Tailor Archive

Thread: Patch 8 notes!!!

Gyopi
Mon Apr 12, 2004 7:51 pm
#14






Alciril wrote:

Hmm... you may want to try typing in /nextcraftingstage three or four times, then type in /endcraftingsession (or maybe it was /stopcraftingsession, soyou might want to tryboth). Hope it helps!







That is what I always do. It should clear the bug. It is the same commands that are in the crafting macro, so they are easy to find.






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NJ62
Mon Apr 12, 2004 8:51 pm
#15

I got unbugged and went back through the schems for the hooded outfit, no luck. I suspect they fixed the GHR so that it's wearable by trandos, and that's what the hooded garment is.


I'll keep checking. I am honestly going LD every 20 mins and half the time my house is missing, so I'll see what happens when things are more stable.





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Gyopi
Mon Apr 12, 2004 10:13 pm
#16






NJ62 wrote:

I got unbugged and went back through the schems for the hooded outfit, no luck. I suspect they fixed the GHR so that it's wearable by trandos, and that's what the hooded garment is.


I'll keep checking. I am honestly going LD every 20 mins and half the time my house is missing, so I'll see what happens when things are more stable.









I assume that sockets were still the same in those few minutes you could log on.






Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
Eimiko--Master Image Designer on TestCenter--

NJ62
Mon Apr 12, 2004 10:31 pm
#17

/sigh, noticed no socketing difference. TC is really warped and buggy right now, but I should have my hands on some droids tomorrow, if you're interested. The BEST one (survey distant planets) is of course bugged.



n'Jessi
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robertwo
Tue Apr 13, 2004 5:02 am
#18



NJ62 wrote:
/sigh, noticed no socketing difference. TC is really warped and buggy right now, but I should have my hands on some droids tomorrow, if you're interested. The BEST one (survey distant planets) is of course bugged.





What about the harvest hide/bone/meat module? Does this mean that I can drop novice scout and retire that nice chef food which boosts creature harvesting and get a droid to do it all for me? Or will this work like the trap module, i.e. scout required?

And to think I used to be Master Ranger.... I feel bad for wanting to drop it all....



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Dannylau
Tue Apr 13, 2004 7:04 am
#19






robertwo wrote:

What about the harvest hide/bone/meat module? Does this mean that I can drop novice scout and retire that nice chef food which boosts creature harvesting and get a droid to do it all for me? Or will this work like the trap module, i.e. scout required?

And to think I used to be Master Ranger.... I feel bad for wanting to drop it all....




it seems that this was a typo on the devs part and you need novice scout to be able to use the droid


Still it's a kick in the teeth for master rangers as this was just about the only thing that they had over scout.


and I was a master ranger once


on a happier note I've got 5 of the droidsmith belt schematics





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SueDenim
Tue Apr 13, 2004 7:05 am
#20

There's a Trap module? When did that happen?

The Droid stuff actually sounds pretty cool - and rather ambitious, which makes me afraid it'll be really buggy, but still....



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NJ62
Tue Apr 13, 2004 8:58 am
#21

As far as I know, every droid is tied to a profession's base skills. You can't run a stim droid without medic, you can't run a harvest droid without scout, you can't run a survey droid without artisan. Not sure what levels of the base skills those will end up with. Must... get... hands... on.... droids!



n'Jessi
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SueDenim
Tue Apr 13, 2004 9:56 am
#22

It sounds like there may be a little flexibility in there, though. For instance, can a Scout's droid *only* use the same traps the scout could use? And the wording of the medic module made it sound like the droid just needed to be *loaded* by someone with Pharmaceuticals IV, but maybe any medic could use it. Come to think of it, that'd make sense too, since it's just using Stim A's, which any Medic can use.



Bindi Kicklighter
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Visit our "Hall of Justice" display!
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ImpSlave
Tue Apr 13, 2004 10:34 am
#23






SueDenim wrote:
It sounds like there may be a little flexibility in there, though. For instance, can a Scout's droid *only* use the same traps the scout could use? And the wording of the medic module made it sound like the droid just needed to be *loaded* by someone with Pharmaceuticals IV, but maybe any medic could use it. Come to think of it, that'd make sense too, since it's just using Stim A's, which any Medic can use.





I'd hazard a guess that a Scout can load a droid with only the traps they are qualified to use. Even if they could, Scouts wouldn't want to use Ranger-level traps



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ArthurDentOnBria
Tue Apr 13, 2004 11:58 am
#24






ImpSlave wrote:


I'd hazard a guess that a Scout can load a droid with only the traps they are qualified to use. Even if they could, Scouts wouldn't want to use Ranger-level traps





There are actually no trap cirtifications as near as I can tell. I have not attempted this with scout, but my ranger recently dropped all the trapping in ranger and he can still use any ranger trap (all two of them).



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KnnOs
Tue Apr 13, 2004 1:11 pm
#25

or pallette fixes! (cries softly)
such is life



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TheNola
Tue Apr 13, 2004 1:39 pm
#26

When I get that bug, I just delete the crafting tools and make new ones. It usually fixes the problem for me. I think it's a very frustrating bug as well!



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