Architect Archive

Thread: Total Noob Here

SingSin
Wed Feb 04, 2004 11:13 pm
#1





I have looked on the boards and could not find the answers i need. So here goes be easy on me i'm a noob!


I am tring to build a Deed for Heavy Min. Mining Installation but want to get a ber of 14. So, what i need to know what effects the ber? Lets say Ore for exp, what in ore the UT OQ ... makes the difference. will also need Reactive Gas, non-ferrous, Inert Gas, Carbonate Ore, Aluminun, Copper, Chemical, and Metal. Also can you experiment with the generator turbine, small structure storage mod, wall modules, and the ore mining units?


Thanks for the help or thanks for the bashing!


Sing


Also and good sights that might explain this !
Pawlin
Thu Feb 05, 2004 12:57 am
#2

THe maximum BER for heavy harvesters is 13. Fusions max at BER 14 but heavy harvesters are all 13. You might want to check


For some tips on getting the max BER ratings, check out the FAQ stickied above.





Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

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** Please refer to Elyssa's answer
Veers_Intrepid
Thu Feb 05, 2004 2:39 am
#3

sorry to say, but max BER is 13 on heavies and you will not be able to make them.



why? simply u are not master and you need all 10 experi points and all with sucess to reach that.



its is not easy to get a BER13 even as master and high end resources





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Anubios
Thu Feb 05, 2004 7:04 am
#4

Your ORE mining units need to be experimented to 95%+ i'd say

which with good good steel & ore + lube oil will let you get ber 13

At master with the above I usually get ber 13's with 80% on efficiency with 2 exp points left for the storage

same with BER 10's aswell get 97% on you light ore units and it's easier to get the BER 10



================================================
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SingSin
Thu Feb 05, 2004 9:27 am
#5

what are good stats on lube oil?


Thank you for your help


Sing
Niklesnitz
Thu Feb 05, 2004 9:54 am
#6






SingSin wrote:

what are good stats on lube oil?


Thank you for your help


Sing






you don't need to worry about stats for lube oil, that is why most people like to use that instead of other chems. Reason being, it doesn't have any of the attributes needed for experimentation. Which are UT/SR/HR. If a resource doesn't have these attributes then it won't bring down your experimentation. Basically its counted as 1000 toward UT/SR/HR for that resource.



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Pawlin
Thu Feb 05, 2004 10:48 am
#7






Niklesnitz wrote:

... If a resource doesn't have these attributes then it won't bring down your experimentation. Basically its counted as 1000 toward UT/SR/HR for that resource.





That was my impression too initially. However it doesn't count as 1000 exactly. It just simply doesn't count in the formula. If you had some steel, metal and ore with average stats of 933 and some polymer with stats averaging 990 then that polymer would be better to use than the lube oil because it would bring up your average. However, with the lub oil you just don't have to worry at all about the chemical and can buy 2 cpu grind quality stuff. Its a lot easier that way.




Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Manipulative
Thu Feb 05, 2004 2:46 pm
#8

Lube oil (or liquid Petro) doesn't count as 1000 for it's stats. If it did, BER 10/13 would be really easy for a chem harv, which uses as much or more chemical than steel (memory serves me poorly). Instead, whenever a resource does not have the stats called for in a schem, the resource simply counts as the average for the remaining resources. If all other resources have UT at 910, the lube oil will count as 910. It won't count as 0 nor will it count as 1000. It will count as 910.



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ZenDragonMLS
Thu Feb 05, 2004 5:39 pm
#9

Pawlin, maybe you could add a link to the "how to build a harvester" thread from the FAQ? It answers these type of things in even more detail.



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TangoDrip
Tue Aug 02, 2005 5:17 pm
#10

wanting to be a commando, iam currently a...a..i forget my race the reptiles that cant wear boots or gloves

anyways just wondering if thats a good race to be a commando, and or what is the best race?

and if being a carb/commando is a good mix?


or what other things commandos are good with?

i dunno much about the game yet, just started today

sorry for sounding like a dumb ass
BuzzBot
Tue Aug 02, 2005 5:31 pm
#11

Race does not matter! Personally, I think Trandoshans (that's you ) would look cooler than another race weilding a flamethrower.


As for Carbs/Commando, our Corrospondant has that template, I believe. It seems like it would work great!





    /       \              /       \
| OO \ / o O |
| \ \ / / |
| |\/\/\/ \/\/\/| |
| | | |
| | Teh Aivinatorr | |
| | Ussiv the Sock Puppet| |
| | | |



TangoDrip
Tue Aug 02, 2005 6:41 pm
#12

awsome , glad to hear it

your Corrospondant? whats that?

is there anyway i can see that template?

i just wanna make sure i can be all that i can be! haha

BuzzBot
Tue Aug 02, 2005 7:02 pm
#13

The Commando Corrospondant is StarNick, who happens to be a great guy, btw. The Corrospondants help others in their profession by (mostly) stickying useful information/guides and giving advice here and there.


A way to see that template--hmm, well, for starters, go to www.Bloodfin.org and download their CU Character builder, which I find VERY useful.



    /       \              /       \
| OO \ / o O |
| \ \ / / |
| |\/\/\/ \/\/\/| |
| | | |
| | Teh Aivinatorr | |
| | Ussiv the Sock Puppet| |
| | | |



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