Dwarves get bonuses to tech skills. This does not give any bonuses when creating items and using schematics correct? That is all I was concerned about when I chose dwarf. The little half point bonus to the picklock, firearms and so on is not really worth that much. I would be better off as human I think What the requirements to make things with schematics? Magnus has the trapspringer plans but when I go to have him make one it tells me he does not have enough experience. I have the same result with the electric sword scheme I found. I thought if you had the schematic you could use it. What else is required? Thanks
To use a schematic you have to read it, hence followers can´t use schematics. :sad: To read a schematic you need to open your inventory and drag the schematic to the hand icon in the right side of the inventory. After having read it you obviously need the ingrediens AND enough experience in the sciences that are connected with the ingrediens(there´s a number shown above each ingrediens).
Correction, followers can use schematics. The ones they can't use are the found schematics but the learned schematics they can do. Simply lef-tclick your follower then ask them what they can do for you. The schematics will pop-up for this NPC. :smile:
Thanks guys but i knew that. The problem is I cant use scematics that I have learned. It tells me I dont have enough experience even though it let me learn them. The followers cant use some of the scematics they have either. Magnus for example has Spike trap and Trap springer when you get him. You can have him build you spike traps with no problem. If you have him build a Trap Springer the game tells you he does not have enough experience and wont let you. Is there a minimum level for scematics?
You mean the library? I looked at those because I saw people say you can get schematics and other good books. All I ever see are stuff like History of orcs or Origins of Dread armor. Junk. So nobody else has ever tried to have Magnus make a trap springer and it wont let you? That is strange. I have restarted several times and its always the same. I cant build anything with schematics I buy (event though I can learn the schematic) and the NPCs cant even use all of the schematics that have. This may be some sort of but. I know the game has many of them. Here are other things I ran into: I had two points of pick pocket. I put on the light finger gauntlets and they did not add the half point they usually do. They added nothing. I took them off.... Bam! they took away the point they never added in the first place. My new permanent pick pocket is like 1 and a half now rather than the two it was supposed to be. Here is another one: I got that double barreled pistol schematic for Gilberts factory. It wont let me even learn it at all. When I drag it over the use icon it goes red rather then green. This is a new one for me. Normally the game lets me learn then but I just cant use them to build anything. I am confused, it does not appear that you all are having these problems. Maybe I should re-install. I would just like to know if there something I am missing. I mean is ther a REASON I cant use the schematics or even learn them. Is there a reason NPCs such as Magnus cant use the schematics they already have. The instruction manual is a joke so I thought maybe I am missing something.
Okay, here's the way she works. You can learn all the schematics you want to, and your followers can learn the schematics from their tech degrees. But to actually build the items, you need a certain amount of expertise in the tech disciplines. To wit: When you look at a schematic, it will show pictures of the two ingredients. In those pictures will be a little symbol of one of the disciplines in the upper left hand corner (a little bomb means explosives, a little gun means gunsmithy, etc.), and a number in the lower left hand corner. In order to make the item, you need to have that many points of expertise in the appropriate discipline for each ingrediant. To find out how many points you have in a discipline, go into your stats, and click on the listing of degrees for the discipline in question. There will be a number at the top next to the name. That's your expertise. For learned schematics (like pure ore or mechanized arachnid), this is usually inconsequential. The one exception is the trap springer, as for some stupid reason the small spring takes more expertise to use than you will gain from two mechanical degrees. For this and for found schematics, you will need to be certain you have enough expertise in the necessary disciplines. You can gain expertise, either by leveling and acquiring degrees, or by buying tech manuals. These can be acquired for 750G apiece from a dwarf in the university. NOT in the library, the dwarf in question is in the upper left-hand corner of the building with the phrenologist. Each manual will (while being held in your inventory) give you points of expertise in the appropriate discipline equal to your intelligence. Simple, no? And, while dwarves do gain a technical affinity bonus, it doesn't seem to do anything that I can see other than occasionally mess up spells thrown at you. Also, if you're wielding a tech weapon against monsters who are resistant to normal weapons (such as more powerful undead), their defenses will be reduced or eliminated entirely. I didn't realize this until I saw that Magnus was the only member of my party who could ever hit ore golemns with a pyrotechnic axe. <font size=-1>[ This Message was edited by: Zarathustra on 2001-09-22 23:18 ]</font>
Thanks man. That clears it all up. It would have been nice of the instruction manual to tell me that. I actually read the thing too. For once :wink:
Yeah, the manual's like ten points for style and negative one-thousand for substance. I think the expertise thing may be explained in passing somewhere in there, but you have to infer a lot.