Shipwright Archive

Thread: IT IS HERE!!!!!!!!!!

Red-Dwarf
Fri Sep 02, 2005 5:10 pm
#14

server is getting very unstable


Did make some armour - 7.7k armour


Went mining, but a certain unnamed person got bored mining (it isn't as easy as a fighter, but we may need to work on technique)


We went off to kessel and took down one or two fighters, they damaged the shields but nothing serious (neither shield dropped below 50%, worse was an aggressor and a B-wingh both agroed on us).


Kessel crashed before we tried a vette






The Shiro Clan of TC -
...has successfully tracked Tiggs
...is still tracking down more bugs
NB: Any comments I make on TC code can and often do change
before they reach live and may not reach live at all, please read my
comments with that in mind.
Bucke-Thead
Fri Sep 02, 2005 5:22 pm
#15



IIscandar wrote:


EnFERn0 wrote:
Do us a favor and bugreport like mad about Energy Drain not getting a bonus on REing.




Maybe we could have someone check to see if it is still an issue




TC Patch notes:

Profession: Shipwright
Fixed a reverse engineering issue where the energy maintenance statistic was not applying the proper Reverse Engineering bonus.



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Red-Dwarf
Fri Sep 02, 2005 5:35 pm
#16






Bucke-Thead wrote:

TC Patch notes:

Profession: Shipwright
Fixed a reverse engineering issue where the energy maintenance statistic was not applying the proper Reverse Engineering bonus.



And it works too





The Shiro Clan of TC -
...has successfully tracked Tiggs
...is still tracking down more bugs
NB: Any comments I make on TC code can and often do change
before they reach live and may not reach live at all, please read my
comments with that in mind.
Obo_alCan
Fri Sep 02, 2005 7:00 pm
#17


Red-Dwarf wrote:
Went mining, but a certain unnamed person got bored mining (it isn't as easy as a fighter, but we may need to work on technique)



*grumbles about the pilot not being able to keep it in a straight line*

It's nice to have the two turrets side by side. If you want to know where they are on your existing ships, you will see two circles on the front on the ship just above the front thrusters. These are actual turret mount points that are on existing ship, but were just never used before.

I found it a bit awkward when the ship is pointing forward and you want to aim forward, as the turret has hit its 90 degree limit and you have to spin it around if you want to aim just off centre from one side to the other. So it was a bit hard to track down chunks as they fly away.

Also the muzzle flash of the mining lasers is still very annoying.





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Chavabegga
Fri Sep 02, 2005 9:20 pm
#18

Those are some flippin' awesome new stats. I can't wait to put those on my ship and take it up with a crew. Imagine the 5 weapons on a Y-8 with those elite guns. Take out any fighters shields with one hit.


The only problem I foresee is with a 16 regen, 10k shield power will take 10min to regenerate if you don't use cap to shield shunt a lot.


Any chance on getting the capacitor ratings? With 5 guns on a Y-8 that capacitor is going to be important and when trying to regen 10k shield shunting will be important too.



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AhrienTerrik
Sat Sep 03, 2005 1:01 am
#19

From the new TC Publish 24 notes:






Tiggs wrote:

Test Center
Pre-Publish 24

Profession: Shipwright



  • Fixed a reverse engineering issue where the energy maintenance statistic was not applying the proper Reverse Engineering bonus.

Quests



  • Fixed the Y-8 mining Ship Convoy Protection quest. Waypoints, quest ships, and pirates will all appear as they should.

Space



  • Fixed an issue where players were unable to move furniture up and down inside the Y-8 Mining Ship. Please feel free to decorate your mining vessels.
  • Increased the amount of resources given per asteroid chunk absorbed during space mining. It is now 40 units for pieces gathered with the tractor beam and 20 units for destroyed pieces.
  • Added two new front mounted turrets to the Y8 to improve its effectiveness. Now 5 people, including the pilot, can take control of the weapons on the Y8 for exciting mining and fighting action.

Multiplayer Ship Component Changes



  • To make multiplayer ships more formidable, major Elite component changes have been made. These changes will affect newly created Elite components.
  • All component and armor hitpoints on Elite components have been boosted to three times their previous values.
  • All asteroid resource requirements in Elite components have been halved from 1250 to 625.
  • Elite Booster speed and energy values have been increased.
  • Elite Boosters now take Liquid Petrochemical Fuel like other booster components. This fixes an issue with asteroid resources not providing all the required resource stats for these components.
  • Elite Capacitor energy and recharge values have been increased.
  • Elite Engine YPR (Yaw, Pitch and Roll) has been increased, giving multiplayer ships greater mobility through their engines.
  • Elite Engines now take radioactive ore instead of aluminum, like other engine components. This fixes an issue with asteroid resources not providing all the required resource stats for these components.
  • Elite Reactor generation rates have been increased.
  • Elite Shields have had their shield points increased significantly in front and back, as well as their recharge rate.
  • Elite Gauss Cannon, Null Bolt, and Railguns have all had their damage increased.








And from the original post:






AhrienTerrik wrote:


This post reviews all component schematics that use asteroid resources in an effort to identify the borked ones.

I'll first post the schematics that are not borked (meaning all stats required are in at least 1 resource used), and then the borked ones. The range for each stat is something I am still working on and it's out of the scope of this post, but is my believe that when the schematics are fixed we can then discuss if the range stats are good enough for pilots to use PoB ships.


Elite Booster (POB ship only)
Requires Steel, Aluminum, Silicaceous Asteroid, Methane Asteroid.
- This schematic is borked and using perfect resources you cannot ever experiment over 50% on the following stats due to the fact that they use 50% PE, a stat that none of the resources used has.
1. Experimental Booster Acceleration
2. Experimental Booster Consumption
3. Experimental Booster Energy
4. Experimental Booster Recharge Rate
5. Experimental Booster Speed


This one can be fixed by changing any metal used for an asteroid resource and a asteroid resource for Liquid Petrochem Fuel. FIXED


Any Cargo Hold
Requires 2 random Asteroid resources.
- This schematic is borked and using perfect resources you cannot ever experiment over 50% on the following stats due to the fact that they use 50% UT, a stat that none of the resources used has.
1. Experimental Hitpoints
2. Experimental Mass
3. Maximum Hold Capacity


This one can be fixed by changing any asteroid resource used for any metal or ore. From TC reports this one seems to be fixed, but there's no notes in the patch about this change,


Elite Engine (POB ship only)
Requires Steel, Acidic Asteroid, Carbonaceous Asteroid, Aluminum.
- This schematic is borked and using perfect resources you cannot ever experiment over 66% on the following stats due to the fact that they use 33% PE, a stat that none of the resources used has.
1. Experimental Pitch
2. Experimental Roll
3. Experimental Yaw
- This schematic is borked and using perfect resources you cannot ever experiment over 50% on the following stats due to the fact that they use 50% PE, a stat that none of the resources used has.
4. Experimental Speed


This one can be fixed by changing any metal used for an asteroid resource and a asteroid resource for Radioactive. FIXED


Mark I & Mark II Mining Laser
Requires Iron Asteroid, Organometallic Asteroid, Methane Asteroid, Carbonaceous Asteroid.
- This schematics is borked and using perfect resources you cannot ever experiment over 50% on the following stats due to the fact that they use 50% PE, a stat that none of the resources used has.
1. Experimental Armor Effectiveness
2. Experimental Damage Max
3. Experimental Damage Minimum
4. Experimental Firing Rate
5. Experimental Shield Effectiveness
- This schematics is borked and using perfect resources you cannot ever experiment over 50% on the following stats due to the fact that they use 50% CD, a stat that none of the resources used has.
6. Experimental Energy Maintenance
7. Experimental Energy Per Shot
- This schematic is borked and using perfect resources you cannot ever experiment over 33% on the following stats due to the fact that they use 66% UT, a stat that none of the resources used has.
8. Experimental Armor Hitpoints
9. Experimental Hitpoints
10. Experimental Mass


This one can be fixed by changing two asteroid resources used for Radioactive and Steel.


Mark III Mining Laser
Requires Iron Asteroid, Organometallic Asteroid, Methane Asteroid, Carbonaceous Asteroid.
- This schematics is borked and using perfect resources you cannot ever experiment over 50% on the following stats due to the fact that they use 50% PE, a stat that none of the resources used has.
1. Experimental Armor Effectiveness
2. Experimental Damage Max
3. Experimental Damage Minimum
4. Experimental Firing Rate
5. Experimental Shield Effectiveness
- This schematics is borked and using perfect resources you cannot ever experiment over 50% on the following stats due to the fact that they use 50% CD, a stat that none of the resources used has.
6. Experimental Energy Maintenance
7. Experimental Energy Per Shot
- This schematic is borked and using perfect resources you cannot ever experiment over 33% on the following stats due to the fact that they use 66% UT, a stat that none of the resources used has.
8. Experimental Armor Hitpoints
9. Experimental Hitpoints
10. Experimental Mass


This one can be fixed by changing two asteroid resources used for Radioactive and Steel.


Elite Mining Laser (Y8 only)
Requires Iron Asteroid, Diamond Asteroid, Methane Asteroid, Carbonaceous Asteroid.
- This schematics is borked and using perfect resources you cannot ever experiment over 50% on the following stats due to the fact that they use 50% PE, a stat that none of the resources used has.
1. Experimental Armor Effectiveness
2. Experimental Damage Max
3. Experimental Damage Minimum
4. Experimental Firing Rate
5. Experimental Shield Effectiveness
- This schematics is borked and using perfect resources you cannot ever experiment over 50% on the following stats due to the fact that they use 50% CD, a stat that none of the resources used has.
6. Experimental Energy Maintenance
7. Experimental Energy Per Shot
- This schematic is borked and using perfect resources you cannot ever experiment over 33% on the following stats due to the fact that they use 66% UT, a stat that none of the resources used has.
8. Experimental Armor Hitpoints
9. Experimental Hitpoints
10. Experimental Mass


This one can be fixed by changing two asteroid resources used for Radioactive and Steel.


Tractor Beam
Requires Iron Asteroid, Crystal Asteroid, Methane Asteroid, Carbonaceous Asteroid.
- This schematic is borked and using perfect resources you cannot ever experiment over 50% on the following stats due to the fact that they use 50% PE, a stat that none of the resources used has.
1. Experimental Firing Rate
- This schematic is borked and using perfect resources you cannot ever experiment over 50% on the following stats due to the fact that they use 50% CD, a stat that none of the resources used has.
2. Experimental Energy Maintenance
3. Experimental Energy Per Shot
- This schematic is borked and using perfect resources you cannot ever experiment over 33% on the following stats due to the fact that they use 66% UT, a stat that none of the resources used has.
4. Experimental Armor Hitpoints
5. Experimental Hitpoints
6. Experimental Mass


This one can be fixed by changing two asteroid resources used for Radioactive and Steel.



Hope this helps the devs realizing the desing mistakes of the 50% of the new RotW component schematics.






This patch is a dream make true for all SW, but I was wondering if a small effort could be done and the last borked schematics be fixed before this patch goes live.

We SW salute you, DP.

Message Edited by AhrienTerrik on 09-03-2005 09:59 AM





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czaeba
Sat Sep 03, 2005 1:06 am
#20

Wow, this is great news, thanks!




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Middenface
Sat Sep 03, 2005 2:10 am
#21

/salute Red-Dwarf. As ever, you are a great asset to the SW community.

/Congratulatory slap on the back for Ahrien and getting at least some of his points adressed.

/Salute IIscandar for always plugging away and doing a great job on all our behalf.

/Hug Darth_P and let him know if it wasn't for the whole 'wrong gender' thing I would have his babies

I tell you - if the rest of the Dev team was as attentive as these guys, the game would be in a lot better shape
Red-Dwarf
Sat Sep 03, 2005 2:35 am
#22

Careful what you wish for...




AhrienTerrik wrote:

From the new TC Publish 24 notes:

And from the original post:



Mark I & Mark II Mining Laser
Requires Iron Asteroid, Organometallic Asteroid, Methane Asteroid, Carbonaceous Asteroid.
This one can be fixed by changing two asteroid resources used for Radioactive and Steel.


Iron and Organometallic asteroids switched for Radioactive and Steel



Mark III Mining Laser
Requires Iron Asteroid, Organometallic Crystal Asteroid, Methane Asteroid, Carbonaceous Asteroid.
This one can be fixed by changing two asteroid resources used for Radioactive and Steel.


Iron and Methane asteroids switched for radioactive and steel



Elite Mining Laser (Y8 only)
Requires Iron Asteroid, Diamond Asteroid, Methane Asteroid, Carbonaceous Asteroid.
This one can be fixed by changing two asteroid resources used for Radioactive and Steel.


Iron and Methane asteroids switched for radioactive and steel



Tractor Beam
Requires Iron Asteroid, Crystal Asteroid, Methane Asteroid, Carbonaceous Asteroid.
This one can be fixed by changing two asteroid resources used for Radioactive and Steel.


Iron and Methane asteroids switched for radioactive and steel











Tiggs didn't give full details in the patch notes, but those schems have been changed.





The Shiro Clan of TC -
...has successfully tracked Tiggs
...is still tracking down more bugs
NB: Any comments I make on TC code can and often do change
before they reach live and may not reach live at all, please read my
comments with that in mind.
OvMan32
Sat Sep 03, 2005 4:23 am
#23

/hug devs


*drool* Y-8 ship....5 guns....max 5000 damage......10k sheilds.......pwnage..muahahahaha


The beginnings of a cap ship




/\.Ovion Sherman./\
/.....\CM/Rifleman./.....\
/....N...\ Death becomes you.../...N....\
Red-Dwarf
Sat Sep 03, 2005 4:33 am
#24





OvMan32 wrote:

/hug devs


*drool* Y-8 ship....5 guns....max 5000 damage......10k sheilds.......pwnage..muahahahaha


The beginnings of a cap ship



No loot box - and that is looking more like it is intentional to prevent the Y-8 being a 'cap ship' and to keep it a mining ship.


Of course could have some interesting PvP in it - if you try and evade your gunners aren't going to be able to hit anything, so you have to fly straight and level...sitting duck anyone?


Anyway - I need to go make some more guns and then see if we can take on an ISD? might start with a vette - we were going to try but kessel crashed on us




The Shiro Clan of TC -
...has successfully tracked Tiggs
...is still tracking down more bugs
NB: Any comments I make on TC code can and often do change
before they reach live and may not reach live at all, please read my
comments with that in mind.
OvMan32
Sat Sep 03, 2005 4:56 am
#25






Red-Dwarf wrote:





OvMan32 wrote:

/hug devs


*drool* Y-8 ship....5 guns....max 5000 damage......10k sheilds.......pwnage..muahahahaha


The beginnings of a cap ship



No loot box - and that is looking more like it is intentional to prevent the Y-8 being a 'cap ship' and to keep it a mining ship.


Of course could have some interesting PvP in it - if you try and evade your gunners aren't going to be able to hit anything, so you have to fly straight and level...sitting duck anyone?


Anyway - I need to go make some more guns and then see if we can take on an ISD? might start with a vette - we were going to try but kessel crashed on us






True, but wouldnt the same thing be said generally about the Regular POB's gunners(deci,nova, etc)? Its almost impossible to hit anything while evading in them so POBs would be sitting ducks too. Of coarse im not all that familiar with Y-8 guns..


Grr...40min for TC dling....






/\.Ovion Sherman./\
/.....\CM/Rifleman./.....\
/....N...\ Death becomes you.../...N....\
Obo_alCan
Sat Sep 03, 2005 5:06 am
#26


OvMan32 wrote:
so [other] POBs would be sitting ducks too.

Ture, but it is even more so for the Y-8. That thing is massive, you'd have to try your best not to hit it.

But I imagine it could rip you to shreads if it came straight for you. Four elite guns all facing forwards. I wonder how long it would take to take out a gunship.





Obbo al'Can Master Artisan, Master Shipwright, Master Droid Engineer
al'Can Droids 775 -3955 Coronet

Oboal Master Commando. Master Swoop Racer!
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