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A Comprehensive Droid Routine Breakdown   [ Edited ]
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droid327
Jedi
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droid327
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OK well since there isnt a comprehensive listing that I could find anywhere, why dont I start one here and post what I have, and I'll fill it in with any new info that any of you have if anyone gives me any feedback or cares =) Its all preliminary right now, so please post corrections and I'll edit them in.


Droid routines will not show any differences in numbers displayed on your ship layout in-flight, except for damage incurred by overload commands. Certain pilot commands such as /eshields, /ethrust and /epump will also reset all systems to default upon completion, as will landing planetside, repairing, and dying. Hyperspacing will not reset your ship, however.



Astromech/Flight Computer Data Storage and Speed (provided by SciguyCO)


Level 1: 20 capacity

Level 2: 40 capacity

Level 3: 70 capacity

Level 4: 110 capacity

Level 5: 125 capacity

Level 6: 150 capacity

Most droid commands, unless otherwise stated, will execute in (Interface Speed * Level of Command) seconds. That is, with a 15.0 speed interface, level 1 commands take 15 secs, level 3 take 45, level 4 take a minute. Overload routines of all levels were tested to take (Interface Speed * 5) seconds, either by bug or design. Droid commands will not "wear out" over time like ground-side buffs, but last until reset by a pilot command, death, landing on a planet, or being overridden by another droid command.


Mute Droid
Data Size: 5
Keeps your droid from making random noises


REBEL ROUTINES


Shield Normalization
Data Size: 5
Redistributes shields to 100%/100% of normal hitpoints and regeneration rate


Shield Front/Rear Adjustment (update by Loki_Ashaman)
Light
Data Size: 5
Redistributes shields to 120%/80% of normal hitpoints and regeneration rate
Moderate
Data Size: 10
Redistributes shields to 150%/50% of normal hitpoints and regeneration rate
Heavy
Data Size: 20
Redistributes shields to 175%/25% of normal hitpoints and regeneration rate
Extreme
Data Size: 25
Redistributes shields to 190%/10% of normal hitpoints and regeneration rate



Shield Front/Rear Reinforcement
Note: if there is less damage to the recipient shield bank than is being transferred in, the remainder is lost; that is, if you're sending 250 points from front to rear shields but only 100 points of rear shield damage have been incurred, the front shields will still lose 250 points.
Light
Data Size: 5
Redistributes 25% of existing power from one shield bank to the other
Moderate
Data Size: 10
Redistributes 50% of existing power from one shield bank to the other
Heavy
Data Size: 20
Redistributes 75% of existing power from one shield bank to the other
Extreme
Data Size: 25
Redistributes 100% of existing power from one shield bank to the other




Emergency Shields (provided by Atanmir)
All the surplus energy is lost. Command time is 3*droid interface command speed.

Front

Data Size: 35

Redistributes 75% of existing power from back shield bank to front and 75% of remaining capacitor energy to front shield.

Rear

Data Size: 35

Redistributes 75% of existing power from front shield bank to back and 75% of remaining capacitor energy to back shield.


PRIVATEER ROUTINES


Reactor Stabilization
Data Size: 5
Resets reactor to default settings


Reactor Overload - (provided by Kitten_Starsider) testing was done for RO3 and 4, 1 and 2 are just projected based on those values, and some testing still needs to be done for those to confirm
Level One
Data Size: 5
Increases reactor output by 15%; incurs damage on the reactor
Level Two
Data Size: 10
Increases reactor output by 30%; incurs damage on the reactor
Level Three
Data Size: 20
Increases reactor output by 60%; incurs damage on the reactor
Level Four
Data Size: 25
Increases reactor output by 90%; incurs 30 damage on the reactor, which will cause decay


Capacitor Overload (provided by Coreena)
Level One
Data Size: 5
Maximum energy increased 25%, recharge rate increased 50%, incurs 2 damage
Level Two
Data Size: 10
Maximum energy increased 50%, recharge rate increased 100%, incurs 4 damage
Level Three
Data Size: 20
Maximum energy increased 75%, recharge rate increased 200%, incurs 8 damage
Level Four
Data Size: 25
Maximum energy increased 100%, recharge rate increased 300%, incurs 16 damage, which will induce decay


Capacitor to Shield Shunt (inferred from data provided by Loki_Ashaman)

Level One

Data Size: 5

Converts 25% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost

Level Two

Data Size: 10

Converts 50% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost

Level Three

Data Size: 20

Converts 75% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost

Level Four

Data Size: 25

Converts 100% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost


IMPERIAL ROUTINES


Weapons Normalization
Data Size: 5
Resets weapons to default settings


Weapons Overload (numbers update from Imaridril)
Level One
Data Size: 5
Increases weapon damage by 50% and energy per shot and reactor drain by 43% (n/.7); incurs damage on all weapons
Level Two
Data Size: 10
Increases weapon damage by 100% and energy per shot and reactor drain by 100% (n/.5); incurs damage on all weapons
Level Three *currently understood to be bugged*
Data Size: 20
Increases weapon damage by 150% and energy per shot and reactor drain by 333% (n/.3); incurs damage on all weapons
Level Four
Data Size: 25
Increases weapon damage by 200% and energy per shot and reactor drain by 1000% (n/.1); incurs damage on all weapons, and may induce decay, needs confirmation


Engine Overload
Level One

Data Size: 5
Increases maximum speed and turning rates by 10% and reactor drain by 43% (n/.7); incurs damage
Level Two
Data Size: 10
Increases maximum speed and turning rates by 20% and reactor drain by 100% (n/.5); incurs damage
Level Three
Data Size: 20
Increases maximum speed and turning rates by 30% and reactor drain by 333% (n/.3); incurs damage
Level Four
Data Size: 25
Increases maximum speed and turning rates by 40% and reactor drain by 1000% (n/.1); incurs damage that will induce decay


Weapons Tuning (numbers are mostly inference and guessing at this time, data from testing def. needed)


Level One

Data Size: 5

Decreases damage and capacitor use by 10%, reactor drain by 30% (n*.7)

Level Two


Data Size: 10

Decreases damage and capacitor use by 20%, reactor drain by 50% (n*.5)


Level Three

Data Size: 20

Decreases damage and capacitor use by 30%, reactor drain by 70% (n*.3)


Level Four

Data Size: 25

Decreases damage and capacitor use by 40%, reactor drain by 90% (n*.1)


Engine Tuning (same deal here, mostly just guessing)


Level One

Data Size: 5

Decreases max speed and turning rates by 10%, reactor drain by 30% (n*.7)

Level Two


Data Size: 10

Decreases max speed and turning rates by 20%, reactor drain by 50% (n*.5)


Level Three

Data Size: 20

Decreases max speed and turning rates by 30%, reactor drain by 70% (n*.3)


Level Four

Data Size: 25

Decreases max speed and turning rates by 40%, reactor drain by 90% (n*.1)



Updated RO3 and 4 based on new tests; values for EO were confirmed. Continuing to update as more numbers and test results are being shared. Are the data sizes accurate for all the levels? Is it 5-10-20-40? 5-10-20-25? Or is it different for different programs? Thanks for everyones input!

Message Edited by droid327 on 04-09-2005 04:09 AM

Message Edited by droid327 on 06-19-2005 08:24 PM

Jekk Badlander
Lowca
Commando - Rebel Pilot
------------------------------------------------
Factor
12-08-2004 11:19 PM  

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Re: A Comprehensive Droid Routine Breakdown   [ Edited ]
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Challen
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Thanks for the summary of the commands.  Very nicely laid out too.

Message Edited by Challen on 12-14-2004 01:16 PM

CHALLEN DU' SHAAR

The first rule in life is to keep an untroubled spirit.

The second is to look things in the face and know them for what they are.

COMMANDER OF THE CLAYMORE

12-09-2004 12:39 AM  

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Re: A Comprehensive Droid Routine Breakdown
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Baelin_Radiant
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Nice work. ««««« for joooooo!


Truisms are true, hold on to that! The solid world exists, its laws do not change. Stones are hard, water is wet, objects unsupported fall towards the earth's centre. With the feeling that he was speaking to O'Brien, and also that he was setting forth an important axiom, he wrote: Freedom is the freedom to say that two plus two make four. If that is granted, all else follows.
12-09-2004 12:41 AM  

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Re: A Comprehensive Droid Routine Breakdown
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droid327
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anyone else? or should i just let it slide away?

Jekk Badlander
Lowca
Commando - Rebel Pilot
------------------------------------------------
Factor
12-09-2004 02:10 AM  

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Re: A Comprehensive Droid Routine Breakdown
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Baelin_Radiant
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This should get stickied, or at least added as a linked post to the FAQ. You might want to send a PM to _Smoke_.


Truisms are true, hold on to that! The solid world exists, its laws do not change. Stones are hard, water is wet, objects unsupported fall towards the earth's centre. With the feeling that he was speaking to O'Brien, and also that he was setting forth an important axiom, he wrote: Freedom is the freedom to say that two plus two make four. If that is granted, all else follows.
12-09-2004 02:22 AM  

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Re: A Comprehensive Droid Routine Breakdown
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hamhamthe3rd
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maybe i should shut up but umm weapon overload 3 does not work like that and yes im aware of what the description says. basically weapon overload 3 has been working like the new program the neutrals have. it doesnt totally work like the neutrals program but it gives less drain to your capacitor and thats all you need. but please, shh and dont tell anybody then again maybe everyone knows.  
12-09-2004 02:39 AM  

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Re: A Comprehensive Droid Routine Breakdown
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FantasticPlastic
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hamhamthe3rd wrote:
maybe i should shut up but umm weapon overload 3 does not work like that and yes im aware of what the description says. basically weapon overload 3 has been working like the new program the neutrals have. it doesnt totally work like the neutrals program but it gives less drain to your capacitor and thats all you need. but please, shh and dont tell anybody then again maybe everyone knows.





I've had the same experience. It probably *is* a bug and if they "fix" it, I'll switch around the programs I use, but currently with Weapon Overload 3 running I am not able to drain even a mediocre capacitor no matter how constantly I fire. It reduces the capacitor cost by half.

O.

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12-09-2004 02:43 AM  

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Re: A Comprehensive Droid Routine Breakdown
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CaptainStormy
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wow, very nice, thanks for the info




-= Oriz =-
Force Hunter & Smuggler Alliance Ace
"Its not about honor, its about Jagannath points and credits."

Drop Off Vendor: -321 -5499 Scaviah's Homes and Furnishings
12-09-2004 08:10 AM  

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Re: A Comprehensive Droid Routine Breakdown
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Noghrilover
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I don't think I have gotten my Reactor Overload to work correctly, or maybe I am missing something. But, I used reactor overload 2, landed, and rechecked my generation rate, but it was the same. Does it not actually increase the rate, but increase certain functions of your ship? Such as: speed, capacitor energy, etc., while you're flying?

~Scnigey Wesley~
Master Bounty Hunter/Master Ranger
Chilastra
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12-09-2004 09:50 AM  

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Re: A Comprehensive Droid Routine Breakdown
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Nerfherders
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I'm wondering what the maximum data size is in our droids/flight comps? Can we fit all the programs in there right now without problems?

Ayleena Dee
Master Dancer/Master Bounty Hunter/Ace Pilot
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12-09-2004 10:06 AM  

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Re: A Comprehensive Droid Routine Breakdown
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SheenaBrelya
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I do not believe there are *any* programs that require only 1 space of storage - not since 11.4.   If you currently have some that do, removing and reloading will change them to the *new* size of 5.
 
 
All droid programs work 'in space' only.  While those who use them understand this, new pilots do not.  You can not always 'see' what the programs is doing, which makes some testing difficult.  Landing, ejecting, and being blown up will all removel any program effects, and many have been known to 'wear off' in-flight.
12-09-2004 10:18 AM  

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Re: A Comprehensive Droid Routine Breakdown
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Loki_Ashaman
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Yeah, weapon overload 3 seems broke... reduced capacitor drain instead of increasing it...
 
The Capacitor to Shield Shunt is a quick shields repair.  Not exact on the numbers, but CtSS 3 appears to drain about 3/4s of the current energy in my capacitor, and converts it to shield hitpoints (don't have numbers, sorry).  This is not a permenent setting, just a one-hit heal - your capacitor will recharge as normal.  Very nice when something is blasting through your shields, or to speed up getting back into a fight.  It also has a FAST droid command speed, so you can hit it again fairly soon.    Definately staying in my computer.


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Mardius Ashalar, Commissar: Commander of the Daishi
Larikuj V'neef, DOH Mall: Theed (-5240, 2770)
"A pilot without his attitude is just some guy" - TomoRainer

12-09-2004 10:50 AM  

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Re: A Comprehensive Droid Routine Breakdown   [ Edited ]
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sciguyCO
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You forgot "Weapon Tuning" and "Engine Tuning" for Imps: reduce power requirement (capacitor use for weapons, I think), reduce effectiveness.  I have a hunch that the Tuning 3 and Overload 3 programs may have swapped functions.  Has increased damage with Weapon Overload 3 actually been tested?  I certainly see reduced capacitor usage when it's active.
 
Oh, and program capacity is determined by the level of your flight computer or astromech. 
 
Level 1: 20 capacity
Level 2: 40 capacity
Level 3: 70 capacity
Level 4: 110 capacity
Level 5: 125 capacity
Level 6: 150 capacity
 
 

Message Edited by sciguyCO on 12-09-2004 12:24 PM



Kriles Ch'artoff , Chilastra server
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12-09-2004 11:21 AM  

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Re: A Comprehensive Droid Routine Breakdown
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FantasticPlastic
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Noghrilover wrote:
I don't think I have gotten my Reactor Overload to work correctly, or maybe I am missing something. But, I used reactor overload 2, landed, and rechecked my generation rate, but it was the same. Does it not actually increase the rate, but increase certain functions of your ship? Such as: speed, capacitor energy, etc., while you're flying?





It only works while you're in space. When you land it's reset to the way it was before.

I don't know specific numbers, but very simply, if you have components that draw 16,000 units of power and your reactor generates 15,000 units, you'll see the reactor numbers in the red when you Manage your ship.

You can launch into space and one or some of your components will be disabled--your countermeasure, an ordnance or two, possibly more.

Then run Reactor Overload, and your reactor will be generating now 16,000 or more units of power, and all your systems will come back online.

It's something you need to run each time you launch, though.

O.

O.Foods Chef Vendor
(-3833 3510 near Theed) (-236 -5555 near Coronet)
Better than ever have you had your O today?
www.progressions.org - webcomics
Spark Tower Wilson's Silent Song - full color graphic novel
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12-09-2004 11:35 AM  

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Re: A Comprehensive Droid Routine Breakdown
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Loki_Ashaman
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sciguyCO wrote:
You forgot "Weapon Tuning" and "Engine Tuning" for Imps: reduce power requirement (capacitor use for weapons, I think), reduce effectiveness.  I have a hunch that the Tuning 3 and Overload 3 programs may have swapped functions.  Has increased damage with Weapon Overload 3 actually been tested?  I certainly see reduced capacitor usage when it's active.
 
Message Edited by sciguyCO on 12-09-2004 12:24 PM


I remember reading a post about a week back on someone testing the effects of Weapon Overload 3, and the results did confirm that it did more damage.  Test involved one person taking 1 shot (using various mods) at another person, and recording the amount of shields left.But that is the only test I've seen, and I've haven't seen any other verification or tested it myself.


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Mardius Ashalar, Commissar: Commander of the Daishi
Larikuj V'neef, DOH Mall: Theed (-5240, 2770)
"A pilot without his attitude is just some guy" - TomoRainer

12-09-2004 01:29 PM  

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