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Thread: Confused
Do the targets appear white to you? Are ALL your missions in your data pad deleted? Relogged?
Try ALL those then drop another post.
Good luck!
Logging out doesn't fix anything. Maybe I wasn't logged out long enough, but I dont think it works.
Please post here if relogging has fixed you problem withnon-attackable targets. I'm really curious.
Ok, so my character on Corbantis is an aspiring Smuggler/Weaponsmith, and I have finally reached the point where I can create and run my own harvesters. So, being all excited, I built a Wind thingy and a harvester, slapped em down and got em running. That was last night. I logged back on today, to find that my harvester was no longer functioning. I checked the energy and maintenance, and they were good, so I pushed the "turn harvester on" button. It said "Resource Depleted, Shutting Down". Resource depleted eh? I'd never heard of something like that before. But I was cool with, figured I'd pull up and drop the thing soemwhere else, but when I switched on my surveying device the entire list of minerals had changed! Naboo now had a different set of minerals!
It hasn't set me back or anything, but I'm trying to figure out whats going on. I know that this is probably some thing that happens all the time that experienced Artisans know all about, but I've looked everywhere and can't find info on it. Someone please explain to me what happened, and the things that are affected by it.
Every once an a while resources on a planet will reset. Some resources will dry up completely and forever. But others will replace it, not always right away though. For example there was no Low grade ore on talus for a while and now, there's about 5 different kinds. And maybe next week it'll be down to 2. Or maybe up to 6 but they are all very low quality. Basically all the resources are changing all the time. It prevents people from having only their harvesters in the "prime" spot forever. And it also can make resources more vaulable but say having some really good quality steel one week and the next week there is only stuff with very low quality. That makes the steel from last week (if anyone held on to a bunch of it) very vauable to people who need high quality stuff. It also prevents people from making tons of schematics and then dropping the skills, because sometimes resources dry up completly and never come back. And the scematics are very specific when it comes to resources it has to be the EXACT same kind. So the DEVs can control the economy pretty effectively just by allowing certian resources to flood the markets at certian times and then letting them dry up other times. It's a whole new aspet of the game thatI think is pretty darn cool.
-Holymegabyte!
TahKillahz wrote:
im 2 2 1 1 in CH and it says i have a max pet level +35 and max number of pet levels +35....a friend gave me a full grown mountain squill thats lvl 34 yet when i try to call it says u dont have the skill to tame this creature...i dont get it..says right there that i do....bug?
Tame tree has 2 skill mods.
+ taming vicious creatures (aggressive)
+ taming wild creatures (non aggressive)
If you notice in your "My Skill Mods" box on your skills page in game, you'll see the skill mod + taming vicious creatures is lower than the +taming wild creatures skill mod. For this reason, most the time, you'll need one level higher in Tame to tame vicious creatures of the level you have skills for to tame a wild creature of the same CL.
Pretty much covers how im feeling atm. Basically this is why, i have dna sampling 4, rest of my BE skills are at 2/3 so i went to dath to get some rancor dna samples(and a bull rancor baby, which didnt happen) picked up 30 high quality samples from rancors /young rancors and went back to town to combine them. This is where i'm getting confused, i combined 5 high quality rancor dna , and for some reason im getting cl 20-30 no armor pets. Ive tried experimenting with aggression/phys, ive tried prowess, mental etc etc and for some reason i cant get the light armor to bleed over into a clone. Now i know im close and get that feeling that i almost got it right but am still missing something, so what the hell determines armor? ive heard various theories(and read a few here) has anyone got a solid equation=armor yet?
i did get a nice cl 30 with 10k ham, 45 kin tonight though
P
dazed and confused but having fun .
Hi Samaritan,
So the system is in a bit of flux at them moment, but assuming the problem is what it would have been a few days ago, I'll answer. (It may be something else we don't know about yet).
Rancor's have special protection and armor. Special protection comes through always averaged only with other special protection and ignoring any effective protection. It does it with a 40/25/5/5/25 split. So the physical DNA sample is the most important followed by prowess and agression. Special protection is unnaffected by experimentation. (Unlike effective protection which can be experimented but can only exist for a given trait in the absense of a special protect for that trait in the inputted DNA samples) Armor generally requires experimentation to appear. Specifically you need to experiment physical until the fortitude goes voer 500. When combined with special protection you will find the armor to be all or nothing. Below 500 it is absent above 500 it is present. With effective resists you would see the resists go up until you reached the threshold, at which point the armor would appearand the resistance would disapear again. You could then further raise the fortitude to get more resistances again.Hope this helps.
If your borderline on the 500 fortitude make sure to put your highest fortitude/physical sample in physical, the next two highest in prowess and aggression. Between them these 3 DNA traits make up for 90% of the fortitude/physical trait.