Until now, the only way to record textual data in the game world was in object names. This is a big step, I hope, towards the datadiscs/recorders that we have longed for since launch. A way to write text/data and distribute it adds an entire new dimension in gameplay - and I hope this is but the first step.


I do have a couple of questions about this module, i.e. : can anyone use it, or merchant only? I hope it's merchant only, and high level, to be honest - otherwise they are going to become too ubiquitous. And I am also curious about how much data it can hold.


AO
Morturr
Tue Apr 13, 2004 10:11 am
#190






Naufragus wrote:




MORE INFO PLEASE...


Survey Droids...do they tell you concentrartions or just resources available...do they send you waypoints?????...


Not sure yet - the schematic just started working


MAINTENCE MODULE ....i am responsible for more lots than my own, i am admin on the structures....can i access these as well?


I am assuming any structure you have admin to - will test it (will be listed on structure's radial menu)


TOOLBELT--- which toolkit does this use now?


Like the crafters apron




MUSIC MODULE -- can this music be ignore as well...i have player music turned off...have since release...the player music is bloody awful, annoying and repetitive...i really dont want to be forced to listen to it...


Yes - same thing as player music




SPAMBOT....WHY?...as a merchant i would much rather be able to load merch ...maybe just the 10 items and let it sell them or aution them in town...this is more useful to me


No idea











_________________________________________________
-SWG Warcry News Reporter
http://swg.warcry.com/

TC Characters:
Omac - Omec - Omuc - Omyc
TheRealTK421
Tue Apr 13, 2004 10:12 am
#191






AudioOrgana wrote:


can anyone use it, or merchant only? I hope it's merchant only, and high level, to be honest - otherwise they are going to become too ubiquitous.


Merchant only.

Note: A non-merchant player cannot access the needed "Merchant barker" menu. Access to that radial menu items appears to basically be 'certed' to Merchants.

The message programmed into the droid does travel with the droid. So, if you are a Merchant and set the message, transfer to another player and they transfer it back...the message will still be intact.



And I am also curious about how much data it can hold.



1 waypoint (to give out) and 128 characters for the barked message (roughly every 30 secs.).




/bow

Respectfully,






TheRealTK421 a.k.a. "Doughbacca"
SWG DE Correspondent
Co-Founding member of Ahazi DENet & SWG DEA (Droid Engineer Association)
"I think all right-thinking people in this country are sick and tired of being told that ordinary, decent people are fed up in this country with being sick and tired. ...I'm certainly not. And I'm sick and tired of being told that I am."


Morturr
Tue Apr 13, 2004 10:14 am
#192






AudioOrgana wrote:


I do have a couple of questions about this module, i.e. : can anyone use it, or merchant only? I hope it's merchant only, and high level, to be honest - otherwise they are going to become too ubiquitous. And I am also curious about how much data it can hold.


AO






Novice Merchant only


They can hold 128 characters for the bark message(so i am told) and a waypoint. (at least thats what it did last night)


That is it.



_________________________________________________
-SWG Warcry News Reporter
http://swg.warcry.com/

TC Characters:
Omac - Omec - Omuc - Omyc
KzinKiller
Tue Apr 13, 2004 10:18 am
#193

My biggest question about the Survey module:


Will the droid simply display a list of the available materials on a planet in much the same way as the Survey tool, or will it provide information about the attributes of the resources (OQ, etc.)?


Without knowing the quality of the materials, a simple laundry list of resources doesn't seem to be saving me many trips offplanet.






*
The significant problems we face cannot be solved at the same level of thinking we were at when we created them
Albert Einstein

CU-1 ... CU-2 ... CUL8R
BriaArtisan
Tue Apr 13, 2004 10:31 am
#194

for the first time in almost a year I'm happy/excited to be a MDE....


ps, what exactly does (will) the toolkit do anyway? now that they are fixing it so we can actually make one





Neol Elch'Fi
Master Droid Engineer/Artisan/Merchant

Fully stocked Droid Vendor at Echo Base on Tatooine 3080, -7330
BH Seekers/Arakyd Probes/Med Droids/Combat Droids/Batteries/Stims
AudioOrgana
Tue Apr 13, 2004 10:35 am
#195






KzinKiller wrote:

Without knowing the quality of the materials, a simple laundry list of resources doesn't seem to be saving me many trips offplanet.









I disagree. I was one of many who suggested this very implementation.


Giving us stats/etc. would eliminate too much of the "challenge" of surveying. It's not for casual "I'm on Naboo, let's see what the stats are on materials on Tattoine" use, it's for "Is there Lidium Extrusive Ore on Yavin IV?" With this droid, you will not have to visit 10 planets to see if there is a specific named resource you need.


A really nice side benefit is going to be this : let's say you find some of that Lidium on Yavin IV, are you place some harvesters. Instead of traveling there everytime you are nervous about a shift (usually once a day for me), you could just get the resource list for Yavin IV. If it's a rare resource, chances are that if it still appears on the list that it hasn't shifted. Between this and the structure maintainance module Harvester work just got a lot more efficient.


Speaking of the structure maintainance module, I am curious as to it's limitations : i.e. how many structures can you add, do you have to be owner or just admin, etc. One of my larger game gripes has always been that managing property across planets is a nightmare - I'm always scared that even though I paid maintainance way up a bug or something might run it out - it just feels like I have to babysit every structure I own. When you have structures across 3-4 planets, it can give you quite a headache. I've always wanted a datapad tab that held the information about all your structures (including those you have admin on)- this seems like it might be able to replicate that function.


AO

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