Architect Archive
Thread: Architect Calculator
Bandola wrote:This is a great piece of work.I have one suggestion for a possible improvement, a bit of work required, but should not be too tricky considering what you have achieved so far.When it comes to calculating the cost of making an item you have simplified this down to a single cpu for resources. Now generally this is goos enough, but there are certain items that demand more costly resources, whether this is by reason of quality ar scarcity.For an item where ALL the resources/components are similarily costly this is of course no problem, but let us consider a couple of examples where the cost difference has a major impact.1. Master furniture - this has a mix of standard resources and 'rare' resources. The rare resources could attract extremely high prices in some cases and therefore the crafter would need to calculate an average price of standard plus rare resource prices, maybe not too difficult in this case, but now consider2. Harvesters - Here quality in some areas is a major issue, and here it is also much more difficult to calculate an average price of high quality vs grind quality resources. I noticed this particularly when I looked at the comparative prices of Heavy Gas versus other Heavies. As most who have made these are aware, the cost of making a Heavy Gas is higher than any other Heavy, simply because so much HQ Metal goes into the final combine. In your spreadsheet however, the cost comes out lower, simply because the overall resources used are less.What am I suggesting ? I think it would really help if there could be 2 fields for cost of resources input. The first for Grind Quality and the second for High Quality/rares. It is quite straightforward when it comes to which price is used against each resource as these are unlikely to change. With harvesters for example all components except the 'main' unit - OMU, FDP etc.- use grind quality while the final combine and 'main' unit use HQ.I expect there would be a fair amount of work in making this change, but I am certain it is not beyond your capabilities.What do you think ?
I agree, the Armorsmith cost sheets I was drawing up had everything broken down into the different resources. While Architect is often simple, sometimes you don't buy ore for the same price as steel, copper, or aluminum.... Getting accurate finaincial data is a good idea if you are not sure you're making the money you need to stay in business with.
This brings up an idea though... I'm going to try adapting my cost sheets to Architect, but some key things need to be added first.
Bandola wrote:
This is a great piece of work.
I have one suggestion for a possible improvement, a bit of work required, but should not be too tricky considering what you have achieved so far.
When it comes to calculating the cost of making an item you have simplified this down to a single cpu for resources. Now generally this is goos enough, but there are certain items that demand more costly resources, whether this is by reason of quality ar scarcity.
For an item where ALL the resources/components are similarily costly this is of course no problem, but let us consider a couple of examples where the cost difference has a major impact.
1. Master furniture - this has a mix of standard resources and 'rare' resources. The rare resources could attract extremely high prices in some cases and therefore the crafter would need to calculate an average price of standard plus rare resource prices, maybe not too difficult in this case, but now consider
2. Harvesters - Here quality in some areas is a major issue, and here it is also much more difficult to calculate an average price of high quality vs grind quality resources. I noticed this particularly when I looked at the comparative prices of Heavy Gas versus other Heavies. As most who have made these are aware, the cost of making a Heavy Gas is higher than any other Heavy, simply because so much HQ Metal goes into the final combine. In your spreadsheet however, the cost comes out lower, simply because the overall resources used are less.
What am I suggesting ? I think it would really help if there could be 2 fields for cost of resources input. The first for Grind Quality and the second for High Quality/rares. It is quite straightforward when it comes to which price is used against each resource as these are unlikely to change. With harvesters for example all components except the 'main' unit - OMU, FDP etc.- use grind quality while the final combine and 'main' unit use HQ.
I expect there would be a fair amount of work in making this change, but I am certain it is not beyond your capabilities.
What do you think ?
Definitely should. I've been using this religiously for my last several orders and its really cut down my average time.
(and has stopped me from quoting prices that are WAY too low due to mathematical errors!) : o
Message Edited by irasha on 05-17-2004 04:55 PM
AmericanPryde wrote:
First off, GREAT JOB!
Last night I started modifying Eilla's to suit my needs, but come on here today and saw this. I see no need to duplicate the effort, so I will simply use yours now.
I do have an issue though.
I am using Version 2.0 with Excel 2003.
On the Harvestors and Crafting tab, I reset the values using the reset button. This works fine, as I checked the remainder of the sheet for entries and found none.
I then put a 1 next to the advanced crafting station for clothing. It calculates everything fine except for Droid Storage Compartments and the Control Units. It states 6 total Control Units and 10 Droid Storage Units. The row for the advanced clothing station is fine, it's just the total columns. The tool is populating row 39 (Weapon, Droid, General, Advanced) although I have nothing input in that row. Note that it is not adding extra resources, just those two components.
Now on the flip side of that...when I input 1 in the (Weapon, Droid, General, Advanced) row, it does everything except those two components in that line. For example, it had the correct materials, and components, except it shows nothing for Droid Storage Compartments and only 2 Control Units.
Thank you very much for all your time and effort. I'm sure the community will continue to help make it even better.
Ai'dan Pryde
International Dog of Terror
Galactic Security Agency
Riverbend, Naboo (0,0)
Kettemoor
Thanks for the catch! When I recoded for the Manufacturing schematic I entered the formula wrong. It's fixed and will be released in the next version. I'm having a harder time entering the "rare resource" extra CPU cost than I thought I would. Hope to have it done by tomorrow.
Message Edited by irasha on 05-18-2004 09:06 AM
VelRahn wrote:
AmericanPryde wrote:
First off, GREAT JOB!
Last night I started modifying Eilla's to suit my needs, but come on here today and saw this. I see no need to duplicate the effort, so I will simply use yours now.
I do have an issue though.
I am using Version 2.0 with Excel 2003.
On the Harvestors and Crafting tab, I reset the values using the reset button. This works fine, as I checked the remainder of the sheet for entries and found none.
I then put a 1 next to the advanced crafting station for clothing. It calculates everything fine except for Droid Storage Compartments and the Control Units. It states 6 total Control Units and 10 Droid Storage Units. The row for the advanced clothing station is fine, it's just the total columns. The tool is populating row 39 (Weapon, Droid, General, Advanced) although I have nothing input in that row. Note that it is not adding extra resources, just those two components.
Now on the flip side of that...when I input 1 in the (Weapon, Droid, General, Advanced) row, it does everything except those two components in that line. For example, it had the correct materials, and components, except it shows nothing for Droid Storage Compartments and only 2 Control Units.
Thank you very much for all your time and effort. I'm sure the community will continue to help make it even better.
Ai'dan Pryde
International Dog of Terror
Galactic Security Agency
Riverbend, Naboo (0,0)
Kettemoor
Thanks for the catch! When I recoded for the Manufacturing schematic I entered the formula wrong. It's fixed and will be released in the next version. I'm having a harder time entering the "rare resource" extra CPU cost than I thought I would. Hope to have it done by tomorrow.
Done! Bandola I hope this is what you wanted to see
Let me know whether this meets your expectations or not.
Get version 2.1 here
Oops, sorry, forgot to mention your furniture list doesn't have the Large Potted Plant, Style One listed as well.
I gotta learn how to edit my posts. Geez.
SkyfireDL wrote:
VelRahn, nice work man. 'Tis a mighty fine thing you've done for us. I've already started using this to price out my furniture. Very handy.
I do have one observation. Your fusion ion generators aren't adding up the subcomponents when figuring out the price. Tested it using 1 cpu, and the amount ofresources needed for the final combine is the same as the total cost. So it seems it ain't taking into account the subcomponents. Can you checkon this? Maybe I borked the thing somehow. Heh.
Other than that, I'm very impressed with the spreadsheet and your quickness in getting the bugs ironed out. Dang, if only you worked for SOE...
Don't ask me how that happened, but it's fixed. Sorry about that ppl and thanks for the catch SkyfireDL. I've also put in the large potted plant, and the updated v 2.1 is up now.
BTW, you won't be able to edit your posts until u hit Community Veteran status. I think u need 100 posts + x amount of time registered as a forum user.