Droid Engineer Archive

Thread: Publish 7 (Droid Invasion): Please report any/all bugs or 'strangeness' here ONLY!! (03/16/04)

jefmes
Tue Mar 16, 2004 2:15 pm
#27


Here another, almost more crated related, but I don't know for sure :


- Make a combat socket cluster using a crate of 3 combat modules. Use all three modules, effectively using up the crate in the process. It will make the cluster successfully, but it will spam the message "You may not destroy a factory crate that is being used during a crafting session." four times.


*edit*


And another issue:


- The command to heal droid HAM with a Droid Repair Kit is /healDroidDamage. It would be nice if the /heal command couldbe overloaded and intelligent enough to know that when we're targeting a droid, it uses a droid repair kit so we don't have to have different heal macros hotkeys setup for healing creatures and for healing droids.

Message Edited by jefmes on 03-16-2004 01:20 PM




Rodo Doneeta (jefmes)
TCO - Smuggler - Chilastra
Owner of: Rodo's Automatons, Tsarin, Talus
Saving a respec to go home to Droid Engineering...

...when it's more useful!
TheRealTK421
Tue Mar 16, 2004 2:33 pm
#28






jefmes wrote:


Here's what I've seen so far, and I've made a combat R3 (pretty nice by the way), and a Droid Repair Kit - B


1. Using the droid repair kit makes an "eating" sound. We need some lightning, electricity, sparking sounds or somthing


Yes...this is just recycled sound content. No biggie, really. I'm sure that droid-specific repair sounds are likely a pretty low priority.


2. I used 2 lvl 6 armor modules (old ones granted, who knows if that makes a difference) in my R3. When I first undeeded him, he has no armor level, 20% resists. I fought with him, he got dropped, I stored him. When I took him back out he now has 40% resists. Really not sure what this means or how it's supposed to be! TK, if you can get some REAL clarification on how armor should be working that would be great!


It should be (at max.): AR=0, 20% resists

I'm am pretty sure that the fact you're seeing 40% when you call it the 2nd time is a /bug.



3. I had the R3 in melee attack mode (which I'll get back to, hurm..) and his circular saw was moving, and they were attacking each other, but visually they were about 40m apart. Didn't look right at all.


Hmmm....okay. I'll mention this.


4. Not really a bug I guess, but I don't like it. The "Ranged Attack Mode" command acts as a toggle. Why not make this a second command for ease of use? One command for ranged, one for melee - and the droid should STILL override your decision IMO if he's close to getting killed.


More bugs coming as I see 'em...




/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."


CaptVonbek
Tue Mar 16, 2004 2:51 pm
#29

maybe i missed it, but i looked quite close. I have a repair droid, adv treadwell. called Jim (ya geddit? maybe you need to be from UK). Well, he no longer works. i like repairing droid wounds wherever i see em, but he is now a useless hunk of arms and treads. Can anyone confirm this? is it only LE's that can repair now?
TheRealTK421
Tue Mar 16, 2004 2:52 pm
#30






Obo_alCan wrote:





TheRealTK421 wrote:

Okay..here's a possible /bug from me....


I made a 100-unit schematic of "Unit Delivery Charges". The factory stopped (and said it was done) at 50. I had the 'recipe' correct...it just made 50% of what the schematic called for...


Ouchies. /shrug



/bow

Respectfully,







Was it a@system_msg:manf_error_7 errorat all?



Nope. It finished normally...it just had only finished 50 crated items instead of 100 (as it should have).


/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."


Khalaermol
Tue Mar 16, 2004 2:54 pm
#31

I remembered reading that non-ch's would be able to have a droid and their pet out. I can only have one or the other out.


Am I rememberin' correctly?



Khal's Crap 6164, 5539 Rori just to the east of restuss Wanderhome
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Holocron said, " ...there's something oddly satisfying about running a game people pay to hate..."
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http://www.gamespy.com/articles/march04/galaxies/02/
http://www.gamespy.com/articles/march04/galaxies/03/
StrayCat1212
Tue Mar 16, 2004 2:54 pm
#32

Confirmed that one Level 6 Armor Module in a two armor slotted droid will yield AR0-40% resists. Basically, using one armor module is as good as using two.



Owee's General Store {Miratos Immortalis} - Master Droid Engineer
Naboo: +324, -4841. From any shuttle/starport on Naboo, take a shuttle to the metropolis Tal Valor. My vendor is in the -IM- Headquarters, west of the shuttleport.
Better business thru better advertising.
TheRealTK421
Tue Mar 16, 2004 2:57 pm
#33






jefmes wrote:


And another issue:


- The command to heal droid HAM with a Droid Repair Kit is /healDroidDamage. It would be nice if the /heal command couldbe overloaded and intelligent enough to know that when we're targeting a droid, it uses a droid repair kit so we don't have to have different heal macros hotkeys setup for healing creatures and for healing droids.



You should add this to the KB thread. ("/healDroidDamage".)


/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."


Malitevv
Tue Mar 16, 2004 3:01 pm
#34

The LE Repair Chassis no longer has any color palette options when you craft it.


/sigh


That was one of my best selling items as a DE: custom LE chassis in custom colors. But now, the palette is gone.





---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
StrayCat1212
Tue Mar 16, 2004 3:03 pm
#35

Here's another bug. Astromech droid attacking in melee with buzzsaw is too obscene. With the buzzsaw waving around and the jumping motion of the droid, it is like the R unit is humping the target's leg.



Owee's General Store {Miratos Immortalis} - Master Droid Engineer
Naboo: +324, -4841. From any shuttle/starport on Naboo, take a shuttle to the metropolis Tal Valor. My vendor is in the -IM- Headquarters, west of the shuttleport.
Better business thru better advertising.
jefmes
Tue Mar 16, 2004 3:08 pm
#36






TheRealTK421 wrote:





jefmes wrote:


Here's what I've seen so far, and I've made a combat R3 (pretty nice by the way), and a Droid Repair Kit - B


1. Using the droid repair kit makes an "eating" sound. We need some lightning, electricity, sparking sounds or somthing


Yes...this is just recycled sound content. No biggie, really. I'm sure that droid-specific repair sounds are likely a pretty low priority.


No nonoono...this is our main chance to get these things fixed now, "Droid Invasion" and all. Any clout we have will start waning as they move on the other professions - at the very least they should remove the sound effect until sometime more appropriate can be mapped in.


2. I used 2 lvl 6 armor modules (old ones granted, who knows if that makes a difference) in my R3. When I first undeeded him, he has no armor level, 20% resists. I fought with him, he got dropped, I stored him. When I took him back out he now has 40% resists. Really not sure what this means or how it's supposed to be! TK, if you can get some REAL clarification on how armor should be working that would be great!

It should be (at max.): AR=0, 20% resists

I'm am pretty sure that the fact you're seeing 40% when you call it the 2nd time is a /bug.


Ok, 20% max AR 0 is what I thought we were getting. What about how some of the older (and crappier!) droids are showing up at CL13 when examining them? Know anything about that?


3. I had the R3 in melee attack mode (which I'll get back to, hurm..) and his circular saw was moving, and they were attacking each other, but visually they were about 40m apart. Didn't look right at all.

Hmmm....okay. I'll mention this.

Thanks I'll try to get out there more and fight with him to see if this is the rule and not just a random thing, but it was doing it consistantly.


4. Not really a bug I guess, but I don't like it. The "Ranged Attack Mode" command acts as a toggle. Why not make this a second command for ease of use? One command for ranged, one for melee - and the droid should STILL override your decision IMO if he's close to getting killed.


No comment here?


More bugs coming as I see 'em...




/bow

Respectfully,







And, another bug while I'm here:


- I have a crate of standard probots from about a month ago. Probots still in the crate list HAMs at 813. When I take the deed out of the crate, they list at 645 HAM. Deeds from these same crates that were pulled before today still retain the 813 HAM.




Rodo Doneeta (jefmes)
TCO - Smuggler - Chilastra
Owner of: Rodo's Automatons, Tsarin, Talus
Saving a respec to go home to Droid Engineering...

...when it's more useful!
jefmes
Tue Mar 16, 2004 3:09 pm
#37






TheRealTK421 wrote:





jefmes wrote:


And another issue:


- The command to heal droid HAM with a Droid Repair Kit is /healDroidDamage. It would be nice if the /heal command couldbe overloaded and intelligent enough to know that when we're targeting a droid, it uses a droid repair kit so we don't have to have different heal macros hotkeys setup for healing creatures and for healing droids.



You should add this to the KB thread. ("/healDroidDamage".)


/bow

Respectfully,








Will do, it seems a little shaky right now, but I'll add that and the /healDroidWound command later today.




Rodo Doneeta (jefmes)
TCO - Smuggler - Chilastra
Owner of: Rodo's Automatons, Tsarin, Talus
Saving a respec to go home to Droid Engineering...

...when it's more useful!
Tarne_Monter
Tue Mar 16, 2004 3:18 pm
#38

The only oddity I've encountered so far isn't really a bug, just a convenience factor.

It would be nice if the deeds for combat droids listed damage range, to hit, and attack speed. That
way people know what they're buying, and so we can label the deeds better.



Tarne Monter from Elderhome, Naboo, Ahazi
Vendor "Tarne's Droids" in the Merchant Tent at 5680 4451 Naboo
Master Droid Engineer and Master Artisan
Smuggler 0/2/0/0

Kadaara, Naboo, TC
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Kollos
Tue Mar 16, 2004 3:29 pm
#39

It is no longer possible to customize Advanced Droid Chassis during the final step of crafting. The color options just aren't there anymore.


Dunno if this is a bug or not, but I was able to make a LOT of 100% Combat Modules using various resources. The resources I'm using are very good ones, but none of them have any stats that are 1000. My off-the-cuff guess is that these modules probably should have been closer to 92-94% and not 100%. This might be a side effect of the temporary 1-day crafting change. Just in case that's the case, I'm preparing a 1000-unit factory run of 100% combat modules so that I'll still have them available after the hotfix tomorrow morning. I might try to prepare a second run as well if I have time later. My 100% combat modules have module ratings of 25 and combat ratings of 110. Six of them in a pair of perfect combat clusters resulted in a cluster module rating between 101 and 105 (a couple of the clusters I made had some Amazing results in them) and combat ratings of 600, so combat rating is indeedcapped.


Stim C's and Stim B's are pretty close to one another in power. Using the same resources and similar (but not factory made, so not identical)subcomponents, I made a Stim B and a Stim C.The Stim B has 23 charges and about 1370 Energy. The Stim C has 25 charges and about 1270 Energy. I used Advanced Diagnostic Circuits and Advanced Capacitor Discharges in both stims, but only normal Unit Deliveries because I don't have either theIonite Intrusive Ore or Baradium Armorphous Gemstone required for the Advanced Unit Delivery.


What the Devs told us about the crafting change appears to be correct. If you only have one line to experiment on, you can get better results now than you could have gotten before. However, if you don't have superb resources or you're trying to experiment on multiple lines, it appears to me that your results will be significantly worse. All-in-all I'm glad they're hotfixing it back to normal tomorrow morning.


Non-DE related bugs:


Bank terminals close their windows at random on you. I was trying to use the slider to move some credits from my person to the bank and the window kept vanishing on me.


Imperial Patrols still don't give a rat's ass whether or not you are carrying sliced weapons.


The factory output hopper capacity bug is still alive and well - mine are down to an actualcapacity of 70 in the output hopper despite it still claiming to have a capacity of 100.


That's all for now...



Kollos Orcslayer : Master Droid Engineer : Master Artisan

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