Droid Engineer Archive

Thread: Gorantoth's Centralized Droid Issues (10/17/04)Updated

PeterWard21
Thu Jul 29, 2004 11:41 am
#27

Has anybody mentioned that the Merchant Barker Module, and the effects modules are a little high on the minimum skill to use requirements?

I made a barker for myself, then had to find merchant to program it, then couldn't even get it to start it's announcement. Some of the entertainers that I have made effects droids for, wern't up to high enough levels of the entertainer tree, and couldn't program the effects. I think they could get the display going after it was programmed by someone else.


If we want more droid sales, these should be usable by any level of the chosen professions, or by anyone, for the barker droid. Droids in Star Wars are there to make life easier for the rest of us, not a royal pain. Programming a merchant barker module should be as easy as saying "Droid, repeat after me...". Droids obey voice commands all the time in the movies, why not make programming them as easy. Perhaps if everyone can use the barker module, give Merchants more waypoints, since they have more vendors available. Extend this logic to the Detonation module, what's so special about commandos et. al., that they can tell a MSE droid to attack, when everyone else can't?


(As an aside, why can't a DE use the modules hecreates, since he programmed them at the hardware level, and made them function in the first place.)


I was looking at some of the other threads, and I agree with the "binding" to structures, and a change to the droid vitality/integrity, but these things in this thread, and any other issues we come up with, MUST be fixed ASAP. Some are listed as having been in-game since opening day, or should have been fixedmonths ago.


Ropack, MDEon Scyla server
Gavvot
Thu Jul 29, 2004 12:10 pm
#28

Well, are your friend at least scout?

Because, otherwise it won't work anyway.
It would be way too dangerous to give trapping to everyone.
Imagine the imbalance in PvP and PvE...



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Drashk
Sun Aug 08, 2004 3:32 pm
#29




Abraxas1969 wrote:

Has anyone tried stacking Storage Modules? I made a R2 with 1 lvl 6, & 4 lvl 4's, & the person I gave it too can only store 10 items, but the droid says it can hold 46 items. Anyone who has also experienced this please write me & tell me if this is a bug or intentional.




That 46 items you are refering to isn't the number of items that the droid can hold, but rather is the Items Storage Rating.


Here is the chart to figure out the rating/functionality ratio


Module Level Module Rating Medical Rating Items Stored Data Stored
1 1 - 3 55 1 20
2 3 - 5 65 2 40
3 5 - 7 75 4 70
4 7 - 9 85 6110
5 9 - 11100 8 125
6 11 - 13+ 11010 150







Making SWG more Star Warsy. One droid at a time.
Shikkari
Mon Aug 09, 2004 4:02 pm
#30



Drashk wrote:

Abraxas1969 wrote:
Has anyone tried stacking Storage Modules? I made a R2 with 1 lvl 6, & 4 lvl 4's, & the person I gave it too can only store 10 items, but the droid says it can hold 46 items. Anyone who has also experienced this please write me & tell me if this is a bug or intentional.

That 46 items you are refering to isn't the number of items that the droid can hold, but rather is the Items Storage Rating.

Here is the chart to figure out the rating/functionality ratio

Module Level Module Rating Medical Rating Items Stored Data Stored
1 1 - 3 55 1 20
2 3 - 5 65 2 40
3 5 - 7 75 4 70
4 7 - 9 85 6 110
5 9 - 11 100 8 125
6 11 - 13+ 110 10 150






Hey thanks for posting this...been wondering about how these ratings tie together since I just reached DE 4/2/2/4 last week and am preparing to make some of the lvl 4&5 modules...

My question: Do you know how the Structure Maintenance module rating system works also? I have been confused by it becuase I thought that it works like this basically: Lvl 1 = 3 structures max per mod Lvl 2 = 6 structures max per mod Lvl 3 = 9 structures max per mod ?

..but yesterday I made an Adv Probot with (2) Lvl 2 - Structure Maint Mods and thought I would end up with a droid that can maintain up to 12 structures(2x6per mod)...however that droid will only service a max of 6 structures....

is it because my modules werent experimented high enough? ...of the (2) lvl 2 modules i used, one was rated 8 and the other rated 7 for the Structure Maintenance rating ( i forget what the droid listed for structure rating when examined but i think it was 8?)

Any info anyone???

Thanks in advance!!!




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4
Life

"I'm just a simple man trying to find my way in the universe"

"So for me, for my mother, my grandmother, my father, my uncle and for the common good, I must now kill you"
Shikkari
Mon Aug 09, 2004 7:07 pm
#31

ok ...I checked the droid and it has a Structure Maintenance Rating of 7? Did it take the lower of the 2 modules ratings as the final or is it because my final experimenting on the droid build had some contribution? or both lol ?




100% Rebel
4
Life

"I'm just a simple man trying to find my way in the universe"

"So for me, for my mother, my grandmother, my father, my uncle and for the common good, I must now kill you"
Shikkari
Fri Aug 13, 2004 11:01 am
#32

I have noticed that when deleting a structure from my structurre maintenance droid it always removes the structure at the bottom of the list no matter which one is highlighted before clicking delete. This means if I want to remove a structure from the top of the list I end up removing all the other structures below it on the list and they have to be added to the list again. This can be a major pain. Anyone else have this problem???

Also, I'm still looking for info on how the Structure Maintenance Rating numbers work out and how its determined during crafting of the final droid deed. Anyone???

"I'm just a simple guy trying to make his way in the universe"




100% Rebel
4
Life

"I'm just a simple man trying to find my way in the universe"

"So for me, for my mother, my grandmother, my father, my uncle and for the common good, I must now kill you"
Shikkari
Fri Aug 13, 2004 11:48 am
#33

I found a previous Structure Module thread and found my answers. The maintenance modules don't stack so that explains my confusion.




100% Rebel
4
Life

"I'm just a simple man trying to find my way in the universe"

"So for me, for my mother, my grandmother, my father, my uncle and for the common good, I must now kill you"
Gyros
Wed Aug 18, 2004 5:00 am
#34


Drashk & TK,


Issues Per module

Item #6 Pre Publish 7 R units with Repair modules installed DO work, However the droids command for this module must be reprogrammed in order for it to function again, and the new command MUST be different than the old command... i.e. if old command was Fix re program the repair other droid command to Repair... This will allow the repair module to function correctly once again.




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TheRealTK421
Wed Aug 18, 2004 7:53 am
#35






Gyros wrote:


Drashk & TK,


Issues Per module

Item #6 Pre Publish 7 R units with Repair modules installed DO work, However the droids command for this module must be reprogrammed in order for it to function again, and the new command MUST be different than the old command... i.e. if old command was Fix re program the repair other droid command to Repair... This will allow the repair module to function correctly once again.







Just in case he doesn't catch it, drop Drashk a PM on this. I don't havea droid that I can use to test this anymore (I already 'churned' my past Repair-enabled R2).



/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."


Drashk
Wed Aug 18, 2004 10:53 am
#36




Gyros wrote:


Drashk & TK,


Issues Per module

Item #6 Pre Publish 7 R units with Repair modules installed DO work, However the droids command for this module must be reprogrammed in order for it to function again, and the new command MUST be different than the old command... i.e. if old command was Fix re program the repair other droid command to Repair... This will allow the repair module to function correctly once again.



Has this been done on more than one Pre-Publish R unit? Just trying to narrow it down as to whether this is a vialble fix.






Making SWG more Star Warsy. One droid at a time.
Straker_Atrella
Wed Aug 18, 2004 2:28 pm
#37

Couple of words on poststhat people made here.


Barker Droids - You can't have a Merchant program it then give it to you to use. Somebody with Advertising 4 must actually use it.


Entertainer Droids - Entertainers can't use them, only Novice Musician and Dancers can.


Maint Droids - Only the level 3Maint ModDroids are Interplanetary, the level 1 and 2 are not.


Sorry it took you so long to get answers.



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Gavvot
Wed Aug 18, 2004 2:46 pm
#38

Actually, the barker droid even if he won't bark if you don't have advertising 4 will still be able to give the waypoint.

But you won't be able to change it.



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Look sir, droids. -4689 3336, Naboo, Theed
LadyOLovely
Sun Aug 22, 2004 8:13 am
#39


okay I have Advertising III and DE skills, I tried to make a R2 advanced droid that can harvest and bark. It will harvest but won't give a waypoint. The waypoint button appears but it tells me that there is no waypoint stored.


How do I get it to store the waypoint?


Lady '



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