Armorsmith Archive
Thread: Question about Resources
Actually you also want the advanced componets lists to add to this:
Lok wild wheat
Tat fiberplast
Dantooine berries
Talus water
Liquid petro fuel 4
Dolovite iron
Domestic oats
Herbavoire meat
That is your basic shopping list. From there you try to get the best overall quality and then unit toughness and or potiental energy.
Mineral, gas, and some chemicals are identical across the galaxies, as long as they have the same name. These types show up on several planets during a given resource shift. Blarthic Link Steel Aluminum from Naboo will be the same as Blarthic Link Steel Aluminum from Rori, but different from Thringle Link Steel Aluminum from a previous shift (or the current, sometimes a shift overlaps on a few resources, so you can have two harvestable Link Steel Aluminums).
Solar, wind, water, flora, meat, hide, bone and fiberplast are planet specific. So you have "Nabooian Domesticated Rice" and "Rori Domesticated Rice" which will have different names and different stats.
The items where the resource stats matter are the repair and reconstruction kits, the demo module, the auto-droid repair module, the survey droid, the harvesting module, and probably a couple more that I can't remember off the top of my head...
RasalTheWise wrote:
Specifically, the OQ on the chemicals will produce a high HAM on the final droid product...all other stats don't matter.
The items where the resource stats matter are the repair and reconstruction kits, the demo module, the auto-droid repair module, the survey droid, the harvesting module, and probably a couple more that I can't remember off the top of my head...
*sigh*
Here we go again.... As I have stated before, there is absolutely no proof, with one notable exception (a developer's statement of effect regarding droid-mounted crafting stations), that resource quality and experimentation have absolutely no effect on any/allmodules and subcomponents that are used in construction of a droid.
We have "conclusions" that players have drawn from tests... However, conclusions are not "proof" unless no other means of determining "proof" exists. Statements such as that in the above quoted post are misleading and imply that the poster does indeed have "proof" of effect.. proof thatavailable only via a developer statement of effect.
sssssssssssSSS(:-<
*Sigh*
Here we go again. Any effect that this has is currently undetectable. Any effect that is undetectable is worthless. Maybe we should just settle this for once and for all. I agree that experementation has an effect on every item crafted in the game. It isjust is such a slight difference that it has no effect on the end product. Can we all at least agree that this might be true?
Pallida wrote:
RasalTheWise wrote:
Specifically, the OQ on the chemicals will produce a high HAM on the final droid product...all other stats don't matter.
The items where the resource stats matter are the repair and reconstruction kits, the demo module, the auto-droid repair module, the survey droid, the harvesting module, and probably a couple more that I can't remember off the top of my head...
*sigh*
Here we go again.... As I have stated before, there is absolutely no proof, with one notable exception (a developer's statement of effect regarding droid-mounted crafting stations), that resource quality and experimentation have absolutely no effect on any/allmodules and subcomponents that are used in construction of a droid.
Pallida wrote:
RasalTheWise wrote:
Specifically, the OQ on the chemicals will produce a high HAM on the final droid product...all other stats don't matter.
The items where the resource stats matter are the repair and reconstruction kits, the demo module, the auto-droid repair module, the survey droid, the harvesting module, and probably a couple more that I can't remember off the top of my head...
*sigh*
Here we go again.... As I have stated before, there is absolutely no proof, with one notable exception (a developer's statement of effect regarding droid-mounted crafting stations), that resource quality and experimentation have absolutely no effect on any/allmodules and subcomponents that are used in construction of a droid.
We have "conclusions" that players have drawn from tests... However, conclusions are not "proof" unless no other means of determining "proof" exists. Statements such as that in the above quoted post are misleading and imply that the poster does indeed have "proof" of effect.. proof thatavailable only via a developer statement of effect.
sssssssssssSSS(:-<
If I'm walking down the street and a bird craps on my head, I might not have proof that a bird did that, but I sure do have a strong suspicion. ![]()
Further, in computer software, running test after test and examining the results IS how you determine how something is working. You can look at the code until you're blue in the face, but if you miss an = that should be an ==, it's much easier to find it through testing and drawing conclusions than it is by looking through a kajillion lines of code.
The proof is in the puddin', as they say. I think you put too much stock in what the community relations guy THINKS is going on in the game, as opposed to the reality. Did you miss his Friday Feature a ways back where he made a guide about how SEAs worked? A guide that was so far off of the reality it was laughable? I personally think the experts at playing each class are more in tune with how the game works than the employees of SOE and Lucasarts are. I even think SOE recognizes this and that's why they value class correspondents.
Its abit of both really, alot of the subcomponents it doesn't matter, but for the final combine and some of the modules it does.
For example you'll want to use the best chemical you can find for the final combine for maximum HAM, and some of the modules ratings depend on the resource quality like combat modules, auto-repair modules and creature harvest modules. Generally you'll need good OQ/Conductivity.