Items And Loot Archive

Thread: Tape Bug

Zyano
Mon Aug 22, 2005 2:34 pm
#1

Strangest thing happened the other day... and it is possible that somewhere in the recent updates I may have skimmed over it and not seen it...


I have a hat with a +4 artisian experimentation and so decided to drop a new tape on that I aquired that had an Artisan Assemble +6 and Bleed Defence+9... my hat only has the +4 and the +9...


I remeber back before CU that there was always this problem with the 2nd ability of a tape not being listed as part of your abilities... I am guessing the DEVS never corrected this problem with the tapes so instead of having +4, +6, and a +9 on a two slot hat or I can only put two tape effects on a 2 slot hat?


I need to have this clarified so I dont end up wasting some decent tapes on my Bioenhanced shirt and regret every using tapes...
LuckyB
Mon Aug 22, 2005 2:46 pm
#2

each mod on the tapes now takes 1 slot on the item, so 2 mods on a tape would requier 2 slots.



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droid327
Tue Aug 23, 2005 2:29 am
#3

the highest mods stick first on clothing that doesnt have enough slots for all the mods on the SEA



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LadyDeath101
Tue Aug 23, 2005 5:06 am
#4

if you have one remaining slot left on your hat, the highest mod of the sea will go into that slot.


But if there are two slot left, both mod should go into the hat.





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MrHawat
Tue Aug 23, 2005 1:20 pm
#5


I am new to this tape thing. I was told that if I have a +10 mod and another +10 with the same mod I should not put them in the same piece because they will not stack. Is ths correct? If there are enough slots in the piece could I put a different piece in with two different mods and get say 10+ engine experimentation, +15 Chassis experimentation, and +19 weapon experimentation by adding a +15 chassis/+20 weapon system SEA?

Aysoru
Tue Aug 23, 2005 1:27 pm
#6


Actually, all mods should stick if you have the sockets for them. If not, then the highest mods will stick. However.....a little wrench in it all.... If you own let's say a hat with +5 pistol defense, +8 melee defense, and +2 Droid Speed and you try to drop a +12 pistol defense, +8 artisan assembly CA on it...... the +8 artisan assembly mod will stick instead, I'm guessing ONLY because it is a mod that is not already on there. And my polearm speed mods did stack with the correct number of sockets. Hope that helps you.
Zyano
Thu Aug 25, 2005 11:04 am
#7

Much Thanks for the clarification...


This does explain alot about where I got lost at... DEVS do amazing things... but anyway that does help me better plan out how to use my tapes and to reorder a new hat with 4 slots Next time.


As to the previous stack questions:


As far as I know you can place tapes with same abilities on the same piece of clothing so that +10 +10 of different tapes need to go on seperate clothing to even count towards the +25 limit the tapes can go to. That would mean you could place on on your shirt another on a hat and still have room for a +5 or more tape on a pair of gloves.


Aysoru did clarify another bit of confusion... back before CU tape abilities had this thing that when drop the First ability of the tape wasnt registered for some reason but the second on would even if you did see both tapes... whether or not the DEVS did correct this one >shrug< I will not be sure till I start to waste my valuable tape stock on myself be for unleashing the scraps onto the public. But in Logical Theory the highest one should stick but in reality it may not even be seeing the first one thus the +8 buff to your clothing.


Again thanks for the replies to my inquiry.


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