>> QUICK QUESTIONS THREAD <<

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ThePiachu
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Re: >> QUICK QUESTIONS THREAD <<

Post by ThePiachu » 03 Jun 2018, 16:20

Station bouncer radios - when it is okay to print them rules-wise? Those things are pretty useful when the xenos hit and the telecomms don't work, but they need to be first printed and distributed through the station. There isn't enough time from when the "impact imminent" alarm goes off to really do that, so when should the MTs start printing and distributing them? On code red / blue "in case the hostiles take out communication"?
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Re: >> QUICK QUESTIONS THREAD <<

Post by x31stOverlord » 03 Jun 2018, 16:30

ThePiachu wrote:
03 Jun 2018, 16:20
Station bouncer radios - when it is okay to print them rules-wise? Those things are pretty useful when the xenos hit and the telecomms don't work, but they need to be first printed and distributed through the station. There isn't enough time from when the "impact imminent" alarm goes off to really do that, so when should the MTs start printing and distributing them? On code red / blue "in case the hostiles take out communication"?
There's no real boundary on the radios, they are a handy tool that engineers would carry around just incase something went funny with the comms. They are pretty plentiful around the ship and on the ground of most maps. If you are mass printing them for marines when the dropship is on the way up? Personally I'd say it's a logical thought that if a dropship was about to impact the vessel certain critical systems might be damaged/destroyed so personally I'd say if you wanted to print them on mass, on the hijacking message. But I will try to get an answer from one of the heads to confirm it.
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Re: >> QUICK QUESTIONS THREAD <<

Post by Build_R_ » 04 Jun 2018, 12:48

Where can I find those fingerprint cards for getting fingerprints off of survivors?
When the OB misfires and xenos are on your doorstep. 
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Re: >> QUICK QUESTIONS THREAD <<

Post by ThePiachu » 04 Jun 2018, 16:28

Build_R_ wrote:
04 Jun 2018, 12:48
Where can I find those fingerprint cards for getting fingerprints off of survivors?
You scan their bare hands with the forensic scanner. Target their hands specifically. That gives you the card. You then scan the card in the computer, and then remove it and insert it in the "fingerprint card" location to get the actual fingerprint hash. I think there might be another way of getting the hash, but I'm not sure.
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Re: >> QUICK QUESTIONS THREAD <<

Post by ThePiachu » 04 Jun 2018, 16:30

Where does engineering supposed to get their metal and glass from? Are they supposed to get those from requisitions, or somewhere else? I wanted to fix a reinforced window once, but I couldn't scrounge around enough metal and glass for it without resorting to recycling useful things...
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Re: >> QUICK QUESTIONS THREAD <<

Post by Sulaboy » 04 Jun 2018, 16:37

ThePiachu wrote:
04 Jun 2018, 16:30
Where does engineering supposed to get their metal and glass from? Are they supposed to get those from requisitions, or somewhere else? I wanted to fix a reinforced window once, but I couldn't scrounge around enough metal and glass for it without resorting to recycling useful things...
In upper engineering here is a storage room with metal, plasteel, and glass. There are other machines in there as well.
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Re: >> QUICK QUESTIONS THREAD <<

Post by ThePiachu » 04 Jun 2018, 22:46

aCMO, aCMP, etc. - what is the procedure of promoting someone to that role? Do they just get appointed verbally, or is there some way to up their ID card so they can access things like the CMO's room? I had a round where the Commander was tried to modify my ID card but didn't have the permissions or something...
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Re: >> QUICK QUESTIONS THREAD <<

Post by Sulaboy » 04 Jun 2018, 23:50

ThePiachu wrote:
04 Jun 2018, 22:46
aCMO, aCMP, etc. - what is the procedure of promoting someone to that role? Do they just get appointed verbally, or is there some way to up their ID card so they can access things like the CMO's room? I had a round where the Commander was tried to modify my ID card but didn't have the permissions or something...
You are not supposed to change IDs or access for these promotions. The role really only means that you are in charge of organizing that department now. You don't get their rank or their stuff. For aCMP this would mean solving debates on marine law. For aCMO this would mean organizing medbay. I don't think you are allowed to authorize executions or sign paper work for medicines in one of these acting roles.
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Re: >> QUICK QUESTIONS THREAD <<

Post by ThePiachu » 05 Jun 2018, 01:36

Well, CMP-wise, it doesn't change much. For Medical, it only unlocks the researchers' area. For requisitions though, I would argue being able to get that stamp might mean getting an extra edge in the game. Not to mention getting the commander headset would allow you to coordinate with other departments and so on. Oh well, thanks for answering that though!
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Re: >> QUICK QUESTIONS THREAD <<

Post by Sulaboy » 05 Jun 2018, 01:41

ThePiachu wrote:
05 Jun 2018, 01:36
Well, CMP-wise, it doesn't change much. For Medical, it only unlocks the researchers' area. For requisitions though, I would argue being able to get that stamp might mean getting an extra edge in the game. Not to mention getting the commander headset would allow you to coordinate with other departments and so on. Oh well, thanks for answering that though!
Well the point is you are not the head of staff if they are not present. You don't get all the abilities they have, but it is alright to still designate someone in a leading role of a department for organizational reasons.
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Re: >> QUICK QUESTIONS THREAD <<

Post by ThePiachu » 05 Jun 2018, 13:17

Synth flesh - how much is each slab worth point-wise, or in general how many steaks you should put into a machine to make sure it's "enough"?
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Re: >> QUICK QUESTIONS THREAD <<

Post by Sulaboy » 05 Jun 2018, 16:04

ThePiachu wrote:
05 Jun 2018, 13:17
Synth flesh - how much is each slab worth point-wise, or in general how many steaks you should put into a machine to make sure it's "enough"?
I can't remember exact value, but you can get away without any slabs. It's like one slab per organ. You can crank the out fairly easily because the recipe is simple. Synth flesh only lets you make biological organs, which are better than the mechanical ones, but there isn't really any situation where you would need to replace an organ. Still if someone ODs on hyperzine and destroys their heart it might come in useful.
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Re: >> QUICK QUESTIONS THREAD <<

Post by ThePiachu » 06 Jun 2018, 15:02

Large Beakers - how many of them are on the Almayer and where to find them?

I know of 4 - two in chem just sitting around, one in the grinder, and one in the dialysis machine. Are there any more to find?
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Re: >> QUICK QUESTIONS THREAD <<

Post by TastyCrabLegs » 06 Jun 2018, 16:57

what happened to the chat box at the to of the forum?
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Re: >> QUICK QUESTIONS THREAD <<

Post by x31stOverlord » 06 Jun 2018, 16:58

TastyCrabLegs wrote:
06 Jun 2018, 16:57
what happened to the chat box at the to of the forum?
Mchat was removed, it was causing issues and is unlikely to be back
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Re: >> QUICK QUESTIONS THREAD <<

Post by TastyCrabLegs » 06 Jun 2018, 16:59

ah last question is the dream deamon thing a issue fo all or just me
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Re: >> QUICK QUESTIONS THREAD <<

Post by ThePiachu » 07 Jun 2018, 03:02

Okay, fixing APCs - how to? I tried fixing an APC a few times, but I always get stuck in the same situation - APC is broken, I click wirecutters, APC opens up. I exchange the batteries, and I get stuck. I try hitting it with every possible tool - nothing. I can take out the battery and start unscrewing the circuitry, but that's probably steps for deconstruction of an APC, right? Did I make a mistake by using the wirecutters first as per wiki/Guide_to_Engineering#Broken ? What's going on?
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Re: >> QUICK QUESTIONS THREAD <<

Post by Retrokinesis » 07 Jun 2018, 03:07

You need to open up the floor and expose the wires. Pry the floor tile in front of the APC up with a crowbar.
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Re: >> QUICK QUESTIONS THREAD <<

Post by ThePiachu » 08 Jun 2018, 03:01

Requisitions - do you get points for stamped manifests if you put more than one per chest, or are those just wasted? Do you get points for chests that you can pick up, like sentry chests?
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Re: >> QUICK QUESTIONS THREAD <<

Post by x31stOverlord » 08 Jun 2018, 03:02

ThePiachu wrote:
08 Jun 2018, 03:01
Requisitions - do you get points for stamped manifests if you put more than one per chest, or are those just wasted? Do you get points for chests that you can pick up, like sentry chests?
One stamped manifest per crate. Anything else is wasted. Only proper crates count for points.
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Re: >> QUICK QUESTIONS THREAD <<

Post by ThePiachu » 08 Jun 2018, 03:31

Locked gun cabinets - those in upper engineering, research containment, upper medbay, etc. - who are those for? Who should be able to open them and under what conditions?
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Re: >> QUICK QUESTIONS THREAD <<

Post by x31stOverlord » 08 Jun 2018, 03:51

ThePiachu wrote:
08 Jun 2018, 03:31
Locked gun cabinets - those in upper engineering, research containment, upper medbay, etc. - who are those for? Who should be able to open them and under what conditions?
They are the departments weapon lockers. They are opened on code red situations for their departments to arm up to prepare for the threat. They are opened by their respective department heads or the armoury shutter button in the CIC.

The one in research is for dealing with research subjects that are a threat or need terminating.
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Re: >> QUICK QUESTIONS THREAD <<

Post by Retrokinesis » 08 Jun 2018, 08:02

If you mean the actual red cabinets in the armories, I'm pretty sure only MPs can open those. I know the CE can't open the ones in the engineering armory. Of course, you can just shoot them open with the nearby SMGs to get at the tactical shotguns inside.
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Re: >> QUICK QUESTIONS THREAD <<

Post by ThePiachu » 08 Jun 2018, 12:51

Retrokinesis wrote:
08 Jun 2018, 08:02
If you mean the actual red cabinets in the armories, I'm pretty sure only MPs can open those. I know the CE can't open the ones in the engineering armory. Of course, you can just shoot them open with the nearby SMGs to get at the tactical shotguns inside.
So I think that might be a bug - https://gitlab.com/cmdevs/ColonialMarines/issues/3365
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Re: >> QUICK QUESTIONS THREAD <<

Post by ThePiachu » 08 Jun 2018, 19:46

How do you replace broken disposals pipes? They don't seem to be produced in the pipe dispenser, or from metal...
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Often playing Researcher, Doctor, or many other ship-side roles
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Zig’Reth (The Player of Games)
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