Pilot Archive
Thread: Help with overload programs?
The majority of what you need to know about Droid/ Flight Computer commands is in the ingameholocron under Space.
I don't know doo many people that do not use these 5 programs.
- reactor overload - needed to support the other overloads
- Capacitor overload - prevents your weapons from draining your capacitor and provides extra energy for the shield shunt
- engine overload - makes your engine perform better, faster forward speed and YPR
- Weapon overload - makes your weapon(s) hit harder
- capacitor to shield shunt - transfers all your capacitor energy to your shields (PANIC!! button refreshes very quickly compared to other droid programs)
There are several other droid programs that can be used but these are thetop 5. Since your droid/FC has limited RAM you can't load every program in the game into them. I do know the top 5 fit in the memory at whatever droid/FC level you use.
The ingame holocron explains how to load and use them.
Message Edited by AzzixxSWG on 07-05-2005 09:54 AM
Astromech/Flight Computer Data Storage and Speed (provided by SciguyCO)
Most droid commands, unless otherwise stated, will execute in (Interface Speed * Level of Command) seconds. That is, with a 15.0 speed interface, level 1 commands take 15 secs, level 3 take 45, level 4 take a minute. Overload routines of all levels were tested to take (Interface Speed * 5) seconds, either by bug or design. Droid commands will not "wear out" over time like ground-side buffs, but last until reset by a pilot command, death, landing on a planet, or being overridden by another droid command.
Mute Droid
Data Size: 5
Keeps your droid from making random noises
REBEL ROUTINES
Data Size: 5
Redistributes shields to 100%/100% of normal hitpoints and regeneration rate
Shield Front/Rear Adjustment
Light
Data Size: 5
Redistributes shields to 120%/80% of normal hitpoints and regeneration rate
Moderate
Data Size: 10
Redistributes shields to 130%/70% of normal hitpoints and regeneration rate
Heavy
Data Size: 20
Redistributes shields to 140%/60% of normal hitpoints and regeneration rate
Extreme
Data Size: 25
Redistributes shields to 150%/50% of normal hitpoints and regeneration rate
Shield Front/Rear Reinforcement
Note: if there is less damage to the recipient shield bank than is being transferred in, the remainder is lost; that is, if you're sending 250 points from front to rear shields but only 100 points of rear shield damage have been incurred, the front shields will still lose 250 points.
Light
Data Size: 5
Redistributes 25% of existing power from one shield bank to the other
Moderate
Data Size: 10
Redistributes 50% of existing power from one shield bank to the other
Heavy
Data Size: 20
Redistributes 75% of existing power from one shield bank to the other
Extreme
Data Size: 25
Redistributes 100% of existing power from one shield bank to the other
Emergency Shields (provided by Atanmir)
All the surplus energy is lost. Command time is 3*droid interface command speed.
Front
Data Size: 35
Redistributes 75% of existing power from back shield bank to front and 75% of remaining capacitor energy to front shield.
Rear
Data Size: 35
Redistributes 75% of existing power from front shield bank to back and 75% of remaining capacitor energy to back shield.
PRIVATEER ROUTINES
Data Size: 5
Resets reactor to default settings
Level One
Data Size: 5
Increases reactor output by 15%; incurs damage on the reactor
Level Two
Data Size: 10
Increases reactor output by 30%; incurs damage on the reactor
Level Three
Data Size: 20
Increases reactor output by 60%; incurs damage on the reactor
Level Four
Data Size: 25
Increases reactor output by 90%; incurs 30 damage on the reactor, which will cause decay
Capacitor Overload (provided by Coreena)
Level One
Data Size: 5
Maximum energy increased 25%, recharge rate increased 50%, incurs 2 damage
Level Two
Data Size: 10
Maximum energy increased 50%, recharge rate increased 100%, incurs 4 damage
Level Three
Data Size: 20
Maximum energy increased 75%, recharge rate increased 200%, incurs 8 damage
Level Four
Data Size: 25
Maximum energy increased 100%, recharge rate increased 300%, incurs 16 damage, which will induce decay
Capacitor to Shield Shunt (inferred from data provided by Loki_Ashaman)
Level One
Data Size: 5
Converts 25% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost
Level Two
Data Size: 10
Converts 50% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost
Level Three
Data Size: 20
Converts 75% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost
Level Four
Data Size: 25
Converts 100% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost
IMPERIAL ROUTINES
Data Size: 5
Resets weapons to default settings
Weapons Overload (numbers update from Imaridril)
Level One
Data Size: 5
Increases weapon damage by 50% and energy per shot and reactor drain by 43% (n/.7); incurs damage on all weapons
Level Two
Data Size: 10
Increases weapon damage by 100% and energy per shot and reactor drain by 100% (n/.5); incurs damage on all weapons
Level Three *currently understood to be bugged*
Data Size: 20
Increases weapon damage by 150% and energy per shot and reactor drain by 333% (n/.3); incurs damage on all weapons
Level Four
Data Size: 25
Increases weapon damage by 200% and energy per shot and reactor drain by 1000% (n/.1); incurs damage on all weapons, and may induce decay, needs confirmation
Engine Overload
Level One
Data Size: 5
Increases maximum speed and turning rates by 10% and reactor drain by 43% (n/.7); incurs damage
Level Two
Data Size: 10
Increases maximum speed and turning rates by 20% and reactor drain by 100% (n/.5); incurs damage
Level Three
Data Size: 20
Increases maximum speed and turning rates by 30% and reactor drain by 333% (n/.3); incurs damage
Level Four
Data Size: 25
Increases maximum speed and turning rates by 40% and reactor drain by 1000% (n/.1); incurs damage that will induce decay
Weapons Tuning (numbers are mostly inference and guessing at this time, data from testing def. needed)
Level One
Data Size: 5
Decreases damage and capacitor use by 10%, reactor drain by 30% (n*.7)
Level Two
Data Size: 10
Decreases damage and capacitor use by 20%, reactor drain by 50% (n*.5)
Data Size: 20
Decreases damage and capacitor use by 30%, reactor drain by 70% (n*.3)
Data Size: 25
Decreases damage and capacitor use by 40%, reactor drain by 90% (n*.1)
Data Size: 5
Decreases max speed and turning rates by 10%, reactor drain by 30% (n*.7)
Level Two
Data Size: 10
Decreases max speed and turning rates by 20%, reactor drain by 50% (n*.5)
Data Size: 20
Decreases max speed and turning rates by 30%, reactor drain by 70% (n*.3)
Data Size: 25
Decreases max speed and turning rates by 40%, reactor drain by 90%(n*.1)
The higher lvl Command = more damage to your part when executed.
Littlerodman wrote:
wow, thanx a lot, was expecting people to yell at me for being stupid or something, thanks for the help
Droids and commands are not exacly strait forward. I know very few people that have figgured it out on there own.
OH, after every use of your ship with the overloads make sure you repair at a station before you land. The overloads do very slight damage to your components but it does add up. For example, I use a level 1 reactor in my crimson tie. I will burn out one of these reactors in a weeks time just from overload damage. Even though I repair it it still decays, repairs will allways lower maximum condition. If I forget to repair the next time I run reactor OL I see the condition goto 50%, if I run another overload my whole ship will shut down to the point where I have to self destruct/repair (major damage dealer) or strip/re-deed the ship to make it work again.