Regarding the mechanisms, it works like the other crafting systems requiring multiple ingredients. You need to add them each sequentially. You can always read the instructions ahead of time to see how many are required before hand and then just assemble them in multiple times.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
DR-KODIUS
ORRJ
Re: Testing
02/14/2016 10:40 AM CST
>>DINERGRRL
I had a similar problem, did you have -bolt flights- not arrow flights?
~Worrclan, Dwarf of the Realms-
I had a similar problem, did you have -bolt flights- not arrow flights?
~Worrclan, Dwarf of the Realms-
DINERGRRL
Re: Testing
02/14/2016 11:19 AM CST
>bolt flights
It just kept taking glue over and over, the messaging never said anything about flights. I'd apply glue, analyze and it indicating that it was ready for carving with a knife, I'd go to carve and it would give the glue prompt again, apply more glue, repeat.
It just kept taking glue over and over, the messaging never said anything about flights. I'd apply glue, analyze and it indicating that it was ready for carving with a knife, I'd go to carve and it would give the glue prompt again, apply more glue, repeat.
DINERGRRL
Re: Testing
02/14/2016 11:35 AM CST
As a followup with the bolts and using mountains of glue...
You get some straight bolt flights from inside your duffel bag.
>
You place your flights with your ice-adder bolts and carefully mark where it will attach when you continue crafting.
>
You get a vibrant yellow-green wood shaper fashioned to resemble a cobra from inside your duffel bag.
>
That tool does not seem suitable for that task.
>
You analyze every aspect of the ice-adder bolts and nod as your understanding grows.
When crafting is complete these will be a type of animal part bolts.
Several adjustments must be made to the bolt using a set of tinker's tools.
From the progress so far, it looks like the bolts are masterfully-crafted.
The bolts are an intricate piece to make.
You estimate that they are one-third done.
Roundtime: 9 sec.
>
You put your shaper in your duffel bag.
>
You get some metal tinker's tools from inside your duffel bag.
>
The bolts are ready for an application of glue to attach the flights.
Roundtime: 13 sec.
>
Talia hums softly to herself as she walks away.
>
You project your thoughts to Worrclan.
>
You put your tools in your duffel bag.
>
You get some wood glue from inside your duffel bag.
>
You apply some glue to your bolts and affix each bolthead in place.
The bolts are ready for an application of glue to attach the flights.
Roundtime: 15 sec.
>
You dab the surface of your bolts with glue and attach the boltheads to them.
The bolts are ready for an application of glue to affix each bolthead.
Roundtime: 11 sec.
>
You dab the surface of your bolts with glue and attach the boltheads to them.
The bolts are ready for an application of glue to attach the flights.
Roundtime: 18 sec.
>
You chatter away...
>
You dab the surface of your bolts with glue and attach the boltheads to them.
The bolts are ready for an application of glue to affix each bolthead.
Roundtime: 12 sec.
>
You dab the surface of your bolts with glue and attach the boltheads to them.
Roundtime: 13 sec.
Applying the final touches, you complete working on some ice-adder bolts.
ORRJ
Re: Testing
02/14/2016 12:01 PM CST
I made a sandalwood(simple) stonebow, using the command fire, or fire stonebow... it would not fire. However rarely using the command fire right worked, but this seemed random as to when or if it worked. I also made a sandalwood lobbing stonebow, and got the same bug.
fire my stonebow
It's best you not do that to a sandalwood lobbing stonebow.
>fi left
But you don't have a ranged weapon in your hand to fire with!
But your isn't loaded! <-- Big space between your and isn't there.
~Worrclan, Dwarf of the Realms-
fire my stonebow
It's best you not do that to a sandalwood lobbing stonebow.
>fi left
But you don't have a ranged weapon in your hand to fire with!
But your isn't loaded! <-- Big space between your and isn't there.
~Worrclan, Dwarf of the Realms-
ASHAMAN1
Re: Testing
02/14/2016 12:27 PM CST
>>using the command fire[...]it would not fire.
Same for shoot. Additionally, spamming the command several times would finally get the weapon to fire, however I couldn't hit something I normally 3 shot in prime. This applied to old store stonebows, crafted stonebows, as well as copied-from-prime bows.
Samsaren
Same for shoot. Additionally, spamming the command several times would finally get the weapon to fire, however I couldn't hit something I normally 3 shot in prime. This applied to old store stonebows, crafted stonebows, as well as copied-from-prime bows.
Samsaren
BADGOPHER
Re: Testing
02/14/2016 12:27 PM CST
Did you try 'fire' not 'fire my weapon'?
> fire my cross
>It's best you not do that to a laminated oak and horn crossbow with a blued steel cranequin.
Same thing happens when you throw/lob 'my weapon'. The parser things you're attempting to fire your weapon at itself.
> fire my cross
>It's best you not do that to a laminated oak and horn crossbow with a blued steel cranequin.
Same thing happens when you throw/lob 'my weapon'. The parser things you're attempting to fire your weapon at itself.
ORRJ
Re: Testing
02/14/2016 12:31 PM CST
Yeah I tried all variations. It appears that the firing bug is on light and heavy crafted crossbows as well.
~Worrclan, Dwarf of the Realms-
~Worrclan, Dwarf of the Realms-
DR-KODIUS
Re: Testing
02/14/2016 12:45 PM CST
It is possible something didn't sync correctly. I'll take a look.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
ORRJ
Re: Testing
02/14/2016 01:07 PM CST
Seems none of the tinkered enhancements will allow you to start... You can study each page, but then when you try to start by clamping you get--
push cross with clam
You have no idea how to craft crossbow lightening from this.
Or a variation of that depending on the enhancement.
~Worrclan, Dwarf of the Realms-
push cross with clam
You have no idea how to craft crossbow lightening from this.
Or a variation of that depending on the enhancement.
~Worrclan, Dwarf of the Realms-
DKS0126938
Re: Testing
02/14/2016 02:23 PM CST
Just made some mechanisms using lumium and got
app mech careful
The mechanisms appear to have a ductility of 191039 on the Trader's scale.
The lumium mechanisms are made with metal.
You are certain that the lumium mechanisms weighs exactly 1 stone.
You are certain that the lumium mechanisms are worth exactly 1428177 Kronars.
Roundtime: 16 seconds.
ZEYPHAN
Re: Testing
02/14/2016 07:53 PM CST
I've updated Elanthipedia with the correct ductility for all the metals I could find since that bug got squashed.
Other than the fix to the sabretooth bolts all the concerns I brought up in post 563 are still unaddressed.
Crystal shards seem to have disappeared. Any chance they could come back?
What wood property is relevant for stonebows?
Does wood type or mechanism material have any effect on soldiers/telescopes/music boxes?
Some crafting books, like blacksmithing, have lines about where the item gets its potency from. Could we get that for tinkering?
Such as: This crafting tool derives its potency from the material's physical resistance.
I love the new toys. Especially the music boxes.
And now the list of bugs.
-Combat in test is broken. Attack verbs such as swing/slice/punch frequently yield no response from the game and when you finally do attack your accuracy seems to be 0.
-Tinker's tools have the same look as stone chisels.
l tools
A thick cord bundles a diverse set of stone-carving chisels and a weighted mallet.
-Deeded metals don't show ductility.
-When carving bolts, I'll get the message asking for carving with a knife but when I analyze it actually wants me to adjust with tinker's tools.
You dab the surface of your bolts with glue and attach the boltheads to them.
A handful of rough edges require carving with a knife to remove.
Roundtime: 16 sec.
That tool does not seem suitable for that task.
You analyze every minute detail of the sabretooth bolts and smile knowingly to yourself.
When crafting is complete these will be a type of animal part bolts.
Several adjustments must be made to the bolt using a set of tinker's tools.
From the progress so far, it looks like the bolts are masterfully-crafted.
The bolts are a somewhat challenging piece to make.
You estimate that they are three-quarters done.
Roundtime: 10 sec.
-Similarly, when crafting telescopes I'll get the message for rifflers but the analyze asks for tinker's tools.
-Adjusting with tinker's tools produces no messaging for the action.
adjust bolts with tool
The bolts are ready for an application of glue to attach the flights.
Roundtime: 9 sec.
-Maker's marks don't show up on music boxes.
-Music boxes and telescopes could both use a "study" so it's easier to tell how to use them.
That's it for tonight. I'll start making weapons and collecting data for Elanthipedia later this week.
~Engineering Savant Ascot Ryuzzaki, Grayroot of Elanthia
Other than the fix to the sabretooth bolts all the concerns I brought up in post 563 are still unaddressed.
Crystal shards seem to have disappeared. Any chance they could come back?
What wood property is relevant for stonebows?
Does wood type or mechanism material have any effect on soldiers/telescopes/music boxes?
Some crafting books, like blacksmithing, have lines about where the item gets its potency from. Could we get that for tinkering?
Such as: This crafting tool derives its potency from the material's physical resistance.
I love the new toys. Especially the music boxes.
And now the list of bugs.
-Combat in test is broken. Attack verbs such as swing/slice/punch frequently yield no response from the game and when you finally do attack your accuracy seems to be 0.
-Tinker's tools have the same look as stone chisels.
l tools
A thick cord bundles a diverse set of stone-carving chisels and a weighted mallet.
-Deeded metals don't show ductility.
-When carving bolts, I'll get the message asking for carving with a knife but when I analyze it actually wants me to adjust with tinker's tools.
You dab the surface of your bolts with glue and attach the boltheads to them.
A handful of rough edges require carving with a knife to remove.
Roundtime: 16 sec.
That tool does not seem suitable for that task.
You analyze every minute detail of the sabretooth bolts and smile knowingly to yourself.
When crafting is complete these will be a type of animal part bolts.
Several adjustments must be made to the bolt using a set of tinker's tools.
From the progress so far, it looks like the bolts are masterfully-crafted.
The bolts are a somewhat challenging piece to make.
You estimate that they are three-quarters done.
Roundtime: 10 sec.
-Similarly, when crafting telescopes I'll get the message for rifflers but the analyze asks for tinker's tools.
-Adjusting with tinker's tools produces no messaging for the action.
adjust bolts with tool
The bolts are ready for an application of glue to attach the flights.
Roundtime: 9 sec.
-Maker's marks don't show up on music boxes.
-Music boxes and telescopes could both use a "study" so it's easier to tell how to use them.
That's it for tonight. I'll start making weapons and collecting data for Elanthipedia later this week.
~Engineering Savant Ascot Ryuzzaki, Grayroot of Elanthia
DR-KODIUS
Re: Testing
02/14/2016 10:33 PM CST
>>Crystal shards seem to have disappeared. Any chance they could come back?
I'm not sure about this. Will have to find someone more knowledgeable about it.
>>What wood property is relevant for stonebows?
Light Crossbow Affinity
>>Does wood type or mechanism material have any effect on soldiers/telescopes/music boxes?
Using very high ductility mechanisms and rare wood will increase the siegery units stat caps and telescope bonus cap. It won't do anything for music boxes as they don't currently tier.
>>Some crafting books, like blacksmithing, have lines about where the item gets its potency from. Could we get that for tinkering?
Possibly in the future. It'd be about 2 months of work, so I don't see it happening right now.
>>Combat in test is broken. Attack verbs such as swing/slice/punch frequently yield no response from the game and when you finally do attack your accuracy seems to be 0.
I don't know what is going on there. Looks like something broke when they tried to sync the server/characters. Part of why I hesitate doing it despite all the complaining folks do. I just don't have the time to do everything.
>>-Tinker's tools have the same look as stone chisels.
Haha, yeah I copied chisels as a shortcut when designing them. I'll get that fixed.
>>-Music boxes and telescopes could both use a "study" so it's easier to tell how to use them.
I'll have to put in proposals for that.
>>-Maker's marks don't show up on music boxes.
Likely a limitation of the script they use, but I'll double-check.
>>-Deeded metals don't show ductility.
I can get that added.
>> tinker's tools
Though I fixed all the old links before I released to test. I'll get those sorted out tomorrow.
Thank you for all the testing!
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
I'm not sure about this. Will have to find someone more knowledgeable about it.
>>What wood property is relevant for stonebows?
Light Crossbow Affinity
>>Does wood type or mechanism material have any effect on soldiers/telescopes/music boxes?
Using very high ductility mechanisms and rare wood will increase the siegery units stat caps and telescope bonus cap. It won't do anything for music boxes as they don't currently tier.
>>Some crafting books, like blacksmithing, have lines about where the item gets its potency from. Could we get that for tinkering?
Possibly in the future. It'd be about 2 months of work, so I don't see it happening right now.
>>Combat in test is broken. Attack verbs such as swing/slice/punch frequently yield no response from the game and when you finally do attack your accuracy seems to be 0.
I don't know what is going on there. Looks like something broke when they tried to sync the server/characters. Part of why I hesitate doing it despite all the complaining folks do. I just don't have the time to do everything.
>>-Tinker's tools have the same look as stone chisels.
Haha, yeah I copied chisels as a shortcut when designing them. I'll get that fixed.
>>-Music boxes and telescopes could both use a "study" so it's easier to tell how to use them.
I'll have to put in proposals for that.
>>-Maker's marks don't show up on music boxes.
Likely a limitation of the script they use, but I'll double-check.
>>-Deeded metals don't show ductility.
I can get that added.
>> tinker's tools
Though I fixed all the old links before I released to test. I'll get those sorted out tomorrow.
Thank you for all the testing!
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
ILLIENA
Re: Testing
02/14/2016 11:36 PM CST
Separating mechanisms gives the wrong messaging about which batch is at your feet.
>glance
You glance down to see some steel scissors with ruby bows in your right hand and some bronze mechanisms in your left hand.
>count my mecha
There are three parts left of the bronze mechanisms.
>mark mecha at 1
You count out 1 batches and mark them for separation.
>cut my mecha with sciss
You carefully separate 1 batch and place it at your feet.
>stow left
You put your mechanisms in your leather backpack.
>get mecha
You pick up the mechanisms lying at your feet.
>count mecha
There are two parts left of the bronze mechanisms.
>glance
You glance down to see some steel scissors with ruby bows in your right hand and some bronze mechanisms in your left hand.
>count my mecha
There are three parts left of the bronze mechanisms.
>mark mecha at 1
You count out 1 batches and mark them for separation.
>cut my mecha with sciss
You carefully separate 1 batch and place it at your feet.
>stow left
You put your mechanisms in your leather backpack.
>get mecha
You pick up the mechanisms lying at your feet.
>count mecha
There are two parts left of the bronze mechanisms.
ILLIENA
Re: Testing
02/14/2016 11:44 PM CST
I don't suppose the miniature soldiers could be made to work with codices? Maybe just the humanoid designs?
DR-KODIUS
Re: Testing
02/15/2016 06:57 PM CST
What are codices?
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
ILLIENA
Re: Testing
02/15/2016 07:04 PM CST
> What are codices?
These:
You tap a simple design codex that you are holding.
Sold at the engineering society, I believe. Useable with carved beads and such.
These:
You tap a simple design codex that you are holding.
Sold at the engineering society, I believe. Useable with carved beads and such.
ZETHIN01095
Re: Testing
02/16/2016 01:58 PM CST
Any chance one of the rare metals could get ductility set to 95? Maybe animite?
ILLIENA
Re: Testing
02/16/2016 03:07 PM CST
> Any chance one of the rare metals could get ductility set to 95? Maybe animite?
Damite is 99.
Damite is 99.
ZETHIN01095
Re: Testing
02/16/2016 09:31 PM CST
>>Damite is 99.
Damite should also probably come down to 95 then (since 99 is usually reserved for auction/quest). I just thought animite getting that 95 spot would give it a nice niche role in crafting. Currently it's not really useful outside of alterations.
Damite should also probably come down to 95 then (since 99 is usually reserved for auction/quest). I just thought animite getting that 95 spot would give it a nice niche role in crafting. Currently it's not really useful outside of alterations.
NINEVAH1
Re: Testing
02/17/2016 12:38 AM CST
>>Damite should also probably come down to 95 then (since 99 is usually reserved for auction/quest).
I'm pretty sure that Ductility isn't going to change things that much that 99 Ductility needs to be gated behind a paywall.
I'm pretty sure that Ductility isn't going to change things that much that 99 Ductility needs to be gated behind a paywall.
TEVESHSZAT
Re: Testing
02/17/2016 12:59 AM CST
>>I'm pretty sure that Ductility isn't going to change things that much that 99 Ductility needs to be gated behind a paywall.
This is correct. It's also correct that tyrium isn't that different than any 95 hardness metal for weapons.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
This is correct. It's also correct that tyrium isn't that different than any 95 hardness metal for weapons.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
ZETHIN01095
Re: Testing
02/17/2016 07:41 AM CST
I was more thinking for consistancy, 95 being "Very rare" and 99+ being "Paywall" is the standard across everything else.
Also saying that Ductility isn't going to change things much compared to 95 vs 99 applies as an arguement either way. If it doesn't change things much than 95 should be fine for mineable metals and you don't need a 99 ductility readily available metal.
Also, my main thought here is for Siegery, which I would hope ductility impacts heavily.
Also saying that Ductility isn't going to change things much compared to 95 vs 99 applies as an arguement either way. If it doesn't change things much than 95 should be fine for mineable metals and you don't need a 99 ductility readily available metal.
Also, my main thought here is for Siegery, which I would hope ductility impacts heavily.
NINEVAH1
Re: Testing
02/17/2016 11:47 AM CST
>>Also, my main thought here is for Siegery, which I would hope ductility impacts heavily.
No clue how this will play out since I don't interact with Siegery.
As for the way it interacts with crossbows it seems to be akin to enhancements and it doesn't even make a difference unless you have Ductility under 20 or over 85-90. Having 99 Ductility gated behind a paywall would turn it into something that was largely useless IMO, and would never be used since it seems you are going to need it at 95+ to even see a benefit from it.
I understand that want for consistency but I think doing with Ductility is a bit extreme.
No clue how this will play out since I don't interact with Siegery.
As for the way it interacts with crossbows it seems to be akin to enhancements and it doesn't even make a difference unless you have Ductility under 20 or over 85-90. Having 99 Ductility gated behind a paywall would turn it into something that was largely useless IMO, and would never be used since it seems you are going to need it at 95+ to even see a benefit from it.
I understand that want for consistency but I think doing with Ductility is a bit extreme.
TEVESHSZAT
Re: Testing
02/17/2016 11:56 AM CST
>>Having 99 Ductility gated behind a paywall would turn it into something that was largely useless IMO, and would never be used since it seems you are going to need it at 95+ to even see a benefit from it.
I'm still not sure how this is different than 99 physical for weapons. Is the argument that no one would use quest materials for a crossbow (if so, why not?), or that no one would use rare materials for a crossbow and instead opt to use quest materials (which could be disputed by kertig/haralun/glaes being popular despite tyrium existing).
My own personal view on quest materials is that they're totally fine as long as they're not short-term use items (looking at you, orichalcum for potions).
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
I'm still not sure how this is different than 99 physical for weapons. Is the argument that no one would use quest materials for a crossbow (if so, why not?), or that no one would use rare materials for a crossbow and instead opt to use quest materials (which could be disputed by kertig/haralun/glaes being popular despite tyrium existing).
My own personal view on quest materials is that they're totally fine as long as they're not short-term use items (looking at you, orichalcum for potions).
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
ZETHIN01095
Re: Testing
02/17/2016 12:07 PM CST
>>Having 99 Ductility gated behind a paywall would turn it into something that was largely useless IMO, and would never be used since it seems you are going to need it at 95+ to even see a benefit from it.
I guess this is what I don't understand, if it's useless behind a paywall then I wonder why it has to be 99 at all.
I'd also really love to avoid an oversite situation (I'm looking at you Senci) where something was set much higher for testing than it should have been in release.
In the end it's up to Kodius, if he wants damite at 99 then it'll be there, personally I'd prefer to see animite get a bump to 95 and damite knocked down to 95. Let something special (neillo, kapeda, and orichalcum are prime contenders in my mind considering their less than usefulness, maybe arudalum and icesteel) get the 99.
I guess this is what I don't understand, if it's useless behind a paywall then I wonder why it has to be 99 at all.
I'd also really love to avoid an oversite situation (I'm looking at you Senci) where something was set much higher for testing than it should have been in release.
In the end it's up to Kodius, if he wants damite at 99 then it'll be there, personally I'd prefer to see animite get a bump to 95 and damite knocked down to 95. Let something special (neillo, kapeda, and orichalcum are prime contenders in my mind considering their less than usefulness, maybe arudalum and icesteel) get the 99.
NINEVAH1
Re: Testing
02/17/2016 12:47 PM CST
>>I'm still not sure how this is different than 99 physical for weapons. Is the argument that no one would use quest materials for a crossbow (if so, why not?), or that no one would use rare materials for a crossbow and instead opt to use quest materials (which could be disputed by kertig/haralun/glaes being popular despite tyrium existing).
My point is that from what I have seen in Test is that anything below 99 Ductility isn't going to be visible on the majority of crossbows (haven't seen crossbows made from rare woods so it might make more of a difference with them).
Personally, I see quest/auctions materials as mostly useless beyond being able to say I have the best of the best since they are only marginally better than every-day rare materials. Put 99 Ductility materials behind a paywall and I wouldn't care about what that stat meant anymore because I'm not willing to fork out real cash, or tens of thousands of plats, for a couple of extra points. How I feel may be in the minority, but I'm not interested in paying that much extra for what amounts to an enhancement that I can get for the price of a tech.
The same could be said for Tyrium weapons/armor with the abilities that raise damage/balance/suitedness and Divine Armor.
My point is that from what I have seen in Test is that anything below 99 Ductility isn't going to be visible on the majority of crossbows (haven't seen crossbows made from rare woods so it might make more of a difference with them).
Personally, I see quest/auctions materials as mostly useless beyond being able to say I have the best of the best since they are only marginally better than every-day rare materials. Put 99 Ductility materials behind a paywall and I wouldn't care about what that stat meant anymore because I'm not willing to fork out real cash, or tens of thousands of plats, for a couple of extra points. How I feel may be in the minority, but I'm not interested in paying that much extra for what amounts to an enhancement that I can get for the price of a tech.
The same could be said for Tyrium weapons/armor with the abilities that raise damage/balance/suitedness and Divine Armor.
TEVESHSZAT
Re: Testing
02/17/2016 01:21 PM CST
>>My point is that from what I have seen in Test is that anything below 99 Ductility isn't going to be visible on the majority of crossbows (haven't seen crossbows made from rare woods so it might make more of a difference with them).
IMO, that means those lower ductility need to matter more, then, than needing 99 accessible to all.
>>Personally, I see quest/auctions materials as mostly useless beyond being able to say I have the best of the best since they are only marginally better than every-day rare materials.
This is a pretty fair way to view them. They're not game-changing. I believe this is also explicitly intentional by design. That final 4 points don't count "more" than the initial 95.
If there isn't much difference between using 80/85/90/95 ductility, then that should probably be expanded on, more than make 99 ductility accessible outside of quests/ultra-rare situations.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
IMO, that means those lower ductility need to matter more, then, than needing 99 accessible to all.
>>Personally, I see quest/auctions materials as mostly useless beyond being able to say I have the best of the best since they are only marginally better than every-day rare materials.
This is a pretty fair way to view them. They're not game-changing. I believe this is also explicitly intentional by design. That final 4 points don't count "more" than the initial 95.
If there isn't much difference between using 80/85/90/95 ductility, then that should probably be expanded on, more than make 99 ductility accessible outside of quests/ultra-rare situations.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
ZEYPHAN
Re: Testing
02/18/2016 04:07 PM CST
Is there any way in game to see siegery units stat caps and telescope bonus caps?
I decided to take another crack at comparing crossbows with different mechanisms and actually saw appraisal changes.
Three sandalwood alpine crossbows (LX)
Nickel mechanisms (90 ductility)
You are certain that the crossbow is reasonably (7/17) balanced and is reasonably (7/17) suited for adding attack power from its draw strength.
Iron mechanisms (50 ductility)
You are certain that the crossbow is reasonably (7/17) balanced and is reasonably (7/17) suited for adding attack power from its draw strength.
Oravir mechanisms (15 ductility)
You are certain that the crossbow is decently (6/17) balanced and is soundly (8/17) suited for adding attack power from its draw strength.
~Engineering Savant Ascot Ryuzzaki, Grayroot of Elanthia
I decided to take another crack at comparing crossbows with different mechanisms and actually saw appraisal changes.
Three sandalwood alpine crossbows (LX)
Nickel mechanisms (90 ductility)
You are certain that the crossbow is reasonably (7/17) balanced and is reasonably (7/17) suited for adding attack power from its draw strength.
Iron mechanisms (50 ductility)
You are certain that the crossbow is reasonably (7/17) balanced and is reasonably (7/17) suited for adding attack power from its draw strength.
Oravir mechanisms (15 ductility)
You are certain that the crossbow is decently (6/17) balanced and is soundly (8/17) suited for adding attack power from its draw strength.
~Engineering Savant Ascot Ryuzzaki, Grayroot of Elanthia
ZEYPHAN
Re: Testing
02/18/2016 06:44 PM CST
-I think the "Balance Crossbow Crafting" technique is supposed to be called the "Balanced Crossbow Crafting" technique.
-The battle and forester's stonebows are listed as "short battle stonebow" and "short forester's stonebow". I don't think they're supposed to have the "short".
-Currently the forester's stonebow and light crossbow templates are using the "Advanced Powerful Crossbows" technique. Should they be using the "Advanced Balanced Crossbows" technique like the heavy forester's crossbow? Forester's longbows and shortbows use the "Advance Light Bowcraft" technique which is the equivalent of the "Advanced Balanced Crossbow" technique.
-I filled out the tables on the Tinkering Products page on Elanthipedia. I'll start filling out the individual item pages after I collect more data.
~Engineering Savant Ascot Ryuzzaki, Grayroot of Elanthia
-The battle and forester's stonebows are listed as "short battle stonebow" and "short forester's stonebow". I don't think they're supposed to have the "short".
-Currently the forester's stonebow and light crossbow templates are using the "Advanced Powerful Crossbows" technique. Should they be using the "Advanced Balanced Crossbows" technique like the heavy forester's crossbow? Forester's longbows and shortbows use the "Advance Light Bowcraft" technique which is the equivalent of the "Advanced Balanced Crossbow" technique.
-I filled out the tables on the Tinkering Products page on Elanthipedia. I'll start filling out the individual item pages after I collect more data.
~Engineering Savant Ascot Ryuzzaki, Grayroot of Elanthia
ZEYPHAN
Re: Testing
02/26/2016 10:33 PM CST
When you study the simple heavy crossbow instructions it says you're studying the heavy crossbow instructions and the final crossbow you create is called a "heavy crossbow" instead of a "simple heavy crossbow". It appraises differently then the actual heavy crossbow though, so it looks like it's just getting the wrong name applied to it.
~Engineering Savant Ascot Ryuzzaki, Grayroot of Elanthia
~Engineering Savant Ascot Ryuzzaki, Grayroot of Elanthia
DR-KODIUS
Re: Testing
02/28/2016 08:28 PM CST
-I think the "Balance Crossbow Crafting" technique is supposed to be called the "Balanced Crossbow Crafting" technique.
* This is now fixed.
-The battle and forester's stonebows are listed as "short battle stonebow" and "short forester's stonebow". I don't think they're supposed to have the "short".
* This is now fixed.
-Currently the forester's stonebow and light crossbow templates are using the "Advanced Powerful Crossbows" technique. Should they be using the "Advanced Balanced Crossbows" technique like the heavy forester's crossbow? Forester's longbows and shortbows use the "Advance Light Bowcraft" technique which is the equivalent of the "Advanced Balanced Crossbow" technique.
* Yes, you are correct. I've corrected this. Please let me know if you find anything else that looks off.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
* This is now fixed.
-The battle and forester's stonebows are listed as "short battle stonebow" and "short forester's stonebow". I don't think they're supposed to have the "short".
* This is now fixed.
-Currently the forester's stonebow and light crossbow templates are using the "Advanced Powerful Crossbows" technique. Should they be using the "Advanced Balanced Crossbows" technique like the heavy forester's crossbow? Forester's longbows and shortbows use the "Advance Light Bowcraft" technique which is the equivalent of the "Advanced Balanced Crossbow" technique.
* Yes, you are correct. I've corrected this. Please let me know if you find anything else that looks off.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
DR-KODIUS
Re: Testing
02/28/2016 08:39 PM CST
>>Is there any way in game to see siegery units stat caps and telescope bonus caps?
Not at this time. I'm not in a position to recommend changes to either system.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Not at this time. I'm not in a position to recommend changes to either system.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
DR-KODIUS
Re: Testing
02/28/2016 08:40 PM CST
>>I made a sandalwood(simple) stonebow, using the command fire, or fire stonebow... it would not fire. However rarely using the command fire right worked, but this seemed random as to when or if it worked. I also made a sandalwood lobbing stonebow, and got the same bug.
Ranged combat is fixed in DRT.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Ranged combat is fixed in DRT.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
ASHAMAN1
Re: Testing
02/29/2016 09:33 AM CST
>>Ranged combat is fixed in DRT.
Excellent, thanks - will poke again soonest.
Samsaren
Excellent, thanks - will poke again soonest.
Samsaren