Architect Archive

Thread: archi questions, resources related!

Pwnager
Mon Jul 04, 2005 10:53 am
#1

main goal of me is making ber 13 harvesters....

nothing is gonna be a prob for me on this.. as i will be 12p easy and ect ect ect


my only problem is.... resources...


i have no damn clue what needs to be good on the resources.... is it only the OQ.. or are there more things i need to look @.


so if an very advanced archi can give me some information about it so i can place my harvesters will be great


pls lemme know



Cappie

ZenDragonMLS
Mon Jul 04, 2005 11:01 am
#2

Welcome to being an architect. Hope you'll enjoy it as much as the rest of us do.


One of the first challenges of being an architect is learning to take advantage of all of the work that previous architects have done. To that end, there is an FAQ (Frequently Asked Questions) thread that is stickied at the top of this forum. It contains a lot of the "basics" about the architect profession, including the very thing that you asked about - the resources necessary to hit BER13 harvesters.


Besides the FAQ, since people quite often wonder about the details of things, there are several threads still on the first page here with information about making harvesters.


So, after you have looked those over then if you have further questions by all means post them.





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Pwnager
Mon Jul 04, 2005 11:44 am
#3

will do



and ty vewwy much





Cappie

bluejanus
Mon Jul 04, 2005 11:53 am
#4

Yes, read the FAQ and most of your questions will be answered. With the exception of crafting station resources, the stat OQ is absolutely meaningless to architects.





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Dragonlord86
Mon Jul 04, 2005 3:28 pm
#5

for BER 13 harvesters you need stuff with good HR SR and UT




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Aleskander
Tue Jul 05, 2005 4:44 am
#6






bluejanus wrote:
Yes, read the FAQ and most of your questions will be answered. With the exception of crafting station resources, the stat OQ is absolutely meaningless to architects.




Crafting Stations don't use OQ, they use COND.



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Magon-Radiant
Tue Jul 05, 2005 5:26 am
#7

The crafting stations don´t need OQ in the final assembly, but it´s needed in some of the subcomponents: some of them need CD 33% and OQ 66% or even 100% OQ.



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ajjordan
Wed Jul 06, 2005 1:07 pm
#8

HR SR and UT but only for the OMU and final assembly use garbage on the rest ie WALLS SSM Generators ect. If you want big hoppers use resourse with hi malubility



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Stownhart
Fri Jul 08, 2005 5:19 am
#9


To give you a more specific answer, the following types of resources should be your primary concern;


Fermionic Siliclastic Ore (for structure mods and wall mods)
A Metal Recycler (for structure mods and wall mods metal resources)
Duralloy Steel (for master components...OMU, TFDP, HHM, ect. and final construct)
Kammris Iron (as a suplement for your Duralloy in the "metal" slots)
Vintrium Extrusive Ore (final construct of some harvesters) or...
Katrium Intrusive Ore (final construct of some harvesters)
Lubricating Oil (any type or quality, used in all "chemical" slots)


Mainly concentrate on your metal's and ore's Unit Toughness. Go for anything higher than 950. Secondary, look for Shock and Heat resistances to be above 900.


Message Edited by Stownhart on 07-08-2005 08:22 AM

dantaglo
Fri Jul 08, 2005 5:24 am
#10






Stownhart wrote:

To give you a more specific answer, the following types of resources should be your primary concern;


Fermionic Siliclastic Ore (for structure mods and wall mods)
A Metal Recycler (for structure mods and wall mods metal resources)
Duralloy Steel (for master components...OMU, TFDP, HHM, ect. and final construct)
Kammris Iron (as a suplement for your Duralloy in the "metal" slots)
Lubricating Oil (any type or quality, used in all "chemical" slots)


Mainly concentrate on your metal's and ore's Unit Toughness. Go for anything higher than 950. Secondary, look for Shock and Heat resistances to be above 900.







Primary Concerns????????????????????? What are you talking about...


ANY ORE!! for sturcture mods and WALLS (stats DO NOT Matter)


Metal Recyclers ROCK


ORE RECYCLERS ROCK


You need Steel/metal with High SR,UT, HR the kind of steel/metal doesnt matter


SmokingFrog
Fri Jul 08, 2005 1:12 pm
#11






dantaglo wrote:





Stownhart wrote:

To give you a more specific answer, the following types of resources should be your primary concern;


Fermionic Siliclastic Ore (for structure mods and wall mods)
A Metal Recycler (for structure mods and wall mods metal resources)
Duralloy Steel (for master components...OMU, TFDP, HHM, ect. and final construct)
Kammris Iron (as a suplement for your Duralloy in the "metal" slots)
Lubricating Oil (any type or quality, used in all "chemical" slots)


Mainly concentrate on your metal's and ore's Unit Toughness. Go for anything higher than 950. Secondary, look for Shock and Heat resistances to be above 900.







Primary Concerns????????????????????? What are you talking about...


ANY ORE!! for sturcture mods and WALLS (stats DO NOT Matter)


Metal Recyclers ROCK


ORE RECYCLERS ROCK


You need Steel/metal with High SR,UT, HR the kind of steel/metal doesnt matter







I think his points on these subjects are as follows:


Fermionic ore spawns in higher percentages than other ores...frequently you can find it well into the 90's so it's the most efficient use of your harvestingefforts for bulk/non-quality components.


Duralloy & Kammris - These two resources have a better chance of having high stats that are appropriate to Architectural components such as OMU's - in fact these are the only two among steels and irons that cap at 1000 in the pertinent stats. the same thing can be said of Katrium Intrusive Ore and Vintrium Extrusive Ore.


Hats off to Stownhart for being a student of the School of Lunariel





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Stownhart
Sat Jul 09, 2005 4:46 am
#12

My points exactly. Thanks
bluejanus
Sat Jul 09, 2005 2:15 pm
#13



Aleskander wrote:


bluejanus wrote:
Yes, read the FAQ and most of your questions will be answered. With the exception of crafting station resources, the stat OQ is absolutely meaningless to architects.


Crafting Stations don't use OQ, they use COND.





This is not true. The initial components of GPs, Control Units and Distributers are all OQ components. The micro sensor suite and droid storage module use OQ and CD. The final assembly is the only one that is CD only.





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
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