Shipwright Archive

Thread: Gathering Issue/Bug Information

PanzerGR
Fri Nov 05, 2004 10:55 pm
#40

im actually making afew parts quite good compared to looted.


i have mark 4 reactors with 16260 generation, mark 3's at 14200+


missles r real good, weapons r real good.....


my #1 biggest problem is capacitors. Im makign level 7 caps that are WORSE than level 3 looted. Player crafted capacitors have got to go UP in level......id otn think looted should be brougth down, i think crafted have to go UP.



Boosters and Engines it just seems hard to experiment on enuff stuff to bring them in line with looted. I can almost always beat a looted engines speed.....btu i cant beat it in multipel categories. Looted should probably be a bit betetr on engines, but i think it should be easier to experiment them so you cna hit speed, pitch/yaw/roll and mass/maintenance at least a bit. Either that r just raise the basic standard for crafted engine an dboosters





I noticed a abd bug on Booster Heavy Cells. YOu get an enegry bonus upon experimentation......but there is no loss of consumption rate. YOu basically get a free boost to the energy withotu a negative side effect as should eb happening.




"Honor is a virtue of the truly strong"

~~BLACKHART: FURY GM / Elite and kicka$$ Privateer Pilot. Master Shipwright.~~
******Mos Furiosis, tatooine. -323 3779*******

~~Check out Aly's Loot vendor behind my shop!~~

KyieSilver
Sat Nov 06, 2004 12:19 am
#41


  • Crafted components having names truncated


  • Crafter Identification being removed
  • No "Ships" category for merchants

  • To me, these are flat-out THE most important issues.



    Shipwrights are CRAFTERS. If our vendors don't show up on planetary, our effectiveness at selling our product is greatly reduced. Most shoppers do not want to run around a planet hoping to see a vendor with "ship" or "shipwright" in the name.


    Similarly, it's disappointing that the other crafting classes canhave easy identification of the item's creator, but we do not.





    Kaere Darkfly,
    Professional Misanthropist
    =-=
    Eriwulf
    Sat Nov 06, 2004 1:08 am
    #42







    styx66 wrote:





    BUGS


    • Crafted components having names truncated - 5

    • (hopeless to sell used/tested componentswhen they are all named "mark")

    • Crafter Identification being removed - 3

    • No "Ships" category for merchants - 5 (no other categories fits well)

    • Armor Reinf Mk2 panels not showing up in factory (Fixed)

    • Armor Hitpoints HUD Display - 2 nice but not important

    • Shipwright trainer waypoints incorrect (confirmed?) 1, easy to find.

    • Droid Interface: speed rating (delay)goes up with tiers - 4

    • Engine stats being (at least visually) changed upon unloading - display issue, the chassis determineacceleration valuessince beta, engines get the chassis value.

    • RE: Tool with 1 charge left - 5, if it's confirmed that items get destroyed


      • can destroy items

      • can just expel items

      • can make an item but not let you name it

    • Cert levels not displayed on countermeasures -level are displayed when you examine them, chaff is level 1, sensor level 3, micro-chaff level5, iff level 7, em emitter level 9.

    • Bugs with deed generation (random, working on reproduction steps) - n/a

    • Texture kits broken on Black Sun ships -2 more of an issue, but annoying.


    • ISSUES

    • Crafted components inferior to looted components (y/n? I found them to be very inferior in beta). - y mostly engines, boosters & capacitators.

    • Increased Factory Support (please don't go in to why, just agree or disagree with this one)

    • Player City Shipwright Trainers - 3, there's one at every starport, but can't hurt.

    • Shipwright XP not convertable to Force XP (again, please just agree/disagree)

    • Decay (pick more, less, or the same) - hard to say yet, most people are upgrading atm.

    • More data from schematics (ship characteristics) - 2 pitch. yaw, acceleration etc would be nice to display.

    • Mark V mass too high (agree/disagree?) - not a master pilot, so have never tried them.

    • Subcomponents not scaling properly with new mass values (since beta)


      • e.g. Mark V mass reduction about 3.5k on a 50k mass, better to use lower level component - seems low

    • RE: Need second chance to name if first choice is reserved - 4

    • RE: Relax naming restrictions - 2

    • RE: Leave stats window open while naming - 2

    • RE: Indicator of RE'd status - 2

    • More vendor subcategories to sort -4 (texture/paint kits, and deeded chassis)

    • Player City Starport or Spaceship terminal - 1







    Message Edited by Eriwulf on 11-05-2004 12:10 PM

    Message Edited by Eriwulf on 11-05-2004 05:09 PM

    Matanadie
    Sat Nov 06, 2004 1:47 am
    #43

    My crafted Mark5 boosters, enginesand capacitors pale in comparison to looted level 2 components.


    Everything else seems to be about right.


    Ideally every once in a blue moon a looted component should be better, but this is every single one.




    EmSee Hammerhead
    ][ Hammerhead Starships ][
    1291 -3774 Corellia
    Rolassk
    Sat Nov 06, 2004 2:54 am
    #44

    You got my armor HUD display issue up there, good to see


    I'd have to say my now most annoying issue is no chassis pic when crafting/viewing blueprints. Would help both the crafter and pilot ten-fold.



    GalacTech Drive Systems & Resources
    Starships, Components, Ordinance & Resources at 460 -5340, Coronet, Corellia
    Blayr Charker *Master Shipwright *Galactic Miner *Retired MD *Kettemoor


    All warfare is based on deception -Sun Tzu
    Rolassk
    Sat Nov 06, 2004 3:29 am
    #45

    1 = least important
    5 = most important
    N/A = Not discovered/known by myself





    styx66 wrote:





    BUGS


    • Crafted components having names truncated - 5

    • Crafter Identification being removed - 4

    • No "Ships" category for merchants - 4

    • Armor Reinf Mk2 panels not showing up in factory (Fixed)

    • Armor Hitpoints HUD Display - 4

    • Shipwright trainer waypoints incorrect (confirmed?) - N/A

    • Droid Interface: speed rating (delay)goes up with tiers - 4

    • Engine stats being (at least visually) changed upon unloading - 2

    • RE: Tool with 1 charge left - 3


      • can destroy items

      • can just expel items

      • can make an item but not let you name it

    • Cert levels not displayed on countermeasures - 2

    • Bugs with deed generation (random, working on reproduction steps) and redeeding [ADDITION: I'm 99% sure the generation issue occurs if you buy a deed from a chassis broker and try to 'generate ship' beforebeing certified to use it - At that point the deed becomes useless and must be resolved by a CSR] - 5

    • Texture kits broken on Black Sun ships - N/A

    ISSUES



    • Crafted components inferior to looted components (y/n? I found them to be very inferior in beta).
      Capacitors and Engines definatly yes - 5. The other components, crafted is better except for the occasional (and acceptable) loot drop here and there. - 1

    • Increased Factory Support (please don't go in to why, just agree or disagree with this one)
      Disagree - 1

    • Player City Shipwright Trainers - 3

    • Shipwright XP not convertable to Force XP (again, please just agree/disagree) - N/A

    • Decay (pick more, less, or the same)
      PvE: Same on components, 5% on Chassis. PvP: 5% on Components, 0% on Chassis (both can't be 0 or else their would be no riskattached toPvP - 3

    • More data from schematics (ship characteristics) - 5 (YES!, been asking for this throughout beta)

    • Mark V mass too high (agree/disagree?)
      I'm split unsure. While I don't want to see every ship fully loaded with level 9 components, it's kinda hard to make a Kihraxz a contender in spaceat this time - 3

    • Subcomponents not scaling properly with new mass values (since beta) - 3


      • e.g. Mark V mass reduction about 3.5k on a 50k mass, better to use lower level component

    • RE: Need second chance to name if first choice is reserved - 4

    • RE: Relax naming restrictions - 5

    • RE: Leave stats window open while naming - 5

    • RE: Indicator of RE'd status - 3

    • Cert/RE level upon mouse-over in inventory. - 2

    • More vendor subcategories to sort - 2

    • Player City Starport or Spaceship terminal - 1

    • Components - More understandable decay indicator
      Agree - Why can't we just have1 rating named condition? It would take damage like current armor and hitpoints, and upon repair lose 10% decay. It's simple and would be worth experimenting on one line instead of 2 'condition' type lines. - 5

    • Components - More detailed schematics - 2

    • Chassis - Picture of chassis upon examine - 5 (And in the Shipwright's tool schematic selection area)

    • Chassis - Resource quality not significant (agree/disagree?)
      Disagree - Chassis' are so resource intensive; I'd rather not see uber materials (and more expensive) needed to make a decent chassis on top of this. - 1

    • Experimentation not significant enough? (agree/disagree)
      Split - It's one reason why Engines are crap compared to loot. But a lower significance will help the new shipwright starting out in the profession - 2

    • Texture Kit Preview ability - 3








    GalacTech Drive Systems & Resources
    Starships, Components, Ordinance & Resources at 460 -5340, Coronet, Corellia
    Blayr Charker *Master Shipwright *Galactic Miner *Retired MD *Kettemoor


    All warfare is based on deception -Sun Tzu
    -Droideka-
    Sat Nov 06, 2004 5:15 am
    #46

    I don't know if this has been posted here, but I've had trouble with missiles loading. Like my ship will say it loaded a whole crate, and that crate is gone, but when I start a long battle, behold I run out after like 10 missiles (when 80 disappeared out of my crate). I also don't see mass go up at all when missiles are loaded (maybe because they're so 'light'). Anyone else have this problem?


    Adack



    Now that it's OK to support the removal of classes in your signature, I firmly support the removal of all the benny hill glowstick fanclub from the game; it was a lot more fun before they came.
    EtaEmock
    Sat Nov 06, 2004 2:19 pm
    #47






    styx66 wrote:





    I keep putting off my intro post, it'll come soon enough


    But the first order of business we can't afford to put off is to get a comprehensive list of bugs/issues going. Betatoxin has done a good job with this already and I'll be borrowing what i can from that post, but he hasn't been around to update it since the 29th.


    So, lets start up a new one. Basically make it short and try to limit discussion or arguments... A few issues will be controversial, so even though i have them, let me know if you agree or disagree. Please let me know anything I might be forgetting, and whether it is confirmed or not.


    Also, might be a pain in the ass, but if you can, please RATEthe bugs and issues, on a scale of 1 to5, so I can get an average view on what the most important things to take care of are. This goes for ones I already have and ones you will be adding. I will update the thread as much as possible.


    So this is what I've got...


    BUGS


    • Crafted components having names truncated ---- Seen this, annoying, especially from a merchant point of view

    • Crafter Identification being removed --- same as above

    • No "Ships" category for merchants ---- Fixed? I had it available

    • Armor Reinf Mk2 panels not showing up in factory (Fixed) ---- Haven't tried a factory run yet

    • Armor Hitpoints HUD Display ---- would be nice, not critical though

    • Shipwright trainer waypoints incorrect (confirmed?)

    • Droid Interface: speed rating (delay)goes up with tiers

    • Engine stats being (at least visually) changed upon unloading

    • RE: Tool with 1 charge left


      • can destroy items

      • can just expel items

      • can make an item but not let you name it ------ This happens every time

    • Cert levels not displayed on countermeasures

    • Bugs with deed generation (random, working on reproduction steps) and redeeding ---- some customers have had this issue, seems to only happen when they paint a ship, just a guess

    • Texture kits broken on Black Sun ships

    ISSUES



    • Crafted components inferior to looted components (y/n? I found them to be very inferior in beta). ---- YES and THIS, is my biggest issue. If this continues it will totally undermine the economy for shipwrights, the only items we will be able to sell are chassis and consumables. This MUST be fixed, and soon. PLEASE!!!!!!!!!!

    • Increased Factory Support (please don't go in to why, just agree or disagree with this one) ---- disagree

    • Player City Shipwright Trainers ----- would be convenient, but not necessary

    • Shipwright XP not convertable to Force XP (again, please just agree/disagree) ---- agree

    • Decay (pick more, less, or the same) ---- unsure but would lean to more

    • More data from schematics (ship characteristics) ----- yes, would be nice

    • Mark V mass too high (agree/disagree?) ----- agree very much

    • Subcomponents not scaling properly with new mass values (since beta)


      • e.g. Mark V mass reduction about 3.5k on a 50k mass, better to use lower level component----- yes

    • RE: Need second chance to name if first choice is reserved

    • RE: Relax naming restrictions

    • RE: Leave stats window open while naming

    • RE: Indicator of RE'd status ------ YES

    • Cert/RE level upon mouse-over in inventory. ------- YES, please

    • More vendor subcategories to sort ------ yes, would be very helpful

    • Player City Starport or Spaceship terminal----- I know my customers would love it

    • Components - More understandable decay indicator ------would be nice

    • Components - More detailed schematics ------more detail into how much they will affect a finished component

    • Chassis - Picture of chassis upon examine -------YES, Please

    • Chassis - Resource quality not significant (agree/disagree?) -----unsure, but I would lean to agree

    • Experimentation not significant enough? (agree/disagree) -----definately agree on this, can't seem to make much of a difference on a lot of items (capaictors and mass in particular)

    • Texture Kit Preview ability -----oh yes, I can't even explain to customers what they look like, except for the ones i have tried






    Lets get this fully comprehensive soI can get this to the devs ASAP!


    later tonight i'm gonna have to split this in to major/minor sections for some ofthese little, but good suggestions... more fixes to come


    Message Edited by styx66 on 11-05-2004 04:48 PM





    Just a quick wrap up on my notes above. My biggest issue and what should be the biggest issue of every shipwright is the inability to craft items as good as loot drops, we need our crafted items to be as good as, or better in order for this profession to last. PLEASE, get the Dev's to fix this ASAP!!!!!!



    Eta Emock
    Elder Shipwright.....Elder Dancer (Super Hot Fish)
    SATF
    Mordant, Talus


    Tamianx
    Sat Nov 06, 2004 5:27 pm
    #48


    BUGS


    • Armor Hitpoints HUD Display <--- Very much needed
    • Engine stats being (at least visually) changed upon unloading <--- Confirmed Issue
    • RE: Tool with 1 charge left

      • can make an item but not let you name it <--- Confirmed Issue

    • Cert levels not displayed on countermeasures

    ISSUES



    • Crafted components inferior to looted components (y/n? I found them to be very inferior in beta). <--- Bigest problem with profession ATM
    • Increased Factory Support (please don't go in to why, just agree or disagree with this one) <--- Spending hours making a single component only to have it go out of stock 30 min later is a big issue. I agree there should be limits, but for players that dont spend each and every moment of time on there needs to be a means to keep up with demand. Even if factory runs were limited to25 to 50this would be a huge step in the right direction. Lets be honest, there are ways to automate (simulate factory runs) crafting and all this is doing is giving FS crafters even more of an advantage (FS should have a better 'Amazing' success ratio then a normal crafter, thus leading to a sustained output of better products. They should not, however (because lack of factory availablity) gain advantages over other crafters due to the increased 'loss' due to good/failures occuring FAR more because of the amount of hand crafting.
    • Player City Shipwright Trainers <--- No reason not to have this available
    • Shipwright XP not convertable to Force XP (again, please just agree/disagree) <---Agree
    • More data from schematics (ship characteristics) <---Agree
    • Mark V mass too high (agree/disagree?) <--- Disagree. What are Mark V items for; My understanding they are for MP ships which have a substantial mass (more then enough to handle all Mark V items). If the first issue is adressed (Crafted > Loot), and the following issue is addressed,then this issue mute.
    • Subcomponents not scaling properly with new mass values (since beta)

      • e.g. Mark V mass reduction about 3.5k on a 50k mass, better to use lower level component <--- Factors in with first issue.

    • RE: Need second chance to name if first choice is reserved <--- Agree
    • RE: Relax naming restrictions <--- MAJOR issue
    • RE: Leave stats window open while naming <--- Agree
    • RE: Indicator of RE'd status <--- There is a means to tell. While is nice to have, the rest of issues are a priority
    • Cert/RE level upon mouse-over in inventory. <--- Same as above, address after other issues fixed
    • More vendor subcategories to sort <--- Agree
    • Player City Starport or Spaceship terminal <--- Agree, and would extend this to have 'Landing' fees set by the Mayor.
    • Chassis - Picture of chassis upon examine <--- Agree
    • Chassis - Resource quality not significant (agree/disagree?) <--- Resource quantities are fine .. the large amount of them slows production down. Which does feed back to factories, in that even if were permited to run these that the vast quantity of materials needed would limit a persons ability to flood market. See comments above re that.
    • Experimentation not significant enough? (agree/disagree) <--- Agree
    • Texture Kit Preview ability <--- Agree


    All in all my bigest beefs are the Loot > Crafted components and the lack of -ANY- factory use. I understand, and support, the concept of why this was done, but dont agree that it should have been done to the extent it was. Limit factory runs on all components/sub-components (or double thier run time) to a 25 to 100 range and both sides will be happy with result (or should be).



    Rogue1970
    Sun Nov 07, 2004 4:46 am
    #49

    A few items on the list should not be there. They are more uninformed opinions rather than bugs/issues.


    Engine stats being (at least visually) changed upon unloading


    This is due to the removal of the maximums from experimentation. These are chasis specific, so loading an engine into a z-95 will alter the 180 maxes to 600, while putting it into any other ship will later them yet again. A better solution would be to just remove these stats from the engine stats as they are chasis specific, much like the chasis speed modifier which we do not see.


    Crafted components inferior to looted components (y/n? I found them to be very inferior in beta).


    This is a misperpecption. If I can craft a capacitor with 500 hitpoints, 500 armor, 2000 drain, 1000 energy stored and 28 recharge and compare it to loot with a recharge of 33 - yes, it does appear loot is better. Further review shows hitpointsd of 122 armor of 346 drain of 3000 storage of 833 and only the recharge is better.


    Because many shipwrights concentrate on the recharge stat, they percieve the looted capacitor is better, while in essence it is not. Now if I take several more capacitors of the same elvel and RE them , then yes I may very well exceed a crafted components stats, but this is the intention of Reverse Engineering.


    If we did not have a capaictor loot drop with higher than crafted recharge rates, why bother reverse engineering?


    As I said, the so called issue is a complaint of those who do not understand the system. We would do better off educating SWs who claim so as to the facts and reasons. Don't concentrate on single stats when comparing loot to crafted.


    Altering the current loot would only ruin the benefits of Reverse Engineering.



    YEZ & GNOINTREPID
    Ace Pilot 12pt/17pt/17pt ELDER
    Bounty Hunter Master Shipwright

    YezStar ShipYards @
    Fayth, Corellia Mall
    3400 -5825

    BUYING Organomettalic (Lok/Kash) 140cpu & Carbonaceous (Naboo) Asteroids 130cpu

    Arkenor
    Sun Nov 07, 2004 6:39 am
    #50

    2 Serious Issues. Well, at least they are to me.:


    1. The schematic for guns lies utterly about what affects what. It claims to be Conductivity +OQ for max damage, but it's blatantly being affected by the PE of the rads. Try it for yourself. My vendor is well stocked with light blasters after my experiments to prove this.


    2. The different styles of the Ixiyen have different masses. Style 1, you'll get around 70K but style 2 you'll get 80K. Unless they handle differently this is surely a bug. If they DO handle differently, then it should be mentioned on the schematic. It's probably worth checking all the alternate styles of the privateer ships for this.



    Alrevolis Vosteo, Master Politician, Mayor of Pax Imperia - I do nuance.
    Zandabar Vosteo, Master Weaponsmith,Merchant, and Shipwright
    Vosteo Industries, Corellia -4875, 2147 - Quality weapons, ships, and loot.


    Shop Smart - Shop Pax!

    CapnKate
    Sun Nov 07, 2004 12:40 pm
    #51

    Adding an issue:
    there are simply too many desirable consumables to run to keep customers at all happy. as many as four of each missle type. 5 (i think) CM types, six texture kits.... i can run factories all day and not come close to stocking a decent subset of these. Which isn't a bad thing-- I don't mind not stocking everything under the sun, but there's always soemthing it seems "no one" on the server stocks. Most of us on Kett go for protons, for instance, because they're the most popular.

    I'd like to see two things, to alleviate the problem-- which is that customers get frustrated that we don't carry or quickly sell out of their needed ammo. I'd like to see texture kits combined into *one* kit, allowing the user to pick one of the six textures off the radial, like the primary/secondary color radial on the paint kit. One use, six choices. I don't stock kits at all because my factories are busy with missle packs all the time. Second, i'd like to see missle launchers capable of taking sub-optimal packs. In other words, I think a Mark 2 should be able to take a mark 2 pack *or* a mark 1, and a mark four should be able to load a mark 1, 2, 3 or 4. This would remove a lot of frustration on all sides, because if your customer's looking for a crate of ten Mark 3s you don't have, at least they can walk away with a crate of Mark 2s to hold them over, and they don't ahve to carry a bunch of launchers to do it. Also, people asume this is the way it works, and get upset when they buy a Mark 2 launcher and can't finish off their crate of Mark 1s before buying moe expensive missles.

    Message Edited by CapnKate on 11-07-2004 02:42 PM



    ------------------

    Smuggler: We Diggs the Tiggs


    Kaytlin Mainwaring, Starsider - Smuggler/CM/Commando/Rebel Pilot
    Kaitlin Mainwaring, Kettemoor - Master Smuggler/Master Shipwright/Rebel Ace
    --Former SpaceBeta1 Master Tester
    Acrod_Novys
    Wed Nov 10, 2004 2:19 pm
    #52






    Rolassk wrote:



    This should be added to the list --


    Armor Component:

    Some of you may have noticed that unlike the other components, when this takes damage and is repaired it becomes weaker and weaker.

    - The reason is because all the components condition ratings are based on two stats (armor& hitpoints).
    - The problem is the armor stat of the Armor Componentsis also used to determine the strength of the armor.


    You mayas wellnoticed on your HUD armor is always displayed at 100%. Your taking damage with 100% armor, and boom 2 seconds later you blow up and are left staring at your screen thinking 'W-T-F, it said I had 100% armor!!!'.

    - The reason is the HUD (more specifically your component status portion) only displays the hitpoints ofyourcomponents as a percentage.
    - The problem is the hitpoint statnever degrades on armor, and thus your armor displays 100% even though it could potentially be knocked out (when you hear a metal thunk sound,it means your armor is gone and you chassis is taking damage, yikes!).


    Solutions:

    1. Start having the system for Armor Component, detract from armor and hitpoints each time it is hit. However, when theArmor Componentis repaired it does not decay it's armor stat, only the hitpoint stat suffers decay. This way your armor will always be 100% effective just like the other components on your ship, regardless of it's condition/life left.

    2.Add a separate armor strength stat, and have the armor stat & hitpoint stat take damage like the other components. This may look a little redundant/confusing though to have two separate armor stats for the Armor Component.

    Message Edited by Rolassk on 10-29-2004 10:03 AM





    QFE


    I was just about to write a topic on this one. Other components serve functions that are not tied to these "decaying" stats. However, I don't think Rolassk's solution #1 will work, because "hitpoints" serve the same funciton as "armor" in the case of Armor. I think #2 should be used (simply call it condition), and in fact nearly must be used to make armor's true degradation acceptable


    Point is, this design level oversight means that armor effectively degrades much much faster--once it's at 80%, its armor/mass ratio may already be dropping into the "replace me" range.




    °°°°°°°°°°°°°°°°°Acrod Novys - MBE°°°°°°°°°°°°/way 812 -4692 Coro°°°°°°°°°°°°°°°
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