Droid Engineer Archive
Thread: Centralized Droid Issues
I'm not 100% sure on this but it may well depend on whether there were any players in range (where you left it) to keep it from auto-storing.
TheWolfen wrote:
I haven't seen any mention of this, so here it is. My barker protocol droid stored itself when I traveled to another planet. From everything I've read that is not supposed to happen. I'll try to see if this repeats later today - right now I gotta get away from the game for a little while.
On TC, a Merchant was able to go off-world and have the Barker keep barking. However, there was a player there nearby making sure that this was going to happen. The existence of that player in range may have been what made this functionality possible.
If that's the case, then placing the Merchant in an empty area will cause it to store. In addition, if there are players in range that leave the range (and you are off-world) that may force the auto-store as well. I'll keep an eye on the Merchant focus thread for info/reports on this.
/bow
Respectfully,
Addendum: (wish I could edit)
I've had this confirmed by two others, that is, they saw the droids as gold and not the correct color.
Aobir wrote:
When Protocol droids are customized, many people see the default color. For example, I've sold people blue Protocol droids, only to appear gold when they came out to my eyes (the customer reported it was blue). Examine shows these droids at their correct color, however the game screen does not.
I can kind of confirm this. Something very screwy is going on with the colorisation of Protocol Droids.
I built a Metallic purple protocol droid for a friend (to use as a Disco Playback Droid, hence the funky color!), however when he used the deed for the first time, it became Red, and has remained red ever since..
Also, if you color an R3 Adv. Droid with both frame and trim set to white, when you next call the droid from your Datapad, the frame color is completely different (mine became pale green)..
Gorantoth wrote:
Thanks for all the updates folks. Keep up the great work.
Gorantoth
Back on the issue of repair modules..I know for sure that my Pre-7 R3 unit can repair fine..but I do remember I had to reprogram the repair command for it to work, and if I also remember right I had to actually change the command (which had been 'repair') to 'fix' - - and then it worked fine.
Small but significant maybe?
Pardon my intrusion. I have been trying to find out the answer to a question.
When the droid publish was announced, I could have sworn I saw that storage modules would be stackable, thus making droids quite useful for those of us crafters who travel or need to have specialized resources at hand.
SO, as soon as the publish went live I excitedly contacted my local DE and ordered 3 droids, 2 with only storage and 1 with barker and crafting station modules.
However, it appears that only 1 storage module works in each droid
Is this as intended? Did I perhaps mis-read the publish info I saw posted?
Thank you for your time. I understand the heartache you all are having, we tailors have much to grumble about as well. Sad to see that soe consistently pushed the devs for new content in their games, and neglects to fix or perfect the existing stuff.
Not sure if this was reported already, but...
BUG:
When crafting Droid Detonation Modules... if you put them into a droid 1 at a time, and not in a socket cluster, they seem to be more effective than if you put them into a socket cluster.
Just as an example... I made an MSE droid, Advanced model with 2 detonation mods. The detonation rating came to 37. Then I made an R3 droid, Advanced model, and installed 5 detonation mods total. The rating came out to 44. Something isn't right there. It seems to lose a considerable amount of effectiveness if you put it into a cluster, and it shouldn't.