Droid Engineer Archive

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

Whelben
Wed Apr 14, 2004 5:57 am
#274

Just two words


Great DEal!
Thats far closer than we all expected i think.



Thanks for your great work TK


And thank you very much TH and the other Devs for creating a market for us!


Whelben Mystmir
Master Droid Engineer, Gorath

Slip3Kid
Wed Apr 14, 2004 7:06 am
#275






Jenden wrote:

Ok, checked out more combat stats, I made a probot with 5 CR84 combat modules and he came out with 161-170 with .77 speed and .4 to hit. Bit better damage than before, plus the increased HAM makes them pretty nice.







Hey Jenden


I must have missed the HAM on the Probot, think you could post them again? I only saw the HAM on the LE and an R-series.


Also, Thanks for all the work you and the other TC DE's have put in. I dont think we say it enough.




If I win your auction you can contact Walleyedai or Slipkid In-Game, or drop the goods at the "Ship Chassis" vendor at the cords listed below.
Walleyedai Weedbedai Master Shipwright/Fencer
Slipkid Master TKA/Fencer/Swordsman
AnchorHead Southpoint Mall
Tat -153 / -5670
Arcid
Wed Apr 14, 2004 7:13 am
#276

Just thinking about the Maintainance modules. Right now they look useful, but could be rendered obsolete with some forward planning. Here're two suggestions for making more useful.


1: If the structure is powered, have itindicate the amount of power it has left, and how long that will last


2: Most usefully, if the structure is a harvester allow the droid to say whether or not the harvester is still running whenever it reports back. For many pople this could change it into the single most valuable module in the game
IvanhoeWalker
Wed Apr 14, 2004 7:57 am
#277

DEVS thanks for this nice Modul!!......i am happy...and the HAM from a Combat Droid is higher !!!

Thanks DEVS again!!

Forget my Post with DROIDEKA.. and so on!


your Ivanhoe
supermatteus
Wed Apr 14, 2004 8:08 am
#278

I totally agree.


Looking at the screenshots from Jenden it looks like it doesn't even tell you how much maintenance is remaining, it purely allows you to add maintenence blindly. I could be wrong, perhaps someone could enlighten me on that.


If it did have some stats, just for reading it would be a great help. The number of times I've gone back to a harvester to find I've forgotten to turn it on again after changing resources or repairs etc. a simply X units of credit / X unit of power / functional Y,N, n/a would do the trick.


What I saw from the screenshot looked like a token gesture, hardly useful except when you plan to add weeks worth of maintenence into a structure


TheRealTK421
Wed Apr 14, 2004 8:31 am
#279






supermatteus wrote:

it looks like it doesn't even tell you how much maintenance is remaining, it purely allows you to add maintenence blindly. I could be wrong, perhaps someone could enlighten me on that.




Okay...here's what you see...

When you hit "Add" (to put a structure in the queue to get maint.), you'll see a window similar to the Bank Withdrawl main window (with the horizontal slider).

In the window area just above the slider, there's a line that shows you the current maintenance in the structure that you are working on.


So, you CAN see the current maintenance level (in credits). It doesn't show you time, however. Only the amount of monies currently in the structure in question.

....more to come....



/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."


Javac
Wed Apr 14, 2004 8:40 am
#280


Arcid wrote:
Just thinking about the Maintainance modules. Right now they look useful, but could be rendered obsolete with some forward planning. Here're two suggestions for making more useful.
1: If the structure is powered, have it indicate the amount of power it has left, and how long that will last
2: Most usefully, if the structure is a harvester allow the droid to say whether or not the harvester is still running whenever it reports back. For many pople this could change it into the single most valuable module in the game





I agree that reporting the current structure status from anywhere would be far more valuable than just being able to only deposit maintenance. If it was managing everything remotely .. whew that would rock.

Message Edited by Javac on 04-14-2004 11:47 AM



Calis Exud - Droid Engineer Extrodianre - Retired
TheRealTK421
Wed Apr 14, 2004 9:14 am
#281

I don't have any of these ready to go yet. I'm still seeing the number of calls at 20, though...instead of 100.


/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
Wed Apr 14, 2004 9:18 am
#282






YodaMac wrote:

Anyone on Test Center (TK, Jenden, etc.) have a "pre-patch8" droid custom kit? If so, can you use it and see if pre-patch custom kits last as long as they are supposed to in patch 8? Thanks. This would be good to know asap.






Yes - prepatch 8 kits arent lost when patch 8 came in. I customized my droid to 50 calls instead of the 20 it was originally built to do.



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

TC Characters:
Omac - Omec - Omuc - Omyc
TheRealTK421
Wed Apr 14, 2004 9:30 am
#283

Morturr,

Okay, you had an older droid (with 20 calls) and when you painted/updated it, it changed over to 50 calls?

Is that correct?


I thought we were going to see 100 calls, so I need to verify what you are seeing.



/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
Wed Apr 14, 2004 9:32 am
#284

Here is some new info on the Detonation droids:


Just got back from TC (its down rightnow) - after testing a few detonation modules:


Experimenation is a big buggy - rather hard to get a good craft. I got 2 MSE droids with modules power 6 and 7. (i think the max is 10). The first one hit me in my health for 3042 points of damage (with a full set of ubese armor on, it didnt count the armor into the factor that i could tell)


Now when a Bounty Hunter of Smuggler (they are the only ones who can use it) set the droid to detonate - they have to select the droid and type /detonatedroid. It gives a 3 second countdown above the droid itself that everyone can see visually. So we decided to take the second droid and find out what happens if we incap it (its just an MSE droid)


by the time i had targeted it and fired - it was down to 1 anyways - so it will be a close call in a battle situation to incap one. It turned off the detonation when i did incap it. It took a store and a call to re-enable the detonation module - just healing it didnt re-do the ability for it to detonate.


Then a bunch of us stood real close to it - and detonated it. the person detonating was unscathed - along with the innocent bystandard that wasnt a part of our group or factioned. It did hit me in the mind for 1500 points. So it will only effect targets that are attackable by the user (confirmed).


Now - one thing we did notice - is that when i crafted the module and put it into a MSE - it added 10 to the power for some reason, making them 16 and 17.


in a DZ-70 - we put two modules in (7 and 8) and got a 15 powered DZ-70. We then tested its range - i ran while it was on chase mode. i got away rather easily when it detonated at about 18m away from me. we are suspecting that its range is between 10m and 15m. And thats when the server went down - so i was unable to continue testing its powers stacked.


Enjoy this tidbit!



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

TC Characters:
Omac - Omec - Omuc - Omyc
Morturr
Wed Apr 14, 2004 9:34 am
#285






TheRealTK421 wrote:

Morturr,

Okay, you had an older droid (with 20 calls) and when you painted/updated it, it changed over to 50 calls?

Is that correct?


I thought we were going to see 100 calls, so I need to verify what you are seeing.



/bow


Respectfully,








Yes - i painted a droid with an older toolkit (have not tried a new one yet) and got 50 calls on the paint job (painting both trim and body on a pre-patch8R4 anda patch8 R2)


I will try the new toolkits and find out how much it will give.




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

TC Characters:
Omac - Omec - Omuc - Omyc
Chaz_uk
Wed Apr 14, 2004 9:35 am
#286

Just a quick Q on the maintainance droids - do you actually get to see the droid attending the structure - that would be cool - would certainly highten the prescence of droids in-game. If not, (the droid just vanishes into thin air)I feel the Dev's have missed a trick.


Also, can someone check on the time taken to vs. droid chassis. Eg. is a DZ70 faster than a protocol at performing the task? If not, again it'd be really cool to see a protocol attending harvesters out in the field if my fist point is answered in the positive. Shame it can't empty the hoppers too tho - if you can't see the droid performing the task then there's no 'coolness' factor (or indeed point) in having one TBH...


Oh, and while I'm on the subject... are there new animations for the scout modules & the medic module?


Overall, from the patch notes I think I may just have to keep subscribing to SWG for a little longer -it ISa lot better than I was expecting after the abysmal Publish7. That is, of course, just reading the patch notes -lets hope the actual Live Publish lives up to thepatch notes!


Cheers to Jenden, TK & the others for the work on TC - I'd gladly help out but don't fancy grinding through DE for a second time!


Page 22 of 26