Bio Engineer Archive

Thread: BioEngineer Guide & FAQ

NancyJ
Mon May 24, 2004 1:47 pm
#1

Bioengineer Top 5.


1) Cloning - Not much more to say here, a clear top issue - the deatils of which were listed in the SOP.


The issues with cloning should be fixed in the December Publish.


2) Rare ingredients - Milk, Mollusks and Seafood are near impossible to get. Fish and eggs are still not obtainable in satisfactory quantities. Our best pet stims requires much larger quantities of fish to run in a factory than can normally be obtained.


Seafood is the generic category for fish, mollusks and crustation. Molusks, Crustaciansand Fish are all getting fixed and/or improved in the January Publish.


3) 3. DNA Storage and organtization - Since DNA does not stack, this becomes a real problem for BE's and it probably will become more so when the cloning fixes finally go in. BE's need a way to store more DNA than is possible now. The most common suggestions is a container that hold DNA Samples in a smaller volume. Organization is also a problem, clearer namiing or the ability to rename samples is requested.


Inventory restrictions are in place do to data storage limitations, if I increase the amount of DNA you can store in any way it would have to be done such that the total amount of storage for the increased amount of DNA is equal to or lower than the current numbers. DNA also happens to be a very data intensive item which make this a very tricky thing to do. I wouldn't say it's never going to happen but it is extremely low priority considering the difficulty and all of the other important issues we need to address.


4) Broken Experimentation - Success lowering stats and failures increasing stats. Also the final creature combine is bugged so that any line can only be experimented in once.


This is actually the case for all experimentation for all crafting. Every time you experiment on an experimental attribute, every stat that is attached to that attribute gets an experimentation roll. This means that when you experiment on the Physical attribute there are actually two checks, one for Hardiness and one for Fortitude. Because there are two checks it’s possible to get an Amazing Success on one and a Moderate Failure on the other. The message you are shown is an average of the two checks, so you might be told that it was a Moderate Success, but what you would see is a large increase in one and loss in the other. This explains why you very rarely see Amazing Success responses for experimentation because you would have to get that Amazing for both stats.The cloning changes will not be able to address fundamental issues with the crafting system, so for now this will still happen. There are plans to address this some how in the future, but I'mnot sure where it fits on the schedule at the moment.The experimentation on the final creature combine has been removed with the December Publish.The cloning changes will not be able to address fundamental issues with the crafting system, so for now this will still happen. There are plans to address this some how in the future, but I'mnot sure where it fits on the schedule at the moment.


5) The skill cost to be a BE is too high.


We disagree. Once Cloning is fixed, the value of Bio Engineers will increase dramatically. Its basically too early to comment on this and we should revisit it after the December Publish.






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NancyJ
Tue May 25, 2004 12:46 am
#3

Useful Links



If anyone has any other links to add to the list to PM me with the address.

Message Edited by NancyJ on 09-28-2004 09:18 PM




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



NancyJ
Tue May 25, 2004 12:47 am
#4


[CONTINUED]

To halt the macro, type /dump during one of your resource selection breaks and it will dump the paused chain of commands.

You can Alt-Tab in and out of the game to modify the macros.txt file and then when you return to the game, you can reload the file using: /load macros.txt

That will overwrite the previously loaded aliases with any updated versions of them.
Okay...some other important things.

1. The macro WILL NOT load the ingredients for you. My limited understanding of the EULA is that this may violate SWG rules, and could result in banning. Doubt it could happen, but it is up to you if you choose to go that route. If you are interested in an AFK macro that will load the ingredients automatically, go to: http://swgguide.com/x340/ I have never used these, so I don't know how they work other than they are 3rd party applications.


2. You must double click on the ingredients to load them.


3. You will see the message, "Failed to craft item! Crafting Session Ended!" spammed on your screen while you are running the macro. Don't worry: this is normal and means the macro is working. To reassure you, you can see the timers above the crafting tools appear in succession and your XP will increase (but only if you loaded ingredients into the tool: the same message will appear even if you load nothing into the tool, but XP will be zero and there will be no countdown timer).


4. If you fail to double click on all the ingredients in time (particularly if you see a "Loading..." message in an ingredient slot), you may get an error that says "Schematic Failed to Load". Just click out of the box and continue on your way: however, you did not get XP for that craft, but on the other hand you didn't lose resources either.


5. To stop the macro, type "/dump"


6. Rarely, the macro will "catch up to itself" and you'll get a message that says "You are already crafting!" Click okay and move on.


7. This macro bypasses any potential for critical failures. You will NEVER crit fail with this, so it is exceptionally efficient and can be used for any crafting profession. However, it bypasses the ability to experiment, so be aware of that too.


8. If you want more XP, buy Ornachek from a chef: it will increase your XP for the next 20-odd crafts or so. Cool, eh?


9. Oddly, if you leave the macro running, you will not get logged out.
Also note that MANY people are reporting a crafting XP bug since Patch 6 came out where suddenly, randomly, you stop receiving XP. If this occurs, immediately log out and then back in again. Your XP should reappear or at the least should start re-accumulating. KEEP AN EYE OUT ON YOUR XP OR YOU'LL CRAFT A LOT, LOSE RESOURCES, AND NOT GET XP!

DNA Sampling Part 1: What to Grind and How

Be aware that there is no "practice" mode and that each successful DNA sample will be placed in your inventory. That really puts the kibosh on your sampling rapidly. Combat is likely as most critters get irritated after some time of being poked with a needle and will aggro. And, it seems that some of our needles are laced with InstaKill as many critters fall over dead after anywhere from 1-6 samples. Note that if you sample a critter to death, you CANNOT then extract resources from it. So, apparently the DNA needle also simultaneously sucks out all of the hide, meat, and bone from the critter. Go figure. I'd recommend several things:


1. Buy armor...But get it sliced because the encumbrance will ding your mind pool and you need that for sampling


2. Buy three vehicles for quick escapes when the critters aggro. You can then disengage them, return, and resume sampling. Right now all vehicles need to be called from camp, so buying crates of camps is a good idea to call vehicles as their maintenance is used up. However, there is a patch in the works that will relieve this requirement and the camps will no longer be needed. We'll see if and when that happens.


3. Get yourself some food or spice. Muon Gold has always been a staple for bolstering the mind for uninterrupted sampling. However, it has a nasty withdrawal and the chef food Smuggler's Delight is still buggy and doesn't seem to lessen the downer. Nowadays there is also Vasarian Brandy made by chefs: no withdrawal at all and can bolster the mind up to 300 points per serving (more or less). The problem is it's pretty expensive by the crate, so make a deal with a chef to provide them your tissues and they'll probably cut you a deal. Vagnerian Canap is also great since it bolsters willpower. Also, be sure to get some Ornachek as it can bolster your XP per sample for about 20 samples. Not too shabby.


4. Go up the Scout skill tree to Scout 4: mask scent is essential for getting higher level DNA samples (=higher XP), and the terrain negotiation can help you burst run (in case you can't remember where you parked your vehicle).


5. Have a MBE make you two tissues of something called Scent Neutralization. The combined bonus of the two tissues should be sewn into clothes; they provide a bonus to mask scent. However, that bonus caps at +25 no matter how many items of clothing with bonuses you wear! So, be aware of that.


6. To improve your DNA XP, use your sampled DNA and craft Generic DNA Templates but make sure it's in practice mode. It will give you 10% extra XP and will empty your inventory.

For whatever reason, there is no command in the Ctrl-A menu for sampling DNA. So, you'll need to create that first. The command is /sampleDNA. You cannot sample babies, pets, humanoid types (ie, the Nightsisters), dead critters, or creatures (in general) with >13k HAM (which usually are >CL70) (again, you may get the occasional sample, but for a grinder these will be too few and far between). The three major sampling techniques are:


* Outside cities, sample all the trash. It regenerates quickly. It's widely available. It's low risk. But, do remember that each DNA sample counts against your inventory, so your inventory will rapidly fill. XP is slowly accumulated (about 50-100xp/successful sample). Mirrl advises: If sampling "trash" get yourself a guard trained pet and use it. Don't bother trying to sample anything tougher than "trash" until you get to Sampling 2/3. Then I'd suggest Picket Longhorns on Dantooine. With longhorns always go for the non-females first as they are social and the females are not. In addition I'd suggest running over fighting. They don't DB and generally you'll waste less time being knocked unconscious than trying to kill a lair full. (They don't DB)


* Adventure planets, sample aggros. This is not recommended until you've made it to DNA Sampling 3 since your success rate will be lower in the beginning and your risk of aggro is much higher. Aggro equals decay now, so be cautious. There is a cap on CL sampling, though; avoid anything >CL 70 (and really, you shouldn't sample that until you have DNA 3). Death is common, but the reward per successful sample is great (>300xp/successful sample).


* Running missions is a third option that has become viable courtesy of creature mounts and vehicles. You get a lot more creatures to spawn at a consistent CL and get money as well.


DNA Sampling Part 2: Macro


WildWildMan suggested the following macro which I haven't used, but others state is very good. Verbatim:

/ui action targetSelf
/ui action cycleTargetOutwards
/follow
/pause 5
/sampledna
/pause 11
/ui action toolbarSlot11

Put this into top right box and leave char in trash dense area, like Theed outskirts. 2.5k sample xp per hour, just remember you have to clean inventory often.

=======================================================

Good luck and I hope this helps in some way.

Message Edited by NancyJ on 05-24-2004 01:03 PM

Message Edited by NancyJ on 05-24-2004 01:04 PM




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



NancyJ
Tue May 25, 2004 12:48 am
#5

Making a BE Pet
By Mirrl


BE pets are a balancing act with 5 DNA samples and up to 10 experimentation points. You begin with 5 DNA samples, which must be placed across 5 characteristics, physique, prowess, mental, psychology and aggression, to create a template. Once the template has been made you may spend your experimentation points as you wish on these 5 characteristics up to their maximums. In this document any predictions for values will be for the maximums. The initials values generally fall into the 60-80% of maximum range. It is not clear to me why they are some times closer to 60% and some times all in the 80-85% range. Once you have spent all of your experimentation points you get the final template. Pick a "skin" and add into it the final template plus meat and flora food to create a creature. It sounds fairly easy but none of the DNA samples contribute to just one thing and so it generally ends up a balancing action to get the creature you want. These 5 DNA samples will control HAM (Health/Action/Mind), armor, resists, damage, attack speed, chance to hit, ranged attack, 2 different special attacks and the creature level. The skin you pick will determine the creatures run speed, minimum creature level and whether its "agro" (i.e. could it ever be a non-CH pet and does it deathblow).


DNA Sampling


The profession does not come with a built in macro for doing DNA sampling. Bring up the macro page and add a new macro with /sampledna. There are two kinds if creatures you need to worry about agro and not. Creatures that are not agro can be approached without the scent mask skill (Scout exploration line). I'd still suggest having it up as approaching my still alarm them and cause the sample to be more difficult. Please note that ALL creatures can agro you while your sampling. Your first clue off this will be the creature hitting you. Its good to be aware of which creatures are social as nearby creatures of that type will also attack you if you attack back. It is important to know which deathblow as you do not want to risk being incapacitated by them. Make sure you burst run from any creature that DB's and that you have scouted an escape route. I'd suggest a route that leads right into a group of non-aggros. Agro creatures must be approached with the scent mask ability up. As the CL of the creature your approaching increases the more caution you need to take in the approach. The first thing to remember is that walking is better than running and crawling is better than walking for the approach. While sampling you are better off kneeling than standing. Really dangerous creatures should be approached from behind while wearing a suit of scent neutralizes clothing. (Please remember than +25 is supposed to be the max bonus you should be getting out of these clothes) I'd also suggest have a macro ready (that does /stand; /pause 1; /burstrun) in case your aggrod. Steep hills and other terrain can also help you get away without needing to waste your burst run. Some people also have luck approaching the creature by vehicle with scent masked. Then hitting a macro (It needs the full vehicle name, e.g. /mount speederbike to get away. If you're a ranger the camo kits can also be very useful. Alternately you can see if any of the MBE's on your server have a vendor where they sell DNA they have collected. However you're going to work make sure you have LOTS of inventory space. Make sure your wearing a backpack and get 3 droids with inventory space. (Preferably 10 spaces per droid). In total this should give you 140 inventory slots. You will find you'll need it because DNA does not stack and you need a lot of it. I'd also suggest bringing a cheap shield generator and muon gold as both can help make this easier.

Experimental Increases

There are 5 places to experiment. Physique controls fortitude and hardiness. Prowess controls endurance and dexterity. Mental controls intellect and cleverness. Psychology controls dependability and courage. Aggression controls fierceness and power. When you experiment on one of the slots the related attributes will increase. Please note that when you critically fail experimentation it is common to see one of the related attributes to go up, one to go down and one unrelated attribute will also go down. If you have already maxed out the slot related to this third attribute, you will not be given the option to experiment it back up. BE experimental failure seem to be as high as 20% with good crafting tools and good private crafting stations, so be careful. Please note that it is normal for 1 of the 2 attributes to max out during experimentation long before the other one. For instance I frequently see fortitude max out long before hardiness. The following system works fairly well to determine the expected increase for a success on experimentation on all of the slots except psychology. (It usually works for 1st generation psychology, but not always then)

For a physique experimentation point:-
Hardiness increase = [ F / ( F + H )] x 140
Fortitude increase = [ H / ( F + H )] x 140

HAM


Each of the HAM attributes (Health/Action/Mind) is affected by the inputted DNA samples. However the only way to affect Health positively in experimentation is to experiment on physique. The only way to effect Action positively is to experiment on prowess. The only way to affect Mind positively is to experiment on mental. The following show how the DNA slots affect the initial/final outcome.
Health is determined by hardiness. Hardiness is determined by the physique algorithm, physique 40%, prowess 25%, mental 5%, psychology 5% and aggression 25%. 500 will give you about 9000 health. (Final combine randomizes this a bit)
Action is determined by dexterity. Dexterity is determined by the prowess algorithm, physique 25%, prowess 42%, mental 17%, psychology 8.5% and aggression 7.5%. 500 will give you about 9000 action. (Final combine randomizes this a bit)
Mind is determined by intellect. Intellect is determined by the mental algorithm, physique 5%, prowess 10%, mental 50%, psychology 30% and aggression 5%. 500 will give you about 9000 mind. (Final combine randomizes this a bit)
As you can see each of these stats is effect to varying degrees by all 5 DNA samples entered into the samples. Of the three stats Health is usually considered the most important for a pet, action the second most.

Armor and Resists


Armor is determined by fortitude. If the fortitude is over 500 you get armor, under and you don't. Fortitude is determined as follows physique 40%, prowess 25%, mental 5%, psychology 5% and aggression 25%. To experiment fortitude up you put experiment points in physique. Please note that it is common for fortitude to max out before hardiness. Once fortitude stops moving upward on a successful experiment of physique then fortitude is maxed out.
Resists are a little more complicated. Resist are a little more complicated. To start with there are 8 resists, kinetic, energy, blast, heat, cold, electric, acid and stun. Each of these resists can come in 3 flavors effective, special and vulnerable. Vulnerable will show up as such on both the creature and the DNA samples. Effective and special resist can only be determined by examination by someone with sufficient creature-knowledge (scout and ranger ability). The stats for wild creatures can also be found on web sites such as http://www.swgcreatures.com.
The SWG official explanation for armor and resist can be found at http://starwarsgalaxies.station.sony.com/content.jsp?page=Advanced%20Guide%20Armor%20Fundamentals. Basically effective and special resist damage in exactly the same way. They do not however work the same way with respect to the BE cloning process. Vulnerable acts as a -99 special resist. Resistance is determined by the standard physique determination algorithm, physique 40%, prowess 25%, mental 5%, psychology 5% and aggression 25%. However specials resists always override effective resist making the effective resist act as a 0 for the calculation. If the final resist is negative then the resist will be marked as vulnerable. Please note that effective resist will come through with part of its value. It will then require physique experimentation to bring it up to its full value. It cannot be brought over its final value by experimentation. It will also go back to 0, when fortitude goes over 500 and armor is achieved. Further experimentation will cause it to go up again. Additionally effective resists may be brought over their determined figure by a great result on the final combine. Special resists will always be at their determined amount and are unaffected by experimentation. Please note that kinetic and energy have a BE ceiling of 60 and the rest seem to have a ceiling of 100.
Examples of the resist calculation
physique/prowess/mental/psychological/aggression = resist
15E + 15E + 15E + 15E + 15E = 15*0.4 + 15*0.25 + 15*0.05 + 15*0.05 + 15*0.25 = 15E
15S + 15S + 15S + 15S + 15S = 15*0.4 + 15*0.25 + 15*0.05 + 15*0.05 + 15*0.25 = 15S
15S + 15S + 15E + 15E + 15E = 15*0.4 + 15*0.25 + 0 + 0 + 0 = 9.75 = 9S
15E + 15E + VLN + 15E + 15E = 0 + 0 + -99*0.05 + 0 + 0 = -4.95 = Vulnerable
15S + 15S + VLN + 15S + 15S = 15*0.4 + 15*0.25 + -99*0.05 + 15*0.05 + 15*0.25 = 9S

The system will not currently track effective vs. special resist for you so you will need to track it yourself. This means that it will not show up in the DNA sample. If you lack the Scout abilities to determine this then your best bet is to go to http://www.swgcreatures.com.

Damage, Attack Speed and ToHit


Damage is determined by power. Power uses the aggression algorithm, physique 17%, prowess 16%, mental 8.5%, psychology 16.5% and aggression 42%. You can multiply the power by 0.8 and round up to the next multiple of 10 to get a rough estimate of the lower damage limit. The upper damage limit is usually 10 points higher than the lower damage limit. (I have had both 55-65 damage and 70-75 damage, so these are just guide lines)
Attack speed is determined by courage. Courage uses the psychology algorithm, physique 9%, prowess 5%, mental 26%, psychology 43% and aggression 17%. The speed is usually close to 2.5 - (courage rounded up to the next 10)/1000.
ToHit is determined by cleverness. Cleverness uses the mental algorithm, physique 5%, prowess 10%, mental 50%, psychology 30% and aggression 5%. The ToHit is usually close to 0.19 + cleverness/1500.

Ranged Attack, Special1 and Special2


The mental DNA inserted determines ranged attack for me with a high degree of certainty. However several people have managed the same affect using the psychology slot. The DNA sample is question needs to have the ranged ability. The chance of transference then seems to be based on the quality of the DNA sample. I have reliably gotten ranged attack to come through when the only ranged DNA sample was in the mental slot and was of very high quality.
The general belief is that by preference special 1 comes from aggression and special 2 from psychology. Please note that they do not have to come from the same DNA slots. Multiple copies of an attack seem to cause a preference for that attack. Slots lacking specials seem to shift the specials off to other slots but do not make it definite that an attack will come through. Invalid specials (Area-Of-Effect such as plague strike, poison spray, open wounds) seem to express themselves as empty specials. By this I mean that if an invalid specials is picked for the special attack slot will come through as missing a special for that slot. This can mean you are likely to get no special for 1 or 2, as appropriate.

Creature Level


The short version is we don't really understand the algorithm that is used. The hope would be that CL would take all of the above into effect. Practically however it seems to mostly depend on damage, resists and the CL of the donors. In addition the CL determining algorithm is supposed to change soon. This makes most of our current guesses fairly pointless. Please note however there are a few important levels from a sales perspective. CL10 is the non-CH level. CL12 is the novice CH level. CL23/24 is the "triplets" level for an MCH. (23 + 23 + 24 = 70). CL35 is the "twins" level for an MCH. (35 + 35 = 70). CL 60-70 is the single large, hay look what I've got level. You also need to watch out for agro templates when combined with CL 60+ creatures. To control these you need some form of aggressive bonus. The two standard places to get these bonuses are the Wookie racial bonus and taming bonuses from clothing. (The second comes from our tissue line)

Template Level


Templates have the same quality characteristics that DNA samples have. (Poor, below average, average, above average, high and very high) We assign numbers to them Poor = 0, below average = 1, average = 2, above average = 3, high = 4, and very high = 5. A DNA template will have a quality, which is the average of its 5 samples rounded down. This means that it takes 5 very high quality samples to make a very high quality template. It also mean a 1 above average, 3 high and 1 very high quality samples will make a high quality template. There seems to be some advantage to using higher quality templates when doing the final combine. It also seems to affect the type of DNA gotten for nth generation DNA samples.

Skins


Skins determine movement speed, aggression level and minimum CL for a creature. They are applied as the last part of the combine. Aggression level and minimum CL determines who can tame/use the pet. Non-CH must by 10 or under and not aggressive. Low-level CH's also tend to be unable to handle aggressive pets.
Aggressive pets include Angler, Boar wolf, Bocatt, Choku, Huurton, Kusak, Langlatch, Shear Mite, Bordock, Dune Lizard, Narglatch, Woolamander, Kliknik, Vesp, Graul, Rancor and Kimogila.
CL 2 minimum Pets include Angler, Bearded Jax, Boar Wolf, Bocatt, Choku, Durni, Eopie, Gnort, Hermit Spider, Huurton, Kima, Krahbu, Kusak, Langlatch, Mott, Roba, Shear Mite, Slice Hound, Squall, Swirl Prong, and Vir Vur.
CL 5 minimum Pets include Bageraset, Bantha, Blurrg, Bol, Bolle Bol, Bolma, Bordok, Brackaset, Carrion Spat, Cu Pa, Dalyrake, Dewback, Dune Lizard, Falumpaset, Gualama, Guf Drolg, Gurnaset, Gurrcat, Gurreck, Ikopi, Kaadu, Kahmurra, Kwi, Mawgax, Narglatch, Pugoriss, Verne, and Zucca Boar.
CL 10 minimum Pets include Huf Dun, Piket, Razor Cat, Veermok, and Woolamander.
CL 15 minimum Pets include Gronda, Kliknik, Ronto, Snorbal, Thune, Tyblis and Vesp.
CL 20 minimum Pets include Malkloc and Torton.
CL 25 minimum Pets include Graul, Merek and Sharnaff.
CL 30 minimum Pet is the Fambaa.
CL 35 minimum Pet is the Rancor.
CL 40 minimum Pet is the Kimogila.

Currently the colors on some pets do not seem to stick once tamed. Kimogilas, Rancors and Jaxs are believed to have this problem. Razor Cat, Angler, and Kwi have all been confirmed to not have this problem. The problem will only manifest itself when the pet is tamed. As a statue the pet will show its color. On all pets the color seems to be absent in the datapad. In addition the examine function from the scout line seems to produce odd results.
Skin also seems to effect whether the ranged attack from the template can actually be used. Apparently only skins, which have wild creature with ranged attack, can actually use ranged attack. Skins where the creature the skin is named for have ranged attack are, angler, bagaraset, blurrg, bocatt, cu pa, dune lizard, kliknik, shear mite, squall and vesp. Skins which have ranged version but it is not the names creature are hermit spider (hermit spider queen), bolle bol (bolle bol colt), dalyrake (dalyrake matriarch) kwi (rhoa kwi guardian), merek (toxic merek battlelord) and kimogila (giant dune kimogila).

Message Edited by NancyJ on 05-24-2004 01:32 PM




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



NancyJ
Tue May 25, 2004 12:49 am
#6

The Bio Engineer's Job On Base Destruction for Dummies By Khragon


This is as simple an explanation as I can give on how the BE does their part of the sequence in destroying a Player Base. You do not need to be a MBA in DNA Professional BEng. to know what to do, its very simple, but there is 4 things you DO NEED TO KNOW.

A=T, T=A, C=G and G=C

If you are a BE and ever plan to help destroy a base, have this written down as this is the only real required knowledge to complete the BE portion of a base destruction. Now down to the "what do I do?". You have a total of 23 matches you need to make.

When you hack the Override Terminal a pop up window will display. Something like:

DNA Sequence Processing...
Complete the missing Pairs:AT, TA, GC, CG
Matched Pairs: 0
Sampled Chain: ACA

C
T
A
A
C
G
C
T
etc etc for a total of 23 in the list

The main idea is that you are trying to match the first letter in the "Sampled Chain" with its opposite like I posted at the top in red letters...the opposite of A is T and the opposite of T is A. The opposite of C is G and the opposite of G is C. Looking at the above Sampled Chain: ACA you have to choose a letter from the provided list of 23 options that matches the first letter...in this case it would be T, because T is the opposite of A. You can always ignore everything after the first letter as the remaining letters are ilrelevent
C
T - Choose
A
A
C
G
C
T
etc etc

It will then tell you that you have matched 1 Nucleotide, then it resets the window to show the 1 match you made of the 23 total you need to make and the sampled chain will change, something like:
DNA Sequence Processing...
Complete the missing Pairs:AT, TA, GC, CG
Matched Pairs: 1
Sampled Chain: TGCCA

C
TA
A
A
C
G
C
etc etc

Sampled Chain: TGCCA this time requires to you match the T....remember you are only matching the first letter of the sampled chain, ignore the other letters. Opposite of T is A, so in the list you would choose A. You can choose any "A" in the list of 23 letters, it would not matter because eventually you will have to match all of them anyways.
C
TA
A - Choose
A
C
G
C

Eventually you will come to a point where the opposite letter you have to choose from the list to match the Sampled Chains first letter will not be present. You will only have double letters in the list and maybe a few single letters that are not the one you want. Something like:
DNA Sequence Processing...
Complete the missing Pairs:AT, TA, GC, CG
Matched Pairs: 15
Sampled Chain: ACGGT

CG
TA
AT
AT
CG
GC
CG
A
G
etc etc

In this example the Sampled Chain:ACGGT you wanted a single T to match to the letter A, but there is none left in the list. This basically means no matter what you choose this time, it will not be correct. So choose any of the double letters you see which will result in the reply "You have matched 0 nucleotides", then the window will reset again with a new Sampled Chain.

Lets assume you have matched 15 of the 23 so far, this means you have to match 8 more from the list. The idea is to keep reseting the window and obtaining a new "Sampled Chain" with the first letter that matches the remaining 8 single letters you need to match up. For example, assume you still have the letters G,G,G,G,C,C,C,T left to match from your list. Meaning you need Sampled Chains that start with C,C,C,C,G,G,A in order to complete your final 8 matches. Anytime you get a sampled chain that you cannot choose from your remaining 8, just choose any from the list so a new window comes up with a new sample chain and keep doing that until you get chains that you can match up to.

Advanced

If the page 1 guide was of help and you now understand the basic idea on how to match the Sample Chains, this is an addendum to that as I did not want to include this part as it may confuse people. I figure once people understand the basic ideas on how it works off page 1, this part should make sense.

When matching the 23 letters from the list to the first letter in the Sampled Chain, you do not have to match the first letter in the sampled chain, you can match any of the letters. In other words, any letter in the list of 23, as long as the opposite is in the sampled chain you can match, regardless of whether its the first letter in the sampled chain or the last letter. For example, lets assume you have 4 letters left to match in the list and all 4 are G...something like:

DNA Sequence Processing...
Complete the missing Pairs:AT, TA, GC, CG
Matched Pairs: 0
Sampled Chain: ACA

CG
TA
AT
AT
G
G
CG
G
TA
G
etc etc....

In this instance, you do not have to wait for a C to be the first letter in the sampled chain, as long as you have a C anywhere in the sampled chain you can match it to one of the 4 remaining G's. In the above Sampled Chain: ACA, notice C is not the first letter of the chain, A is. Doesnt matter, you can still match it to one of the G's. So to match the C to one of the 4 remaining G's, simply line it up by choosing the letter above any G even though the first A in the sample chain wont match it. Like this:
Sampled Chain:ACA

CG
TA
AT
AT - Choose here because the letter C in the sampled chain is the second letter, therefore by choosing here
G - this letter G will match the C in the sampled chain.
CG
G
TA
G
etc etc....

Breaking this down, by choosing the AT, you are pairing AT with the First A in the sampled chain which has no benefit but you are pairing the G with the C in the sampled chain, and then the CG is being paired with the last A in the sampled chain which has no benefit. Even though the AT and CG are already matched pairs, doesnt matter you were simply choosing the AT so that the sampled chains C would match the G, AT and CG are illrelevent.

This leads to the possibilty of matching multiple pairs at one time as well. You can easily often get 2 and 3 pair matches each time if the letters in the list of 23 are lined up to match the 3 letters in your Sampled Chain as was briefly discussed on page 1. For example:

DNA Sequence Processing...
Complete the missing Pairs:AT, TA, GC, CG
Matched Pairs: 0
Sampled Chain: CGT

C
T
A
A
G
G
C
A
T
T

In this example to match the C in the sampled chain, you have 2 choices as there are 2 G's to choose to match the C to. However 1 G will give you only 1 match, the other G if you chose it gives you 3 matches, so obviously both are the right choice as you are guaranteed to at least match the C, but one choice is better because you will get 3 matches, here it is:
Sampled Chain: CGT
C
T
A
A
G
G - First Match: Choose here because the Sampled chains C matches this G
C - Second Match: If you chose the above G, the sampled chains second letter G will match this C too!
A - Third Match: The sampled chains third letter T will match this A....Triple match with 1 choice!!
T
T

You can match ANY of the 3 sampled chains letters, and or any combination of the letter, you can match the first and third in one choice, second and third, first and second, etc.

Message Edited by NancyJ on 05-24-2004 01:43 PM




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



NancyJ
Fri May 28, 2004 3:08 am
#7

First there are several types of Tissue, some that are added to synth cloth and some that are used in reinforced fibreplast panels, all Tissues can only ever go in ONE or the OTHER, so to obtain specific BE enhancements you need to use clothing that is constructed using one or the other of those sub components. First i will list those the tissues and what type they are.


Synth Cloth Tissues:


  • Enhanced Myoflex (gives musician/dancer healing skill)
  • Active Biosensors (gives wound/injury treatment)
  • Active Tranquilizers (gives taming wild/vicious creatures)

Reinforced Fibreplast Tissues:



  • Coagulant Agents (gives bleeding defence)
  • Fear Release (gives warcry/intimidation bonus)
  • Scent Neutralization (gives camouflage/maskscent bonus)
  • Mimetic Circuitry (gives cover bonus)
  • Tensile Resistance (gives melee/stun defence bonus)

Now the types of clothing themselves, and the amount of Synth cloths/Reinforced they need. (note: Yellow highlighted are Looted Schematic items), the ones that are indicated to give a double bonus are the only ones that can do so, which means they can have 2 of the same type stacked, also note this is only currently working with synth cloth. (and the current max on 2 of the same type stacking is +25 bonus, so 2 x +16's will still only be +25 when stacked in the same item of clothing)


Clothing that take Synth Cloths:



  • Dresses:
  • Cloaked Dress (1 + 1 Synth cloth, can give a double bonus)
  • Councilmans Robe (1 + 1 + 1 Synth cloth, can give a double bonus)
  • Decorative Dress(2 + 1 + 1 Synth cloths, can give a double bonus)
  • Doctors Dress (2 + 2 Synth cloths, can give a double bonus)
  • Elegant Gown (2 + 2 Synth cloths, can give a double bonus)
  • Exotic Leotard (3 + 2 Synth cloths, can give a double bonus)
  • Exquisite Dancers Leotard (3 + 2 Synth cloths, can give a double bonus)
  • Exquisite Gown (1 + 2 Synth cloths, can give a double bonus)
  • Formal Gown (2 + 2 Synth cloths, can give a double bonus)
  • Grand Ball Gown (3 + 2 Synth cloths, can give a double bonus)
  • Grand Healers Robe (3 + 2 Synth cloths, can give a double bonus)
  • Intricate Dress (1 + 1 Synth cloths, can give a double bonus)
  • Long Sleeved Gown (2 + 2 Synth cloths, can give a double bonus)
  • Loose Dress (1 + 1 + 1 Synth cloths, can give a double bonus)
  • Luxurious Gown (2 + 1 Synth cloths, can give a double bonus)
  • Patterned Slip Dress (2 + 1 Synth cloths, can give a double bonus)
  • Pleated Dress (2 + 1 + 1 Synth cloths, can give a double bonus)
  • Robe (1 + 1 Synth cloths, can give a double bonus)
  • Sleeveless Dress (1 + 1 + 1 Synth cloths, can give a double bonus)
  • Smock (1 + 1 + 1 Synth cloths, can give a double bonus)
  • Hats:
  • Bake Masters Hat (1 Synth cloth)
  • Decorative Headress (2 + 2 Synth cloths, can give a double bonus)
  • Grand Twi'lek headpeice (3 + 3 + 3 Synth cloths, can give a double bonus)
  • Kitchen Master's Hat (1 + 1 Synth cloths, can give a double bonus)
  • Large Headwrap (2 + 1 Synth cloths, can give a double bonus)
  • Lekku Y'srak (3 + 3 + 3 Synth cloths, can give a double bonus)
  • Sungard (2 + 1 Synth cloths, can give a double bonus)
  • Swoop Helm (1 Synth cloth)
  • Twi'lek Bone Crest (3 + 2 Synth cloths, can give a double bonus)
  • Twi'lek Lekku Wrap (2 + 2 Synth cloths, can give a double bonus)
  • Twi'lek Noble Crest (3 + 3 Synth cloths, can give a double bonus)
  • Warm Hat (2 + 1 Synth cloths, can give a double bonus)
  • Wookie Sages Hood (1 + 1 + 1 + 1 Synth cloths, can give a double bonus)
  • Wookie Travellers Helm (1 + 1 Synth cloths, can give a double bonus)
  • Jackets:
  • Belted Jacket (1 Synth cloth)
  • Chef Apron (2 Synth cloth)
  • Cold Weather Jacket (1 Synth cloth)
  • Desert Commando Jacket (1 Synth cloth)
  • Dress Robe (3 Synth Cloth)
  • Dress Uniform Jacket (3 Synth Cloth)
  • Flared Jacket (1 Synth Cloth)
  • Long Formal Jacket (3 Synth cloth)
  • Reinforced Jacket (1 Synth cloth)
  • Padded Jacket (1 Synth cloth)
  • Pilots Jacket (3 Synth cloth)
  • Reinforced Pullover (3 Synth cloth)
  • Rugged jacket (1 Synth cloth)
  • Scout Jacket (1 Synth cloth)
  • Sleeveless jacket (3 Synth cloth)
  • Suit Jacket (1 Synth cloth)
  • Tight Jacket (1 Synth cloth)
  • Vested jacket (1 Synth cloth)
  • Wooly jacket (1 Synth cloth)
  • Misc(skirts):
  • Belted Skirt (1 Synth cloth)
  • Decorative Skirt (1 Synth cloth)
  • Decorative Waist Wrap (1 + 1 + 1 Synth cloths, can give a double bonus)
  • Fashionably Pleated Skirt (1 Synth cloth)
  • Modest Skirt (1 + 1 Synth cloths, can give a double bonus)
  • Noble Skirt (2 Synth cloths)
  • Pleated Skirt (1 + 1 Synth cloths, can give a double bonus)
  • Refined Skirt (2 Synth cloths)
  • Sigiled Waist Wrap (1 + 1 Synth cloths, can give a double bonus)
  • Thin Pleated Skirt (2 Synth cloths)
  • Two Tone Formal Skirt (1 Synth cloth)
  • Weighted Waist Wrap (1 + 1 Synth cloths, can give a double bonus)
  • Legs:
  • Bikini Leggings (4 Synth cloth)
  • Comfortable Slacks (3 + 2 Synth cloths, can give a double bonus)
  • Desert Crawlers (1 + 1 Synth cloths, can give a double bonus)
  • Dress Slacks (2 + 3 Synth cloths, can give a double bonus)
  • Hot Pants (1 + 1 Synth cloths, can give a double bonus)
  • Large Pocketed Pants (1 Synth cloth)
  • Lined Shorts (2 + 2 Synth cloths, can give a double bonus)
  • Pantaloon's (2 + 1 Synth cloths, can give a double bonus)
  • Ribbed Pants (1 Synth cloth)
  • Short Skirt (2 + 1 Synth cloths, can give a double bonus)
  • Short Wrap (3 + 2 Synth cloths, can give a double bonus)
  • Slacks (2 + 2 Synth cloths, can give a double bonus)
  • Striped Pants (1 Synth cloth)
  • Striped Slacks (1 + 1 Synth cloths, can give a double bonus)
  • Think Striped Pants
  • Robe:
  • Gunmans Duster (4 Synth cloths)
  • Robe of Honour (3 + 3 Synth cloths, can give a double bonus)
  • Wookie Smock (3 Synth cloths)
  • Shirts:
  • Crested battle padding (1 + 1 + 1 Synth cloths, can give a double bonus)
  • Flared Cuff Shirt (1 Synth cloth)
  • Leather Trim Shirt (3 + 3 + 3 Synth cloths, can give a double bonus)
  • Light Bustier (2 Synth cloth)
  • Longsleeve Shirt (1 Synth cloth)
  • Low-Cut Top (3 + 2 Synth cloths, can give a double bonus)
  • Metal Bikini (2 Synth cloth)
  • Revealing Bikini (2 Synth cloth)
  • Revealing Top (3 + 2 Synth cloths, can give a double bonus)
  • Small Bustier (2 Synth cloth)
  • Sports Bustier (2 Synth cloth)
  • Sports Wrap (3 + 3 Synth cloths, can give a double bonus)
  • Suit Shirt (1 Synth cloth)
  • Trim Lined Shirt (1 Synth cloth)
  • Wookie Battle Padding (1 + 1 Synth cloths, can give a double bonus)
  • Wooly Shirt (3 + 3 Synth cloths, can give a double bonus)
  • Vests:
  • Belted Vest (2 Synth cloth)
  • Crafters Apron (1 Synth cloth)
  • Crested Vest (2 Synth cloth)
  • Decorative Vest (1 Synth cloth)
  • Long Vest (2 Synth cloth)
  • Mangy Vest (1 Synth cloth)
  • Pullover (1 Synth cloth)
  • Short Vest (2 Synth cloth)
  • Simple Vest (1 Synth cloth)


Clothing that can take Reinforced:



  • Bandoliers:
  • All Bandoliers except 'rank sash' can take (1 Reinforced)
  • Weaponsmiths Tool Set (1 Reinforced)
  • Droidsmiths Tool Set (1 Reinforced)
  • Bodysuits:
  • Infiltration Suit (6 Reinforced)
  • Reinforced Jumpsuit (6 Reinforced)
  • Shirts:
  • Formfitting Undershirt (1 Reinforced)
  • Lined Workshirt (1 Reinforced)
  • Reinforced Work Shirt (1 Reinforce)


Clothing that contains both Synth and Reinforced:



  • Bodysuits:
  • Fighter Flightsuit (4 + 2 synth, can give a double bonus, 2 reinforced)
  • Heavy Flightsuit (4 + 2 synth, can give a double bonus, 2 reinforced)
  • Traders Flightsuit (4 + 2 synth, can give a double bonus, 2 reinforced)
  • Transport Flightsuit (4 + 2 synth, can give a double bonus, 2 reinforced)
  • Jackets:
  • Heavy Reinforced Jacket (1 Synth, 2 Reinforced)
  • Special Ops Duster (1 Synth, 2 Reinforced)
  • Legs:
  • Crafters Pants (1 Synth, 1 Reinforced)
  • Infiltrator Leggings (2 Synth, 1 Reinforced)
  • Padded workpants (2 Synth, 1 Reinforced)
  • Paramilitary Camo's (2 Synth, 1 Reinforced)
  • Pocketed Shorts (1 Synth, 1 Reinforced)
  • Reinforced pants (2 Synth, 1 Reinforced)
  • Shirts:
  • Wookiee Shoulder pad (2 Synth, 1 Reinforced)






Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



Brutha
Tue Jun 01, 2004 4:31 am
#8

Just to add to the grinding BE section:


I have just re-done it and I found that you can grind (at least up to tissues Three without a droid) over the top of your AFK sampling. Your crafting stops if the creatures aggro but I found I had sampling 2 by the time i got to tissues 3. I didn't try it with a droid following me for the BSN grinding but that might also work.


Hope this helps a little.




Dindo Yolgo The Short Purple Rodian
n00b

One Tequila, Two Tequila, Three Tequila, Floor

GTOfire
Tue Jun 01, 2004 2:03 pm
#9

A note on the special attacks:

Common consensus is that using

AAQ - AAQ

AAQ - VHQ

VHQ

will get you special 1 from Psychological and special 2 from Aggression.

I have tried it this way a bunch of times and not a SINGLE pet turned out this way, using various combinations of different and the same specials in all slots.


Since I did once get both specials from Agression, even though the other slots were all the same 2, I went for a different approach.

AAQ - AAQ

AAQ - AAQ

VHQ

That setup got me both specials from the Agression slot every time. The main show was to make the ultimate animal but a critical failure on the creature combine forced me to make a different DNA setup, since I was out of Mutant Rancor AA DNA but one sample. I then used:

AAQ - HQ

HQ - AAQ

VHQ

I didn't test this more then once, but I was happy to find that it carried over both specials from the Agression slot as well (which I wanted).


Conclusion: if you want specific specials but find trouble doing so using the common solution, find an animal that has both specials you want and use VHQ of that in the Agression slot. You can use whatever DNA in the other slots you want depending on how tough you want to make this animal. Find the toughest animal with the specials you like and use Mutant Rancors and Merek Harvesters to get the stats up to ultimate levels, or use yard trash to bring it down to low CLs. Resample for multi-generation animals to perfect it if needed.



--------------------------------------------------
Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

M Tailor, M Artisan, M Merchant
Morty
Thu Jun 24, 2004 8:37 am
#10

Thanks for the great guide



-Dkhar Kitab-
Ahazi/Tempest

"Been there, done that"
Jedi_Crushbone
Thu Jun 24, 2004 9:12 am
#11

Just wanted to out in my thank you for all those who take their time to post usefull information like this.


Great work!



----------------------------
padu
Fri Jul 09, 2004 8:43 am
#12

Another item to include might be the special attacks that our creations are capable of, as well as the effect of those specials.
Inkanissen
Wed Jul 14, 2004 5:11 am
#13

Quote:
"You should also note that I have never gotten a better quality sample out of a creature than the template it came from."


I made an Above Average Razor Cat (used five above average DNA samples to make it), did sample on it. Result: Five Very High Quality samples (and a dead cat).
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