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Author Topic: Wiki: Reactivation  (Read 72975 times)

tehtmi

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Re: Wiki: Reactivation
« Reply #135 on: January 17, 2012, 20:55 »

Guns with more than maximum ammo can be reloaded, but it is a bug that a gun can get more than max ammo at all.  Whenever max ammo gets decrease, current ammo should be ceiling'd.  I think nanomachic might have used to recharge if it was made with less than full ammo (unless nano was lost), but I assume all the weirdness was cleared up when Game Hunter made it so mod order doesn't matter.
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Rabinowitz

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Re: Wiki: Reactivation
« Reply #136 on: March 28, 2012, 11:31 »

nanomachic pistol (2d4) [13/12] (pistol + BBBN)

Depending on the order assembled it might have less bullets initially. Bullets do not regenerate at one per turn as described in the wiki. But reload works?!

btw there were some glitch related with nanomachic rapid fire weapon - if you would apply B-mod one by one and reload after every application then after assembly was made you might receive something like nanomachic plasma rifle [88/80]. Reloading right after this resulted to [343/80] (255+88/80). After nanomachis was changed in 0996, the same glitch remains over storm bolter pistol.
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Yellow Man has non-zero weight.
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