Weaponsmith Archive
Thread: SeaRaptor: Copy of bugs found in CU Weapon Crafting
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MichailArris
Mon Apr 18, 2005 1:25 pm
#1
Current Bugs in Weaponsmith crafting
All crafted weapons are coming out at over 2500 Condition, additionally all crafted ranged weapons are showing their Base Damage as Blast. This has applied to any weapon where the partsare in the Ranged Conponent schematic list as seen on the crafting tool.
The following weapons have broken certifications:
RSF Sword Cert at -1
Ryyk Blade Cert at -1
Long Vibro Axe - Showing Heavy Acid Weapons III as skill requirement
Ryyk Blade Cert at -1
Long Vibro Axe - Showing Heavy Acid Weapons III as skill requirement
The following weapons have problems with the resources posssibly not using the correct stats.
Power Hammer - the proper stats on the Kammris Iron isn't being read correctly. This happens in the Reactive Striking Surface slot of the schematic. But using the same SR Iron in the grip unit results in the resource being wieghed correctly.
Vibro Axe - Ditanium Steel SR Stat isn't being read correctly. The bottom right window showing the resouce culculation is showing the resouce as being good. but the boxx where the resouce is added is showing or using what seems to be a different stat or calculation.
Czerka Dart Carbine - Planite Copper not being read correctly, in the Blaster Assembly Reciever Housing, using results in a 40% yellow bar, but using the exact same copper in the Weapon Grip and Trigger Assembly box. Results in about a 85% green bar, since both boxes supposed to use the same stats.
DXR6 Carbinne - Planite Copper not being read correctly, in the Blaster Assembly Reciever Housing, using results in a 40% yellow bar, but using the exact same copper in the Weapon Grip and Trigger Assembly box. Results in about a 85% green bar, since both boxes supposed to use the same stats.
Cyro Lance - Lance Blade Shaft aassembly is not reading the correct resource stats on the Ditanium Steel, if using hte same metal is used weapon grip assembly the resource is read correctly.
Electric Polearm - Lance Blade Shaft aassembly is not reading the correct resource stats on the Ditanium Steel, if using hte same metal is used weapon grip assembly the resource is read correctly. Also not able to create a schematic for this weapon to be made in a factory.
Long Vibro Lance - Lance Blade Shaft aassembly is not reading the correct resource stats on the Ditanium Steel, if using hte same metal is used weapon grip assembly the resource is read correctly., also showing Base Damage as Blast.
Vibro Lance - Ditanium Steel, and some Polysteel Copper is not being read correctly, in the screen where resources are
added. Also show Base Damage as Blast
added. Also show Base Damage as Blast
Cryoban Grenade - Showing a stat list as follows, "obj_attr_n:[cryoban_sanre2]
Thermal Detonator - Experimentation on range is buugged Range is showing min and max range as the same.
DL44 XT - takes non advanced components not sure if this is intended or not since this is a master level weapon.
High Capacity Scatter Pistol takes 1 Adv. Blaster Power Handler and 1 Adv. Projectile Pistol Barrel. The Scatter Pistol takes 1 Adv. Blaster Power Handler and 1 Adv. Blaster Pistol Barrel.
Tangle Pistol, one of the parts require is a Adv. Projectile Rifle Barrel, kind of a odd part for whats considered a pistol.
Rocket Launcher still requires 5 identical Proton grenades for assembly, not sure if this is still intended or not.
But this will still make the Rocket Launcher a pain to make and produce, suggestion would be to change the Rocket Launcher schematic to match those of the Acid Stream Launcher, Lightning Cannon, Heavy Particle Beam Cannon.
But this will still make the Rocket Launcher a pain to make and produce, suggestion would be to change the Rocket Launcher schematic to match those of the Acid Stream Launcher, Lightning Cannon, Heavy Particle Beam Cannon.
Also all grenades are still coming out in stacks of 5, I had thought there was talk of increasing the stack size.
Message Edited by MichailArris on 04-18-2005 04:27 PM
weaponmaster88
Mon Apr 18, 2005 1:34 pm
#2
using enhancments in a weapon uses the whole stack instead of just 1. I.E: tried to put a geo cube in a core and it used up my whole stack of 9
Ambiguous_Lee
Mon Apr 18, 2005 3:26 pm
#3
Bump out of respect to a true tester!
Hats off for the repectable job you have done.
sabacc1000
Mon Apr 18, 2005 7:17 pm
#4
MichailArris wrote:
All crafted weapons are coming out at over 2500 Condition, additionally all crafted ranged weapons are showing their Base Damage as Blast. This has applied to any weapon where the partsare in the Ranged Conponent schematic list as seen on the crafting tool.
Also, any of the weapons that come out blast, will come out stun if you use add a scope or a stock.
...not that you would anymore, but that's a whole different beast.
SeaRaptor
Tue Apr 19, 2005 8:33 am
#5
An excellent compilation. I'll make sure and pass these on, thanks!
leighthal1967
Tue Apr 19, 2005 10:02 am
#6
I couldnt see the Advanced Sword Core in my crafting machine..anyone else get this one?
sabacc1000
Tue Apr 19, 2005 10:13 am
#7
leighthal1967 wrote:
I couldnt see the Advanced Sword Core in my crafting machine..anyone else get this one?
The Adv. Sword Core and the Adv. Vibro Blade unit are both listed under ranged components.
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