At the first moment it seem to work but after changing from space to ground and back to space the doffs was back at their previous state before i changed them.
I don't know if anyone else has figured this out or not, but yesterday while I was streaming one of my viewers made a couple of suggestions that helped me work around the issue:
1. Put DOFFs you don't actually want to use but don't intend on getting rid of on Active Space Duty.
2. Drag and drop your technicians on top of them to equip them (don't waste your time with the stupid button at the bottom, it will only allow you to equip one of them).
Doing that, I was able to equip all three of my Technicians for my Aux2Bat setup.
Unfortunately it looks like it reverts to a setup I had a few weeks ago every time I change maps. I have not yet tested to see if the method I described above has any effect on the DOFFs reverting to an older configuration.
Changing active doffs will have no affect when warping to new sectors. It loads an old Doff Setup..ever and ever again.
Workaround (but annoying)
Open Doff window and change your Doffs (if possible :P ) and leave it open!
Then warp into a Sector, STF or whatever with still the Doff window open. They will stay that way.
Not the finest solution but it works.
I was able to slot my three purple technicians with the same name by using the technique of dragging the purple tech over another active space officer and then saving the loadout while in sector space. They stayed as long as I stayed in space, but as soon as I hit a ground map (like beaming down to Klingon Academy or First City) I received the Loadout error message and they reverted to 3 active space and it unequipped my two with the same name.
Just as an update from myself, I seem to have maybe fixed my triple tech doff issue. I switched ships and made a loadout after setting my techs up using the method mentioned here on using a placeholder. Now they are sticking around no matter if I transition between space and ground, or even to an stf. I switched from a JHDC to a dyson science ship. I haven't gone back to the jhdc yet to see if they are completely fixed yet though.
btw: using the swap-method and then saving loadout seems to work for my doffs as well. but when switching boffs and then saving loadout the boff-powers of the switched-in boffs always disappear from the tray... dunno if the core of the problem may could be related to the doff issue regarding the whole setup of loadouts. could be, couldn't it?
Murphy's laws:
1- Murphy’s Law tells us that anything that can go wrong will go wrong.
2- And anything that does go wrong will get progressively worse.
3- And if you survive the first two laws it’s time to panic.
Comments
didn't try that, just changed maps in space.
1. Put DOFFs you don't actually want to use but don't intend on getting rid of on Active Space Duty.
2. Drag and drop your technicians on top of them to equip them (don't waste your time with the stupid button at the bottom, it will only allow you to equip one of them).
Doing that, I was able to equip all three of my Technicians for my Aux2Bat setup.
Unfortunately it looks like it reverts to a setup I had a few weeks ago every time I change maps. I have not yet tested to see if the method I described above has any effect on the DOFFs reverting to an older configuration.
Edit: I see someone else mentioned that as well.
Changing active doffs will have no affect when warping to new sectors. It loads an old Doff Setup..ever and ever again.
Workaround (but annoying)
Open Doff window and change your Doffs (if possible :P ) and leave it open!
Then warp into a Sector, STF or whatever with still the Doff window open. They will stay that way.
Not the finest solution but it works.
btw:
epic sig daisy
I was able to slot my three purple technicians with the same name by using the technique of dragging the purple tech over another active space officer and then saving the loadout while in sector space. They stayed as long as I stayed in space, but as soon as I hit a ground map (like beaming down to Klingon Academy or First City) I received the Loadout error message and they reverted to 3 active space and it unequipped my two with the same name.
btw: using the swap-method and then saving loadout seems to work for my doffs as well. but when switching boffs and then saving loadout the boff-powers of the switched-in boffs always disappear from the tray... dunno if the core of the problem may could be related to the doff issue regarding the whole setup of loadouts. could be, couldn't it?
1- Murphy’s Law tells us that anything that can go wrong will go wrong.
2- And anything that does go wrong will get progressively worse.
3- And if you survive the first two laws it’s time to panic.
yeeep , thx!!!