DRL > Discussion
Quick questions thread!
Creepy:
Whizkid's wiki entry says "The second rank of Whizkid additionally allows any assemblies made afterwards to be modded once."
Except I can't mod my high power pistol, or my nanofiber cybernetic armor even with two ranks in whizkid. This is sort of aggravating.
So how does whizkid ACTUALLY work, since the wiki doesn't quite have the right info?
Uranium:
Whizkid allows you to add an extra two mods to a weapon or one mod to armour/boots for each level you have. In addition, if you have WK2 before you assemble something, you can add an extra mod on top of it. So if you made another high power weapon now, you'll be able to mod it a further time. Has been explained before, but I can't blame you for asking as it is quite fiddly.
Pricklyman:
--- Quote from: Uranium on March 17, 2012, 12:26 ---Whizkid allows you to add an extra two mods to a weapon or one mod to armour/boots for each level you have. In addition, if you have WK2 before you assemble something, you can add an extra mod on top of it. So if you made another high power weapon now, you'll be able to mod it a further time. Has been explained before, but I can't blame you for asking as it is quite fiddly.
--- End quote ---
Can't disagree, can we actually get this fixed? (Either to have to better explained as opposed to just a forum secret - or to have it so WK2 is the prerequisite for the assembly - not a prerequisite to the making of the assembly which you want to mod further...)
skarczew:
--- Quote from: Uranium on March 17, 2012, 12:26 ---Whizkid allows you to add an extra two mods to a weapon or one mod to armour/boots for each level you have. In addition, if you have WK2 before you assemble something, you can add an extra mod on top of it. So if you made another high power weapon now, you'll be able to mod it a further time. Has been explained before, but I can't blame you for asking as it is quite fiddly.
--- End quote ---
Actually, this is bad, illogical and stupid. Should be always possible to add extra mod on assembly (as long as you have WK2).
shark20061:
It's probably due to the way it's implemented. One of the programmers can correct me if I'm wrong here, but when the assembly is made, it probably sets the non-moddable flag on it so that it can't be modded. What whizkid 2 does is change that to another flag, the single mod flag, that allows 1 mod to be added on (usually used for specific unique items). In order to allow all assemblies to have a single mod on, the game would probably have to check all of your items (and every item on the ground) to find the assemblies (which, by the way, are not specially marked to my knowledge) and change the flags around. I'm sure it COULD be done, but it seems like it would be a lot of work.
E: A quick glance at the item flags shows that there is in fact one for assemblies. It would still have to check every item in the level, inventory, and equipment for assemblies.
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