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[topic unique] Star Wars Galaxies : venez sur Kauri !

n°1378878
belgarion
Emporté par le Nexus
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Posté le 22-07-2003 à 00:21:08  profilanswer
 

Reprise du message précédent :

Mhaggar a écrit :

Pour etre Master Artisan, suffit d'avoir assez de skill points et d'Apprenticeship XP ? Ca demande pas de General Crafting XP ?

ouais mais faut aussi etre master dans les 4 branches
 
faut que j enseigne des truc moi :/

mood
Publicité
Posté le 22-07-2003 à 00:21:08  profilanswer
 

n°1378885
Mhaggar

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Posté le 22-07-2003 à 00:26:37  profilanswer
 

Belgarion a écrit :

ouais mais faut aussi etre master dans les 4 branches


C'est a dire ? Il faut atteindre le level IV des 4 branches (Engineering, Domestic Arts, Business, Surveying) ?


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You want to know my name, you want to see my face, I'm the devil !
n°1378886
@chewie

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Posté le 22-07-2003 à 00:27:45  profilanswer
 

Mhaggar a écrit :


C'est a dire ? Il faut atteindre le level IV des 4 branches (Engineering, Domestic Arts, Business, Surveying) ?


oui

n°1378887
Mhaggar

Transactions (0)
Posté le 22-07-2003 à 00:29:10  profilanswer
 


 :sweat:


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You want to know my name, you want to see my face, I'm the devil !
n°1378889
Mhaggar

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Posté le 22-07-2003 à 00:31:22  profilanswer
 

Quel droid demande le Stupid Droid Personality Chip?


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You want to know my name, you want to see my face, I'm the devil !
n°1378893
Mhaggar

Transactions (0)
Posté le 22-07-2003 à 00:40:26  profilanswer
 

Pitin je peux toujours pas me loguer sur Kauri c'est koi cette merdouille  :fou:  :fou:  :fou:  Ca va bientot faire 24h que j'ai pas joue  :o


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You want to know my name, you want to see my face, I'm the devil !
n°1378902
belgarion
Emporté par le Nexus
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Posté le 22-07-2003 à 00:52:52  profilanswer
 

bon en faite j ai dit des connerie donc on reprend a 0
 
- pas besoin d etre master artisan pour faire des droid
 
- par contre si j ai bien piger on peux faire que des droid MSE
 
 http://hacheetfer.free.fr/swg/mse.jpg  
 
ca rapporte 140 pt en droid craft et il en faut 48000 pour faire d autre droid
 
en plus apparemment on peux rien lui mettre comme truc au droid comme un bras ou une puce pour qu il soit stupide
 
bon faut verifier que je me sois pas planter mais c lourd :o

n°1378917
belgarion
Emporté par le Nexus
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Posté le 22-07-2003 à 01:01:49  profilanswer
 

si vous en voulez un pareil ( Gratuit ) envoyer moi un mail in game
 
y a mon nom sur le SC j en ai marre de me cacher :p

n°1378924
Mhaggar

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Posté le 22-07-2003 à 01:05:27  profilanswer
 

Belgarion a écrit :

si vous en voulez un pareil ( Gratuit ) envoyer moi un mail in game
 
y a mon nom sur le SC j en ai marre de me cacher :p


Moi moi moi Torka un ptit mouse droid stp  :p


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You want to know my name, you want to see my face, I'm the devil !
n°1378926
Mhaggar

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Posté le 22-07-2003 à 01:06:09  profilanswer
 

Bon j'ai enfin reussi a me loguer mais j'abandonne pour ce soir c'est d'une lenteur infernale  :pfff:


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You want to know my name, you want to see my face, I'm the devil !
mood
Publicité
Posté le 22-07-2003 à 01:06:09  profilanswer
 

n°1378943
belgarion
Emporté par le Nexus
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Posté le 22-07-2003 à 01:16:02  profilanswer
 

Mhaggar a écrit :


Moi moi moi Torka un ptit mouse droid stp  :p  


fais moi signe ingame et je t en donnerais un :)

n°1378948
Mhaggar

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Posté le 22-07-2003 à 01:19:45  profilanswer
 

Belgarion a écrit :


fais moi signe ingame et je t en donnerais un :)


Cool je pourrais lui filer des coups de latte qd je serais exaspere par un bug gniark gniark


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You want to know my name, you want to see my face, I'm the devil !
n°1379096
belgarion
Emporté par le Nexus
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Posté le 22-07-2003 à 09:17:08  profilanswer
 

Mhaggar a écrit :


Cool je pourrais lui filer des coups de latte qd je serais exaspere par un bug gniark gniark

attention je fais parti de la LPDDR
 
la Ligue pour la Protection des Droits des Droids Ridicules

n°1379791
belgarion
Emporté par le Nexus
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Posté le 22-07-2003 à 14:00:37  profilanswer
 

bon qqun connait les regles pour nommer un droid ?
 
j ai ssayer d appeller le miens MSE6-W01 mais apparemment ca marche pas :(
 
je crois que le tiret est interdit

n°1379807
@chewie

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Posté le 22-07-2003 à 14:04:43  profilanswer
 

faut dire 4 fois le meme mot je crois, et alors ton droid porte ce nom la.

n°1380012
Mhaggar

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Posté le 22-07-2003 à 15:37:35  profilanswer
 

@chewie a écrit :

faut dire 4 fois le meme mot je crois, et alors ton droid porte ce nom la.


Quand le nom du droid est entre parentheses c'est OK ? Tu sais si on peut changer le nom encore une fois par la suite ?
 
Bon sinon , joie, tous les serveurs sont a nouveaux offline  [:figti]
ETA 17h, oh joli ya du progres, seulement 1h30 de downtime  :heink:


Message édité par Mhaggar le 22-07-2003 à 15:41:42

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You want to know my name, you want to see my face, I'm the devil !
n°1380125
belgarion
Emporté par le Nexus
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Posté le 22-07-2003 à 16:24:56  profilanswer
 

Mhaggar a écrit :


Quand le nom du droid est entre parentheses c'est OK ? Tu sais si on peut changer le nom encore une fois par la suite ?
 
Bon sinon , joie, tous les serveurs sont a nouveaux offline  [:figti]
ETA 17h, oh joli ya du progres, seulement 1h30 de downtime  :heink:  

t a qu a bosser  :kaola:  
 
sinon mon droid je lui est dit 10 fois son nom en lui donnant les ordres mais ca marche pas [:sisicaivrai]

n°1380141
Mhaggar

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Posté le 22-07-2003 à 16:33:12  profilanswer
 

Belgarion a écrit :

t a qu a bosser  :kaola:  


 :lol:  :lol:  :lol:      :heink:      :sweat:


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You want to know my name, you want to see my face, I'm the devil !
n°1380886
Mhaggar

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Posté le 23-07-2003 à 01:11:11  profilanswer
 

Bon là je commence a en avoir plein le dos des ces serveurs toujours down  :pfff:


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You want to know my name, you want to see my face, I'm the devil !
n°1381029
Mhaggar

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Posté le 23-07-2003 à 09:52:19  profilanswer
 

Bam! Toujours offline, mais ils font quoi avec mon pognon  :fou:


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You want to know my name, you want to see my face, I'm the devil !
n°1382196
thekiller3

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Posté le 23-07-2003 à 18:14:27  profilanswer
 

Server Status
All servers are up except:  
TestCenter
 
 
bon ca va c'est UP now... :)

n°1382334
d750

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Posté le 23-07-2003 à 19:47:45  profilanswer
 

bon ben je vois que j ai pas du louper grand chose durant mes 2 jours indispo :)

n°1382362
belgarion
Emporté par le Nexus
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Posté le 23-07-2003 à 20:02:22  profilanswer
 

juste un mega nerf des droid et creature :
 
www.swg-fr.com

n°1382886
@chewie

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Posté le 24-07-2003 à 01:12:36  profilanswer
 

AH yest jsuis droid engineer aussi :)
 
Bon plus que 340 mouse droid et jpeux faire des droid interessant :D

n°1383051
belgarion
Emporté par le Nexus
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Posté le 24-07-2003 à 09:17:46  profilanswer
 

@chewie a écrit :

AH yest jsuis droid engineer aussi :)
 
Bon plus que 340 mouse droid et jpeux faire des droid interessant :D


est ce qu il serve a un seul truc le mouse droid ?

n°1383210
Mhaggar

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Posté le 24-07-2003 à 11:25:47  profilanswer
 

Belgarion a écrit :


est ce qu il serve a un seul truc le mouse droid ?


De base ils servent a rien, apparemment il faut leur ajouter un module (medic, stockage)


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You want to know my name, you want to see my face, I'm the devil !
n°1383360
belgarion
Emporté par le Nexus
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Posté le 24-07-2003 à 12:28:55  profilanswer
 

Mhaggar a écrit :


De base ils servent a rien, apparemment il faut leur ajouter un module (medic, stockage)


ouah bah j ai pas reussi a lui ajouter de modules moi
 
sinon les sacs a dos ca coute chere ?
faut quoi comme skil pour les faire ?

n°1383400
@chewie

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Posté le 24-07-2003 à 12:55:42  profilanswer
 

Belgarion a écrit :


ouah bah j ai pas reussi a lui ajouter de modules moi
 
sinon les sacs a dos ca coute chere ?
faut quoi comme skil pour les faire ?


J'ai eu le mien pour 500 credits, faut domestic art Iv pour pouvoir les faire.

n°1384214
d750

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Posté le 24-07-2003 à 19:26:32  profilanswer
 

Belgarion a écrit :


ouah bah j ai pas reussi a lui ajouter de modules moi
 
sinon les sacs a dos ca coute chere ?
faut quoi comme skil pour les faire ?


 
j ai eu la chance d en trouver un sur un corps, meme si pour l instant il me sert a rien

n°1384283
thekiller3

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Posté le 24-07-2003 à 20:03:54  profilanswer
 

pratique le sac a dos, ça décuple ton inventaire :love:  :)

n°1384755
d750

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Posté le 25-07-2003 à 00:47:08  profilanswer
 

bon ben ce soir j ai été faire un tour sur la planete LOK avec un ptit groupe, y avait des monstres bien balaise mais on a bien géré le truc quand meme, je me suis fait pas mal d xp, c etait bien sympa cool quoi :)
 
par contre quand le groupe s est séparé on est tous parti un peu seul, et moi je me suis fait tué sur le chemin vers le starport, se balader tout seul sur lok c est dangereux :D bon enfin pas grave je m etais cloné(meme si j ai l impression qu on perd toujours aucun objet j ai quand meme pris une assurance), donc bon j ai rien perdu
 
enfin c etait sympa quoi, en groupe c est pas mal lok

n°1384767
@chewie

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Posté le 25-07-2003 à 00:50:26  profilanswer
 

Terrible le practice pour les artisants :)
 

Citation :

Added "practice" for crafting - when you practice, you'll use all the resources naturally, but you won't actually make the item - you'll also get a 5% xp bonus. This is to help address those people who want the xp from practicing crafting, but don't want (or don't think they can) to sell the items they are making.  


 
Par contre c buggé, chez moi ca me rapporte 25% d'xp en plus et non 5% :D Ou alors ils ont fait une faute de frappe, mais 25% ca me parait beaucoup en plus quand meme :O

n°1384892
belgarion
Emporté par le Nexus
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Posté le 25-07-2003 à 09:05:17  profilanswer
 

@chewie a écrit :

Terrible le practice pour les artisants :)
 

Citation :

Added "practice" for crafting - when you practice, you'll use all the resources naturally, but you won't actually make the item - you'll also get a 5% xp bonus. This is to help address those people who want the xp from practicing crafting, but don't want (or don't think they can) to sell the items they are making.  


 
Par contre c buggé, chez moi ca me rapporte 25% d'xp en plus et non 5% :D Ou alors ils ont fait une faute de frappe, mais 25% ca me parait beaucoup en plus quand meme :O


et comment tu practice ?
j ai pas trouver moi :(
 
on a fait un raid sur anchoread avec un groupe d imp c etait bien rigolo :)

n°1384895
PunkRod
Digital Mohawk
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Posté le 25-07-2003 à 09:11:14  profilanswer
 

Belgarion a écrit :


et comment tu practice ?
j ai pas trouver moi :(
 
on a fait un raid sur anchoread avec un groupe d imp c etait bien rigolo :)  


 
au menu "create object", là où tu peux donner le nom à ton objet, tu as une case en bas à gauche de la fenêtre. Tu coches et tu as le bouton "practice" au lieu de "create object".
 
je trouve l'idée sympa, même si ça encourage le grinding malheureusement...


---------------
Assistants SWGOH
n°1385084
garphild
mmorpg addicted
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Posté le 25-07-2003 à 11:13:05  profilanswer
 

:ouch: [:wam]

Citation :

July 2003 Currently In development  
These are the items targeted for the first update to Star Wars Galaxies. These items are planned to be pushed to Test Center shortly. Note that sometimes we put things on Test Center just to try them out, so not everything here will necessarily make it to the other servers. We welcome comment and discussion on this list.  
 
PROFESSIONS  
Armorsmith  
Fixed a problem with the armorweave armor segment which prevented experimentation on it's special effectiveness.  
Armor should be properly hueable now.  
Fixed armor segments so that their special protection effectiveness properly corresponds to the armor set.  
Crafters can now experiment on the special protection effectiveness attribute on armor segments  
Special protection effectiveness is now falls under resistance experimentation. Integrity is affected by the durability experimentation.  
Fixed a problem where skills were not granting enough assembly and experimentation. These skill mods now add up to 100 for the master.  
Fixed bad resource references on the advanced chemical dispersion and advanced padded armor components. They should now be craftable.  
Fixed bug that added component armor values to the final object twice.  
Fixed a problem with mind encumbrance using the wrong experimentation attribute in armor schematics.  
 
Weaponsmith  
A weapon stock is no longer required on the DH17 carbines.  
The minimum HAM penalty range on option weapon components has been reduced to zero. Therefore it is technically possible to experiment away all of the penalties.  
The positive effects of optional weapon components have been increased slightly.  
Fixed durability experimentation on weapon components so that it affects their integrity properly.  
Fixed a problem where skills were not granting enough assembly and experimentation. These skill mods now add up to 100 for the master.  
Fixed a bug in the beam rifle which made it appear to be an acid beam rifle.  
Added attribute examination to munition components as well as weapon and armor component enhancements.  
Corrected bad resource references in several advanced components: Dispersal Mechanism, Vibro Blade Unit, and Chemical Dispersal Mechanism.  
 
Bio-Engineer  
Fixed a bug in XP calcs when sampling from creature deeds  
Added range check at end of sample time to prevent exploit  
Can no longer sample from the rancor in the cage at Jabba's palace (funny though)  
Reduced xp rewards when sampling from deeds  
Allowed Bio-Engineer to sample from their own pets  
Removed ability to sample from baby creatures.  
 
Combat Medic  
Reworked the way area healing and area damage over time medicines function. They should be much more reliable now and they shouldn't use a charge for each target affected.  
Fixed a problem with area stimpacks requiring Medicine Use. They should require Combat Medicine Use. This fix only affects newly crafted stimpacks, so old ones will still require Medicine Use.  
Fixed a problem where the Combat Medic's effectiveness skill mod was not properly increasing the power of medicines that do damage over time..  
 
Creature Handler  
Non-creature handlers will not gain creaturehandler xp now.  
You must have at least a 15% chance of taming a creature to get the taming menu option  
Reduced regen stats of baby creatures and pets.  
Creature pets will have the same chance of being death-blowed by ferocious creatures as players do  
A creature pet which is incapacitated when its master is killed or not around will die (pet control device will delete itself).  
Baby creatures will not attempt to follow each other  
Pet control devices cannot be transferred to someone who is at their max-count for number of stored pets  
Creature handlers will be able to transfer pets to non-creatureHandlers. The non-creature handlers will not be able to train the pet new commands, but they will be able to store them, call them, and issue any commands that the pet already knows. Note, only certain types of creatures, all fairly low level, can be controlled by a non-creature handler.  
Pets can now attack creature lairs.  
Fixed scaling bug with tamable creatures which resulted in too-small or too-large baby variants.  
 
Smuggler  
Increased the damage and the action cost of the /lastditch smuggler attack.  
Weapon slicing no longer has a chance of slowing a weapon down. It now properly speeds the weapon up.  
 
Droid Engineer  
You can now get a more detailed Examine window on droid components.  
Changed the armor integrity attribute to armor toughness  
Added mechanism quality to the Examine window for droid deeds.  
Removed personality chip ingredient slots from droids that don't talk  
Added the surgical droid to the list of droids that do talk.  
It is no longer possible to apply damage over time effects to droids.  
Droid medic modules should now have a variable effect on medical wound healing, depending on what quality medical modules were built into the droid.  
Droids allow a person to drag an item on top of their pet droid to store an item in it. (assuming that the droid has a storage module, of course).  
Droid pets will die when incapacitated  
Fixed a problem that prevented surgical droids from being used to heal wounds.  
 
Scout  
Bigger camps now grant xp slightly faster than smaller camps.  
The rate at which camps accumulate XP to award when they are disbanded has been increased.  
You can now place camps in no-build regions (but you still cannot in city regions)  
Camps now auto-heal faster as their level increases (i.e. a high tech base heals faster than a two person kit).  
Baby creatures now yield 1/4th the resources and xp of an adult when harvested.  
The mind pool damage done by the sharp bone spur has been decreased.  
The ranged and melee defense debuff traps have been strengthened slightly.  
Fixed the description of FX on a couple traps.  
Attempts at scent masking against creatures should be more successful.  
Scent masking should be much less likely to break against large groups of creatures now.  
There is a chance that a creature that detects you while you are scent masked will attack you.  
Improved mask scent's ability to make a creature ignore the player  
Camps will now properly give XP.  
 
Medic  
Added the ability to experiment on duration with the resilience compound.  
Reduced the number of resource attributes that are factored into medicine crafting. This should make it easier to keep track of what is needed.  
Removed durability experimentation from medicines since medicines do not decay.  
Experimentation on the duration of damage over time and Enhancement medicines is now done through experimental effectiveness.  
Fixed a problem with enhancement medpack B's which prevented them from granting crafting experience.  
Added healing kill credit for medics that perform healing on same group combatants  
Added the /diagnose command to novice medic skill. This command gives you feedback on what wounds a targeted player has.  
Added auto-wound select to tendWound if no wound is specified.  
Fixed a problem that enabled revive packs to fire on a /healWound command.  
 
Merchant  
Fixed an exploit where you could steal things from vendors  
Fixed the max sale price on vendors being the same as the bazaar.  
You now have to select "init vendor" from the vendor options after you place your vendor to activate it.  
 
Entertainers, Dancers, and Musicians  
Added checks and failsafes to prevent getting stuck "performing" when not actually performing.  
Added check when player joins group to make sure they are playing the same song as the group.  
Added messages for /bandflourishes  
New flourishes for rhythmic dance: Flourishes 3, 4, 5, 6, 7, 8  
New flourishes for lyrical dance: Flourishes 4, 5, 6, 7, 8  
New flourishes for poplock dance: Flourishes 5, 6, 7, 8  
Fixed bug with /changebandmusic and band members that are not performing  
Made /bandflourish on/off setting persist  
Added status check for /bandFlourish on/off  
Corrected a mixup in the Dancer dance grants.  
 
Artisan  
Exploit fix for surverying, now if you sell back your survey skills and try to use a survey tool, it will ask you to reset your survey settings. If you abort this, the lowest setting will be used.  
The survey UI will scroll to the last used resource in each survey tool  
Survey Fix "here" icon rotation when inside.  
Various visual & usability improvements to the survey UI.  
Fireworks: Made all fireworks not loop after the first display of particles.  
 
ECONOMY  
Bazaar and bank  
Make instant sales money transfers go player to player rather than through the bazaar (receiving the payment should be more reliable)  
Update automated bazaar mail messages to contain more data  
Add resource type name to auction name for resource containers  
Show original object name for named objects (prevents exploit misrepresenting items)  
Enforced a timeout of 30 seconds for bank transfer window  
Forced bank transfer window to close on other bank transactions  
 
Crafting  
Many fixes to crafting experimentation were made. It should be working much better now.  
Fixed an exploit where you could duplicate components  
You now only get UXP on components that someone else made.  
Made crafting/manf hoppers visible to players.  
Creature lairs now have a "Search Lair" option. This option may only be used once per lair.  
Searching a creature lair may now yield egg resources or animal samples. The eggs can be used for food crafting  
Animal samples may be used in animal particle effects generator craftable by an artisan with Engineering I.  
Fixed powerups to work properly when manufactured from a schematic. This means that they should function correctly when built in factories.  
Added messages for when manf stations run out of ingredients.  
Made double clicking factory crates work in craft assembly to extract one object from the crate  
Fixed manf schems & factory crates to display the attributes of their manufactured item  
Don't let users try to activate a harvester without setting a resource first  
Fixed "can't retrieve resources the first time" bug  
various visual & usability improvements  
fix default button on harvesters page  
- fixed an issue that prevented certain powerups (stocks) from being attached to items they should have been allowed to attach to.  
Send mail to player when their manf station runs out of power.  
 
Fishing  
You can now examine fishing poles to determine their quality.  
Made fishing more fun & interactive in stages "nibble" & "bite"  
Added the "star rating" fish density & vegetation meters  
 
Housing and structures  
Fix bug that was preventing characters from getting ejected from ramp edges  
Players now get punted from a house when their access fee permission times out.  
Structures under construction could get into a state where they weren't able to finish their construction - structures now detect this state, and fix themselves.  
The default image on player structure signs has been updated from the bank/credits symbol  
Adding banner like signs for over the door style addresses  
There were some turret AI updates  
Made public crafting stations immovable to regular folks  
 
 
COMBAT  
Combat  
Changed berserk to be a 75 point damage increase instead of double base damage  
Decreased berserk costs slightly  
Fixed double berserk spam  
fixed berserk sometimes stopping combat loop  
Modified unarmed special move damage modifiers to improve their combat abilities  
Increased unarmed damage progression slightly  
Increased melee1h damage for special moves  
fixed wildshot2 not working  
fixed melee2hlunge2 not having an animation  
fixed multitargetpistolshot not working  
fixed suppressionfire 1/2 not changing posture properly  
fixed acid rifle certification  
added xp bonus for non-damaging moves  
fixed fastblast combat spam  
increased power of bountyhunter/commando moves  
fix for xp exploit: Killing baby pets won't grant xp.  
bring /con messages in line with new colors  
fix fragmentation grenade blast self hit/miss  
A fix went in for an exploit involving damage over time.  
 
Battlefields  
Added error messaging to battlefield reinforcements so that you know when it fails due to lack of faction points.  
You can no longer build battlefield structures outside of the battlefield perimeter even if it is in range of a constructor.  
Added explosion effects to all destructible battlefield objects.  
fix problem with group ham bars all turning violet (or orange, now)  
 
Death and cloning  
Fixed issue with player spawning in wrong room of outpost cloning facility  
Respawn fx added.  
 
Grouping  
Improvements to help deal with the bug where group members get removed from group chat at the wrong times  
Fixed bugs with group difficulty calculations. This should also correct problems with the XP awards in groups.  
Fix crazy group icon showing up in all the wrong places  
Fixed group chat going away if anyone leaves the group  
 
PvP  
Control of static factional dungeons now affects the status of control of the Galaxy in the Galactic Civil War.  
- The number of player-built factional HQs on the map now affects control of the Galaxy as well.  
- The side that is winning in the Galactic Civil War conflict gets a 15% bonus to all earned XP.  
- The side that is losing in the Galactic Civil War gets a 30% discount on the cost of all faction perks.  
- Reduced the cost of factional perks to compensate for the slower gain rate for faction points.  
Fixed duels preventing secure trade.  
Faction point caps are now variable for your aligned faction. The amount of faction you can have is equal to the cost to reach your current rank times 10.1. This means at the rank of Colonel, which costs 6000 faction to achieve, you can have up to 66,000 faction points stored up.  
Made it so that you will get a faction enemy flag for attacking someone who is factioned, even if the attacker was a personal enemy.  
 
 
CREATURES AND AI  
Pathfinding bug fixes and improvements, especially in interiors.  
Stuck AI's will warp past the thing they are stuck on to get to a target  
All cave/dungeon creatures are aggressive now.  
Lairs:  
- Reduced frequency that creatures near their lair will 'bluff'  
- The first couple creatures spawned by a creature lair will never be Baby creatures.  
- Increased spawn rate on boss mob lairs, added new boss mob lairs, moved large creature newbie spawns to world/default spawners, expanded newbie spawn regions.  
- Lair defenders will not defend their lair until it has actually been damaged  
Updated some creatures' level for balance.  
Pets will be able to follow their masters into buildings/caves  
Non-aggressive npcs will defend their lairs  
Upped level on lantern birds to be inline with rest of Endor.  
 
Servers  
Login: Fixed case where some characters could get into a state where they were unable to login - happened in approximately 1 in 100,000 logins.  
Many, many, many server crash fixes, login process fixes, slowdowns, and database problems have been corrected.  
 
THE WORLD  
New locations  
There are rumors of a new Nightsister Spider Cave on Dathomir.  
Rori has seen notable new activity among Garyn Raiders. They may have built a new bunker.  
As you know, Lok is a dangerous place. We've even heard rumors of a town terrorized by Kimogilas...  
The Empire is not pleased to hear that pirate activity has increased on Naboo, including the construction of a new bunker.  
Corellia has also seen more criminal activitythe Chunker Gang has built a new bunker there.  
There's a new Giant Decay Mite Cave on Talus.  
And a Giant Fynock Cave on Talus.  
And a Pygmy Torton Cave on Rori.  
And a Bark Mite Cave on Rori.  
The Rebels have packed up their base on Tatooine. Rumor has it that they may have relocated to Rori to avoid Imperial detection...  
Modran Borvo's Champion has been rumored to be on Naboo.  
Word is that there's a newly founded Rorgungan Swamp Town with some fellow named Captain Hassk, on Rori.  
Beware of Lord Nyax on Corellia!  
 
New battle spawn areas: these are not battlefields in the formal sense, but rather spawn areas that are battles between two sides.  
- Rebels vs. Imperials battle on Corellia.  
- Drall vs. Corsec battle on Corellia.  
- Hunters vs. Creatures battle on Rori.  
- Corsec vs. the Flail battle on Talus.  
 
Content  
Fort Tusken  
- Set up Fort Tusken to spawn in waves.  
- Added a fort tusken champion  
Herald NPCs for static dungeons created and placed. These NPCs are located in various towns and other locations and give out information related to the static dungeons.  
Converted six Imperial or Rebel dungeons into factional dungeons that can be controlled/defended by either faction. These PvE dungeons can change sides based on who is winning the battle there.  
There are battles that now contain AT-ATs.  
Non-aggro giant creatures added to newbie spawn areas.  
Gambling:  
- Added slot machines and roulette to hotels and some cantinas.  
- Adding gambling commands: /joinGame, /leaveGame, & /bet  
Moved location of Tusken Village so that it's not so easy to ace it over and over  
Adjusted ancient krayt spawn rate  
The sarlacc is now more interesting. All newbies should run there right away to see it. Or not.  
Added range checking to travel ticket purchases. You must now stay near the terminal in order to complete a purchase.  
Tusken Raiders: increased the level of Tusken raider special attacks across the board  
Fixed rebel specops soldiers appearing as Imperial Officers  
Fixed Talon Karrde (who used to be a wealthy, over-40's Zabrak woman)  
 
Quests and missions  
Delivery Missions: Added many more delivery mission locations in cities so that NPCs wouldn't all stand around in the same place  
Missions: low end missions now pay less, high end missions pay more.  
Missions: if a location is off-planet, display both the planet and region name  
group mission rewards have had their range extended from 64m to 200m. this means that to receive part of a mission reward, group members must be within 200m of the player that took the mission at time of completion.  
Missions: New mission terminals added for Artisan (crafting, and surveying missions), Entertainer (musician and dancer gig missions) and Explorer (hunting missions, and recon) mission types.  
Various mission difficulty fixes.  
Integrated a group mission payout fix.  
Fixed group mission money split.  
Destroy mission min difficulty and payoff balancing pass.  
Updates put in place for all static quests, theme park quests, and random quests  
Fixed a potential problem with making an escort a thug (if you have low thug faction he attacks you and you can't escort him back) on the Emperor's first quest  
Emperor now sends you to see Vader  
Added a new special grenade called the "Zicx Bug Bomb" - rewarded to players who complete a quest which begins by speaking to a disgraced weapons designer hiding somewhere on Rori...  
 
Tutorial  
fixed a problem where sometimes a player would be unable to join a regular bank after leaving the tutorial.  
made the pirate in the newbie tutorial con green to new players.  
fixed random spam in tutorial bug  
Fixed problems with code strings in automatic waypoints  
 
Loot  
Added armor segment and segment enhancement loot drops  
Added the ability for loot items to have randomized stats. The chance and extent of randomized stats is based on the creature's level.  
Added the ability for the loot system to drop functional crafting components.  
Added special loot items for a number of creature types. These items can only be found on specific creatures. Many of these items are components which can be used in the crafting process. Start looking.  
Added exceptional and legendary item/component drops. These items are very rare and are found only on high level creatures.  
Added the ability for weapons and armor to drop with skill mods.  
Static (placed) locked crates and dropped locked crates will now have loot in them again.  
When looting a resource container, the default action is now pickup instead of split.  
 
THE CLIENT  
UI  
Hid born date and played time on the character sheet, since they didn't display anything.  
/find: added bazaar, mission, & bank terminals to /find and planetary map  
Strings: Fixed lots of spelling mistakes, added many new descriptions  
Improved container error messages (so you have a better idea why you cannot drop something, or put it into a container)  
fix range checks to objects in containers (bug was causing the UI to use the very topmost container, which for interior objects was the building itself)  
fix for more ui settings not saving  
Character Sheet: fix for data display on character sheet  
Containers: fixed a bug that allows players to remove doubly-nested objects from containers they don't own  
Examine: weapon attribs now show damage type, armor piercing level, damage over times, & powerups  
Examine: reformat weapon special move attack costs in attributes  
Examine: display crafting tool effectiveness in attributes  
Inventory: fix inventory sort order not saving  
Inventory: don't highlight things as equipped when they are in an equipped bag  
Mail: fix sort order for mail browser on the date column  
Overhead Map: render waypoints on overhead map  
Planetmap: allow closer zooming of the planet map  
Radar: change radar blips to render top to bottom: player, target, group leader, group members, can attack you, players, creatures, others  
Radar: make control-mousewheel work with radar window  
Skill Page: skill mods, commands, and certifications now sorted  
Skill Page: show skill titles in skill information  
Split: make sure splitting can't occur on objects we can't manipulate  
Split: add resource name to resource splitter  
Trades: fewer actions will cancel trades  
Travel: fix partial occlusion of galacticmap/planetmap button, also restack planets so Rori is selectable  
XP Monitor: make exp monitor choose a more appropriate skill to display when the currently selected skill is learned  
Waypoints: fixed bugs with waypoint naming  
Waypoints: fix waypoints being deactivated when traveling  
Enable button bar mail icon  
New HUD element available for labeling waypoints and showing distance to them. You can now also turn off the flashing arrows pointing towards waypoints if you'd rather use the new UI widget.  
 
Audio  
Added sounds for steam and sparks  
Attached sounds to 3po protocol droid  
R2D2 now has correct sounds attached  
Pitch shift removed from random stormtrooper conversation sounds  
Fixed all sound crackling, popping, warbling resulting from sound buffer starvation.  
 
Client and visuals  
Client: More framerate improvements  
Fixed a crash in the intro.  
Fixed numerous other client crashes.  
Client Performance: sped up collision by breaking up geometry into pieces  
Fixes for floating buildings.  
Fixed the problem with running while holding a rifle, where the run would appear jerky.  
Fixed Rori fog  
Changed cluster selection screen to sort by performance & population, then recommend up to 5 servers  
A bunch of work on water visuals.  
Add warning dialog boxes for old drivers  
Update terrain sliders to match new max defaults  
 
HOTFIXES  
Changes that are already on live, but have happened in the last month, and we want to remind you of them in case you missed any of them:  
 
AI: Creatures harder to knock down  
AI: Creatures will not stay knocked down as long  
Audio: Fix the 3 volume sliders from resetting to 0 when entering the game.  
Battlefields: Don't allow players to move battlefield markers (wups)  
BioEngineer: prevent sampling DNA from baby creatures  
Client: lots of work to improve frame rate, and reduce stuttering in high-traffic areas.  
Client: fix bug where animation messages don't get processed when object getting created needs to be asynchronously loaded. This prevented some visual effects from showing up on some creatures/NPCs in certain conditions.  
Client: client now warns if RAM is below required amount  
Cloning: fix cloning sometimes teleporting player to the facility's location instead of inside it  
Combat: change /rescue to check for player as target (so you can't grief someone by rescuing their NPC / Creature target and then killing them).  
Combat: Baby creatures will no longer give xp (for killing them, that is)  
Combat: fix for aim exploit  
Content: fixed instance of NPCs spawning in walls.  
Corpses: All players get auto-insured for their items for now while we track down a problem where items off corpses can be lost.  
Corpses: fix corpses to get ejected from buildings when the building is deleted  
/corpse: integrating update to /corpse usable distance from 20m to 40m  
Crafting, Powerups: Fixed a bug with crafted weapon powerups that caused them to grant twice the experience they were supposed to.  
Crafting: Factories now properly grant only 1/10th full crafting experience.  
Creature Handler: called pets will "count" toward the max number that can be controlled regardless where they are, and creature handlers will only gain xp for pet-kills if they and their pet are both near the kill.  
Fireworks: fixed /launch so you can no longer /launch things other than fireworks (though, it was very funny.)  
Ghosting: lots of ghosting fixes.  
Groups: prevent joining groups when already full  
Guilds: prevent guild member titles that are too long  
Harassment: added /report to report harassment  
Harvesters: Fix for generators shutting down immediately  
Harvesters: Fixed the base installation construction site so that it does not allow other structures to be placed on top of it.  
Harvesters: Harvesters now consume power over time instead of just requiring power to start.  
Harvesters: Harvesters now send a message explaining the problem if they fail to start.  
Harvesters: deactivate harvester if maintenance is not 100%  
Houses disappearing: related to ghosting issues, lots of fixes.  
Houses: Removed getting bumped from a house if you decline to pay the access fee. The /eject command does this and does it better. (Fixes exploit of using access fee window to teleport back to a house for free.)  
Medic: fix gating medic xp bug  
Missions: fix for players running out of mission objects  
Missions: fix for disappearing mission objectives  
Network bandwidth optimizations  
Pets: fixed pet exploit for gaining xp by renaming pet  
Pets: fixed faction pets will delete their control device when they are incap'd, cannot store pets within 60 seconds of combat, cannot call or store pets while in combat  
Scout: if a creature breaks your /maskscent you cannot remask your scent for 60 seconds.  
Scout: You no longer get experience from using a trap on a baby creature.  
Slicing: There is now a two minute delay per player between attempts at hacking a mission terminal.  
Structures: Changed the structure repair logic so that paying maintenance automatically initates a repair cycle. It is not longer necessary to wait for a maintenance cycle for repairs to occur.  
Surverying: The chance for a critical event during sampling has been increased by 3%.  
Surverying: Two additional types of critical event for sampling have been enabled.  
Surverying: The sampling loop has been slowed down, there is now a 25 second delay between samples.  
Surverying: The action pool cost of sampling has been increased.  
fix for sometimes not getting your newbie equipment from the tutorial  
Fixed low LOD being displayed in examination windows  
Fixed player not being able to move if in first person  
control+shift+G debug window now shows more accurate numbers for bandwidth usage  
Fixed the "can't move player" bug that occurred when the player had not ever been rendered, such as when playing entirely in 1st person view.  
Vendors: You can now withdraw money from your vendor's maintenance account.  
Vendors: make refused vendor items not disappear into the ether  
Vendors: Passive merchant XP earned from owning a vendor that has items for sale has been increased.  
Vendors: Changed vendor and pet name filtering to use isNameReserved.  
Vendors: Merchants now get XP when a player visits their vendor.  
Vendors: Merchants now get XP when a player pays their access fee.  

n°1385422
@chewie

Transactions (0)
Posté le 25-07-2003 à 14:55:50  profilanswer
 

Une fois que tout cela sera implémenté, on pourra dire que Swg est enfin complet pour débuter, bref il est sortit un bon mois trop tot.
 
Beau boulot quand meme de la part des dev, ils ont pas du beaucoup dormir en juillet :D :jap:

n°1385821
belgarion
Emporté par le Nexus
Transactions (0)
Posté le 25-07-2003 à 19:29:30  profilanswer
 

bon c super lourd la
 
je reco : y a eu un rollback j ai pomer ce que j a fiat a midi
je me fais tej au bout de 30s
 
je reco et redeco au bout de 30s
 :fou:

n°1385864
d750

Transactions (0)
Posté le 25-07-2003 à 19:46:34  profilanswer
 

moi je trouve qu ils assure quand meme les devs au niveau du suivi. Quand au bug ben c est quand meme dix fois moins pire que mankind(j ai connu)

n°1385963
thekiller3

Transactions (0)
Posté le 25-07-2003 à 20:44:42  profilanswer
 

et c'est pour quand qu'ils corrigent les bugs avec les stat qui baissent bizarrement? :heink:  :(  
c'est chiant quand meme :/

n°1386030
garphild
mmorpg addicted
Transactions (0)
Posté le 25-07-2003 à 21:29:34  profilanswer
 

TheKiller3 a écrit :

et c'est pour quand qu'ils corrigent les bugs avec les stat qui baissent bizarrement? :heink:  :(  
c'est chiant quand meme :/

quand tu bouffe un truc ca remet tes stat au max, par ex si t'as 350/400 en consti et que tu bouffe un truc +100, ca te mettra 410 :/ enfin c'est ce qu'on m'a dit ^^ :D

n°1386068
belgarion
Emporté par le Nexus
Transactions (0)
Posté le 25-07-2003 à 22:06:00  profilanswer
 

GarPhild a écrit :

quand tu bouffe un truc ca remet tes stat au max, par ex si t'as 350/400 en consti et que tu bouffe un truc +100, ca te mettra 410 :/ enfin c'est ce qu'on m'a dit ^^ :D


c t arnaque :o

mood
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