Tailor Archive
Thread: ITS FIXED!!!!
ItemCreator
Sun Aug 07, 2005 8:24 am
#14
I'm glad I only did a run of black camos and black shirts, both of which have come out fine thankfully. Guess I'll be making everything else by hand as I hate wasting tissues.
Drecki
Sun Aug 07, 2005 8:32 am
#15
Now there's just one question left: Which of the enhancements do actually do something and which are (still) useless because they are not working?
Moebius01
Sun Aug 07, 2005 10:33 am
#17
*sigh* Progress always comes too late! I recently respeced my long-time TKM for BH so I could capitalize on the higher limit of combat xp and since TKM is so borked now anyway... I was figuring that the BE fix would be long-time coming or possibly even NEVER fixed so I figured "Meh oh well!" Pfffft... NOW it's fixed and combat FS conversion is nerfed... Bah!!!
Iawo wrote:
The TKM's out there are going to love you guys and gals now.![]()
Karriath
Sun Aug 07, 2005 10:41 am
#18
Fluffiestayhard wrote:
yeah all my factory made shirts have turned out brown with pink armscan the colors have been any worse ?
According to the fashion magazines pink and brown is still hot together again this year!
If thats any consolation?
Fluffiestayhard
Sun Aug 07, 2005 11:09 am
#20
Karriath wrote:
Fluffiestayhard wrote:
yeah all my factory made shirts have turned out brown with pink armscan the colors have been any worse ?
According to the fashion magazines pink and brown is still hot together again this year!
If thats any consolation?
Woo Hoo! brown and pink melee defence shirts with pink hawtpants 4tw
Leifen23
Sun Aug 07, 2005 1:42 pm
#22
i cant use any of my bio tissiues in synt clothes. buti can apply in reinforced panels. Is this the way it is ment to be?
Pappi
Sun Aug 07, 2005 1:52 pm
#23
Leifen23 wrote:
i cant use any of my bio tissiues in synt clothes. but i can apply in reinforced panels. Is this the way it is ment to be?![]()
do you understand how they work?
Mektos
Sun Aug 07, 2005 3:24 pm
#24
It appears to only be partially fixed.
I am have a pants and shirt +15 unarmed damage made by a guildmate today.
Naked my unarmed damage versus a rebel medic was 298.
With the pants my unarmed damage was 298.
With everything my unarmed damage was 298.
This is with 180/210 unarmed damage skill.
I am have a pants and shirt +15 unarmed damage made by a guildmate today.
Naked my unarmed damage versus a rebel medic was 298.
With the pants my unarmed damage was 298.
With everything my unarmed damage was 298.
This is with 180/210 unarmed damage skill.
Ani_cul
Sun Aug 07, 2005 3:26 pm
#25
the fix has zero to do with the mods actually working, only that they actually apply to the clothing they are crafted into.
Mektos wrote:
It appears to only be partially fixed.
I am have a pants and shirt +15 unarmed damage made by a guildmate today.
Naked my unarmed damage versus a rebel medic was 298.
With the pants my unarmed damage was 298.
With everything my unarmed damage was 298.
This is with 180/210 unarmed damage skill.
Iawo
Sun Aug 07, 2005 10:38 pm
#26
Ok, did you test this with an unarmed "weapon" or bare hands? I know right now that unarmed damage doesn't do squat if you use a weapon, so you might try bare hands if you didn't. It's been said that only burnout sauce works anyway, and that's only if you are using bare hands. I can verify that the terrain negotiation does work, and as a TKM that's way more important to me than unarmed damage that doesn't do anything with a weapon equipped.
Mektos wrote:
It appears to only be partially fixed.
I am have a pants and shirt +15 unarmed damage made by a guildmate today.
Naked my unarmed damage versus a rebel medic was 298.
With the pants my unarmed damage was 298.
With everything my unarmed damage was 298.
This is with 180/210 unarmed damage skill.