Droid Engineer Archive
Thread: Droid Focus (Fixes/Changes and Issues): Information, discussion and bug-reporting (04/24/04)
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TheRealTK421
Sun Apr 18, 2004 5:40 pm
#1
Fellow DEs,
I now present the work-up of a 'focus thread' on the upcoming Publish 8 changes not associated with any of
the announced utility modules. If you're checking here for info on any of the new droid modules, use the link below to
use the appropriate thread link provided.
the announced utility modules. If you're checking here for info on any of the new droid modules, use the link below to
use the appropriate thread link provided.
The posted discussion/focus threads for the new 'utility' droid modules can be found in the
href=http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=80124 target=_blank>Publish 8
"Hot Topics!" thread.
href=http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=80124 target=_blank>Publish 8
"Hot Topics!" thread.
This is the last of the Publish 8 focus threads, since all announced changes are now in place (as of posting
this last thread).
this last thread).
When posting in this thread, try to make sure that you reference the point (below) that is pertains to...just in
case.
case.
Note: The information in this thread will be updated as needed and represents
only our best information on the current state of the items (as reported from
personal experience and TC DEs reporting in). Any aspect of the information can and may change up to its release to
Live and after.
only our best information on the current state of the items (as reported from
personal experience and TC DEs reporting in). Any aspect of the information can and may change up to its release to
Live and after.
If you find information that's false or misleading, let me know so I can update the section below.
Enjoy!
/bow
Respectfully,
Publish 8 - Items not tied to the new utility droid modules:
- Droid deeds now have the appearance of the droids they represent and are
customizable. The customization will carry over to the droid pet when generated. (Correspondent Issue)
This appears to be functioning. The issue that remains is that I still see some droids not
retaining their selected coloring (during deeding) when the user selects "Ready Droid Unit". 2 out of 3 droid deeds
used by the Tailor Corr. last night (or the night before) had their correct, selected coloring that I had chosen when
building the deed.
The other (an R3 Adv.) did not have its coloring. This has been reported already and should be seeing some designer
attention this week to get it nailed down.
I can also state that the Protocol droids should also be able to be customized. Yes, that's right...no more
"Goldenrod" or silver only. I would suggest checking out the black Protocol model with red eyes.
- Fixed Droidsmith Tool Belt schematic to use the proper item in the Tool Set slot
Pretty straightforward. I do not know how the fix was done yet...nor have I heard a 100%
confirmed report that this is the case (but am working on getting such).
- Fixed a problem with installed modules not displaying properly when examining droid deeds and control
devices.(Correspondent Issue)
For the testing I've done, this appears to be working properly. Any crafting station, med
module, storage, Ent. lighting effects modules, etc. all show up on the droid deed or when selecting the droid in your
Datapad.
There are, however, MANY possible combinations of droids that could be built so it might be possible that some
strange combination would not work (which has not yet been tested). - Socket clusters should now correctly display installed crafting stations, effects, and barker modules (TC Notes:
04/23)
- Made "Recharge" the default option on the "Droid Options" menu. (TC Notes: 04/23, part 2)
Pets:
- Anyone can use a droid customization kit on a droid pet (although experienced droid engineers will have more
customization options available). (Correspondent Issue)
These now function just as if they were vehicle customization kits. Only DEs can craft them
but anyone can use them. I do not yet know how many color options non-DEs will see when using this kit (but will
update when I do).
- Droid customization kits now have an extended lifespan before the custom colors fade. (Correspondent Issue)
The current testing on TC shows that you will 20 'calls' for the selected paint job when the
"Ready Droid Unit" (tame) radial menu selection occurs. If you later use a Droid Customization Kit (anyone can do
this, remember), that number changes to 50.
- Displaying remaining battery power when examining a droid pet (Correspondent issue)
When you select the "Examine" option, or select the droid in your Datapad, you'll see a
"Battery Power" rating listed in %. Pretty straightforward (and...........it does work for pre-P8 droids, from what I've
tested).
- Increased the effectiveness of combat droids so that they are more effective.
Droids that contain combat modules will now have a higher DL/CL rating. A few examples of
this on TC have been a DL19 and DL18 LE and R-series droids. So...our combat droids appear to have a new
window of about DL17-20, depending on the stats you get. I foresee this upping our droid repair kit market as well,
since these willMessage Edited by TheRealTK421 on 04-24-2004 07:35 AM
Faymar
Mon Apr 26, 2004 10:22 am
#2
* Increased the effectiveness of combat droids so that they are more effective.
I understand that this is not retroactive but has anyone confirmed that the increasedoes occur when making a new droid with combat modules/clusters made pre-patch?
It's only just struck me that I've not seen a reference to crated/old subcomponents being used to make a new droid.
Jenden
Mon Apr 26, 2004 10:52 am
#3
I used old components and it wasn't any problem. From what I've seen just about anything will make a droid with the new stats (including an old droid in deed form, which should come out as if it were crafted with the new system).
jemelby
Mon Apr 26, 2004 11:15 am
#4
About the old droids in deed form... I presume they still look like deeds? They do not convert to the "looks-like-a-droid" deed form?
Jenden
Mon Apr 26, 2004 11:24 am
#5
That I'm not sure about, didn't have any deeds made beforehand myself.
AudioOrgana
Mon Apr 26, 2004 2:23 pm
#6
TheRealTK421 wrote:
Fixed a problem with installed modules not displaying properly when examining droid deeds and control devices.(Correspondent Issue)
For the testing I've done, this appears to be working properly. Any crafting station, med module, storage, Ent. lighting effects modules, etc. all show up on the droid deed or when selecting the droid in your Datapad.
There are, however, MANY possible combinations of droids that could be built so it might be possible that some strange combination would not work (which has not yet been tested).
This needs to be addressed for combat droids.
"Combat rating : 545" means nothing to most players, and is especially confusing when a 545 on a Probot is not the same as a 545 on a R3.
It's asking us to sell blind, and forces us to waste droids and datapad space "testing" the combat ratings in order to effectively sell.
The combat statistics need to be put on the deed.
You wouldn't buy a T21 without knowing it's damage/speed - we can't expect people to buy droids as weapons without knowing the same thing.
AO
GnomeAd
Tue Apr 27, 2004 12:04 am
#7
Jenden wrote:
That I'm not sure about, didn't have any deeds made beforehand myself.
I'll check when I get home tonight. I think I had a few MSE deeds in my inventory.
TheRealTK421
Tue Apr 27, 2004 12:13 am
#8
jemelby wrote:
About the old droids in deed form... I presume they still look like deeds?
No....they should takeon the avatar of the droid (at least the ones that Drashk left about pre-P7 did).
They do not convert to the "looks-like-a-droid" deed form?
For me, they did (convert to the "looks-like-a-droid" deed form).
/bow
Respectfully,
Droidmastur2
Sun May 02, 2004 3:54 pm
#9
The Maintenance Modules do not seem to show in the socket-clusters, i have only tried it with the lvl 3 module but my guess is that its the same with all three lvl's.
And thats all i have to say about that.
Tilds Truzzom, Infinity
progman63
Fri May 07, 2004 2:09 am
#10
(posted to wrong thread)
Noticed 2 things tonight.
1. Made a whole bunch of effects modules and put them all into General Sockets.
A 'combat-capable' chassis will not take General Sockets - only Combat Sockets.
Since 'combat-capable' chassis will take non-combat modules in their combat-capable service slots,
why won't they take General Sockets with non-combat modules in their combat-capable socket slots???
why won't they take General Sockets with non-combat modules in their combat-capable socket slots???
(say THAT 5 times fast....)
Doesn't make any sense, and it will be a real pain if we have to stock both General Sockets AND Combat Sockets
with the exact same non-combat modules in them depending on what chassis we might use just because of this quirk.
2. After I made some Combat Sockets with effects modules in them, I built an Adv R3 with every effects module
and ran down to our player Cantina in Sapphire Lake on Chimeara, Naboo to try them out. Alas, "not entertainer" .
In any case, I called the R3 on the stage and Set 3 or 4 patrol points around the stage for it to follow - dance .
=> When I gave the Patrol command the silly thing kept running back and forth between my current location on the stage and the closest 2 patrol points on the stage as I moved around.
=> When I moved off the stage, the thing popped to my current location inside the structure and then started wandering around between 2 unset/unknown patrol points elsewhere in the Cantina.
=> When I ran outside the thing popped to my current location outside the structure and then tried to run back inside the Cantina, getting stuck on the ramp, and eventually popping inside, wandering around, and then popping back outside to my current location outside the structure (it was targeted and I could see the reticle moving around inside).
=> When I ran back inside the Cantina it reverted to its previous mode where it wantered around inside the structure.
=> When I ran back up on the stage it reverted to its previous mode where it ran back and forth between the closest 2 patrol points on the stage and my current location on the stage.
"I think it's got a faulty motivator unit."
Doesn't make any sense, and it will be a real pain if we have to stock both General Sockets AND Combat Sockets
with the exact same non-combat modules in them depending on what chassis we might use just because of this quirk.
2. After I made some Combat Sockets with effects modules in them, I built an Adv R3 with every effects module
and ran down to our player Cantina in Sapphire Lake on Chimeara, Naboo to try them out. Alas, "not entertainer" .
In any case, I called the R3 on the stage and Set 3 or 4 patrol points around the stage for it to follow - dance .
=> When I gave the Patrol command the silly thing kept running back and forth between my current location on the stage and the closest 2 patrol points on the stage as I moved around.
=> When I moved off the stage, the thing popped to my current location inside the structure and then started wandering around between 2 unset/unknown patrol points elsewhere in the Cantina.
=> When I ran outside the thing popped to my current location outside the structure and then tried to run back inside the Cantina, getting stuck on the ramp, and eventually popping inside, wandering around, and then popping back outside to my current location outside the structure (it was targeted and I could see the reticle moving around inside).
=> When I ran back inside the Cantina it reverted to its previous mode where it wantered around inside the structure.
=> When I ran back up on the stage it reverted to its previous mode where it ran back and forth between the closest 2 patrol points on the stage and my current location on the stage.
"I think it's got a faulty motivator unit."
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