Droid Engineer Archive
Thread: Droid Engineering 101 A semi-complete guide to all things Droid
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Any item with a * at the end ofthe entrydenotes that anyparts used in its creation can be of any quality. This would include the Electonic Chips for the Adv Droid Brain, ofa ControlUnit of an Adv Droid Motive System. -
Any item with a ** at the end of the entry denotes that only the modules, not the components used, must be of quality, where dictated by this this section. IE - The Droid Brain, used in the creation of Combat-Capable Socket Cluster does not have to be of quality, however the Stimpack Dispensor Module does require that it be of quality, since it is listed as such in this Section.
Part1 - Mechanism Quality
Mechanism Quality is the rating associated with all droid components. Mechanism Quaility can range from -15 to +15 and is dependent upon the Experimental Effectiveness line for almost all of the Droid Components. Mechanism Quality is theorized to effect the success rate of a droid build, however with a higher Mechanism Quaility also comes a higher Complexity rating. No definative answer can be found as to what effect the Mechanism Quaility rating does for a Droid Engineer.
Personally, I normally will not bother with the Mechanism Quality rating of a component, unless it also effects another quality, such as the case of the Level based modules. When making factory runs, I will experiment on the schematic item until it has a rating above 0.
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Adv Droid Brain* -
Adv Droid Frame Unit -
Adv Droid Motive System* -
Droid Brain -
Droid Motive -
Droid Sensor -
Manipulator Arm -
Manipulator Arm Package Set
All Components have a Mechanism Quality rating listed in the information screen.The Mechanism Quality rating is believed to increase the success rate of a droids crafting process, however I personally have not found this to be the case. The Mechanism Quality rating does not have an effect on how a droid performs, nor does it effect the HAM, damage, or other values listed on the final deed of a droid.
Experimentation on all Droid Components is done on one of two lines - Durability & Effectiveness. All components require 50% CD and 50% OQ materials to aquire the highest quality. Durability currently appears to be a useless line of experimentation and has not shown to have an impact on any aspect of the crafting process. If you are going to experiment on the components, which is not a requirement to produce the 'best droid' Effectiveness is the line to put your points into.
Personally, I tend to avoid experimenting on hand crafted components and use the above mentioned 3 step macro to craft a few parts. When I create factory runs on components, I will experiment on the part until it has a Mechanism Quality rating of 0 or slightly higher. I suggest that you use Bulk resources when producing all components
Part3 - Droid Chassis'
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Binary Load Lifter ADV Chassis* -
LE Repair ADV Droid Chassis* -
Surgical ADV Droid Chassis* -
R4 ADV Droid Chassis* -
R3 ADV Droid Chassis* -
R2 ADV Droid Chassis* -
Probot ADV Droid Chassis*
Droid Chassis'have three lines of experimentation - Durability, Effectiveness, and Quality. Both Durability and Quality require 50% SR and 50% UT. Effectiveness is listed as being 50% SR and 50% UT, however this is a typo and should be listed as 100% OQforall 7 chassis types. Experimentation of all chasiss types does not appear to have any effect on the overall crafting process, nor does it directly effect the quality of the final build of a droid.
Personally, I tend to not experiment onhand madeChassis', but tend to use as many points asI can on factory run Chassis'. I suggest that you use Bulk resources when producing all droid Chassis'.
Part4 - Personality Chips
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Prissy Droid Personality Chip* -
Geeky Droid Personaloity Chip* -
Stupid Droid Personality Chip* -
Sarcastic Droid Personality Chip* -
Slang Droid Personality Chip* -
Worshipful Droid Personality Chip*
Each of the Personality Chips have two lines of experimentation, Durability and Effectiveness. Durability and Effectivenessepxerimentationare dependent on 50% OQ and 50% CD. Experimentation on either line does not appear to effect any of thePersonality Chips, since the only attribute that is effected is the Mechanism Quality. The quality of the Electronics modules does not appear to matter.
Personally, I tend to avoid experimenting on hand crafted components and use the above mentioned 3 step macro to craft a few parts. When I create factory runs on these modules, I will experiment on the part until it has a Mechanism Quality rating of 0 or slightly higher. I suggest that you use Bulk resources when producing all components
Part 5a - Droid Modules (Non-quality)
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Category 1 - Cluster Modules -
Combat-Capable Socket Cluster** -
General Droid Module Socket Cluster -
Category 2 - Stardard Modules -
Droid Repair Module* -
Effects Module -
Merchant Barker Module -
Playback Module* -
Category 3 - Crafting Station Modules -
Clothing Droid Crafting Station Module -
Food Droid Crafting Station Module -
Structure Droid Crafting Station Module -
Weapon Droid Crafting Station Module
I broke this area down into 3 parts for ease of explaining. Each of these modules have two lines of experimentation, Durability and Effectiveness. Durability epxerimentation is dependent on 50% OQ and 50% CD for Category 1 and 2 items, where as 50% SR and 50% UT effects it on Category 3 items. 50% OQ and 50% CD effects the experimentation values on Effectiveness for all three Categories. Experimentation on either line does not appear to effect any of the modules in this list, since the only attribute that is effected is the Mechanism Quality.
Personally, I tend to avoid experimenting on hand crafted components and use the above mentioned 3 step macro to craft a few parts. When I create factory runs on these modules, I will experiment on the part until it has a Mechanism Quality rating of 0 or slightly higher. I suggest that you use Bulk resources when producing all components
Part 5b - Droid Modules (Level based)
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Droid Armor Module* -
Droid Data Module* -
Droid Item Storage Module* -
Droid Medical Module* -
Droid Structure Maintenance Module*
Each of the Level based modules has a rating that is unique to each module type. Armor has an Armor Module Rating, Item Storage has an Item Storage Rating and so on. This rating is based upon 2 factors - the Level of the module and the success of the Experimentation. Each module has a certain rating range that is dependent on the level. I will go over the level to rating ratio and how each module can be stacked in the next section of this guide.
Experimentation consists of 2 lines for each of these modules - Effectiveness and Durability. As usual, Durability does not appear to have an effect on the modules abilities, or any other factor. Durability experimentation is dependent on 50% OQ and 50% CD for all of the listed modules except for the Armor Modules, which are dependent on 50%UT and 50%SR.50% OQ and 50% CD is the determining factor in Effectiveness experimentation. Experimentation on this line will increase the Mechanism Quality and the module rating.
Generally, experimentation on these modules is only suggested if you are going to stack 2 lower level modules to gain the rating of a higher level module. Once you are able to produce Level 6 modules, or Level 3 Structure Maintenance Modules, there is little benefit of experimentation.
Personally, I tend to avoid experimenting on hand crafted components and use the above mentioned 3 step macro to craft a few parts. When I create factory runs on these modules, I will experiment on the part until it has a Mechanism Quality rating of 0 or slightly higher. I suggest only experimenting on modules that will be stacked.
Part 5c - Droid Modules (High Quality)
- Single Line
- Auto-Repair Module
- Creature Harvester Module
- Detonation Module
- Droid Combat Module*
- Scout Trap Projectile Module
- Double Line
- Stimpack Dispensor Module
Each of these modules are completely dependent on experimentation and the resources used to produce the highest rating possible. All of these modules list 50% OQ and 50% CD as the requirements for both Effectiveness and Durability experimentation. I've broken this list down into Single and Double line experimentation, even though all of the modules have 2 experimentation values, with the exception of the Droid Combat Module which has Misc as a listed experimentation value that is not present in the experimentation window. All of the Single Line entries are 100% dependent on Effectiveness experimentation. All of these parts require the very best resources you can find, in hopes of producig the highest valued droid. All of these modules can also be stacked, in a linear fashion, to produce the maximum rating in a droid. Auto-Repair, Creature Harvester, and Scout Projectile Modules all have a maximum rating of 20 per module. Detonation modules have a max rating of 10 and Combat modules have a max rating of 110.
Stimpack Dispensor Modules are one of the few products that a Droid Engineer can craft that being a 12 point crafter is recommended. Experimentation on both the Effectiveness and Durability lines are needed to produce the best overall rating. Experimentation on the Durablity will result in an increase in the Stim Capacity, with a cap of 100 per module. Experimentation on the Effectiveness will result in an increase in the Stimpack Delivery time, with a maximum rating of 10 per module.
Part6 - Droid Deeds
- Combat Rated
- DZ70 Droid**
- ADV DZ70 Droid**
- LE Repair Droid**
- ADV LE Repair Droid**
- Probot Droid**
- ADV Probot Droid**
- R2 Droid**
- ADV R2 Droid**
- R3 Droid**
- ADV R3 Droid**
- R4 Droid**
- ADV R4 Droid**
- R5 Droid**
- ADV R5 Droid**
- Non-Combat Rated
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Binary Load Lifter Droid** -
ADV Binary Load Lifter Droid** -
MSE Droid** -
ADV MSE Droid** -
Power Droid** -
ADV Power Droid** -
Protocol Droid** -
ADV Protocol Droid** -
Surgical Droid** -
ADV Surgical Droid** -
Treadwell Droid** -
ADV Treadwell Droid**
Droid Deeds have three lines of experimentation - Durability, Effectiveness, and Quality. Both Durability and Quality require 50% SR and 50% UT. Effectiveness requires 100% OQ and appears to be the only experimenation value that will effect a droid. Effectiveness Experimentation is linked to the HAM value of a droid. The above list is broken down into two seperate groups - Combat and non-Combat rated droids.
It is recommended that you use the highest OQ resources when building any of the Combat rated droids. Non-Combat droids have a very small difference between 0% and 100% Effectiveness, so it is suggested that you only use high OQ materials where requested, or if you have a high abundance of materials.
Part7 - Kits
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Droid Customization Kit* -
Droid Repair Kit -
Droid Reconstruction Kit
Droid Customization Kits require 50% OQ and 50% CD for the highest rating, with a maximum of 10 uses. The main crafting window lists Quality as an experimentation value, however Durability is still listed as an experimentation field, during the experimentation process. This field was removed from code, but still shows up in the experimentation window. The quality of the Control Unit and Droid Storage Compartment does not have an effect on the number of charges that a Customization Kit can have.
Droid Repair Kits A-D and Droid Reconstruction Kits A-D require 66% OQ and 33% UT for the Experimental Chargefield and 40% OQ, 20% MA, and 40% CD for Experimental Effectiveness field. Both items benefit from being a 12 point crafter, and require the best resources that you can find. The kit components. listed below, have a major impact on the overall quality of each tool. The advanced components produce the best overall results, even with low quality resources.
Part8 - Kit Components
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Single Line -
Capacitor Discharge Unit -
Adv Capacitor Discharge Unit -
Redundant Power Supply -
Adv Redundant Power Supply -
Repair Unit Casing -
Adv Repair Unit Casing -
Unit Delivery Cartridge -
Adv Unit Delivery Cartridge - Double Line
- Diagnostic Circuit
- Adv Diagnostic Circuit
Part9 -Misc Items
- Non-Quality Items
- Arakyd Probe Droid*
- Seeker Droid*
- Quality Items
- Droid Storage Compartment
- Interplanetary Survey Droid*
The Arakyd Probe Droid, Seeker Droid, and Interplanetary Survey droid all require resources with 33% OQ, 33% UT, and 33% SR. The Arakyd Probe Droid and Seeker Droids have Durability and Quality listed as experimentation fields, however neither field appears to have an effect on the end result. Interplanetary Survey Droids have Durability, Quality, and Count as the listed experimentation fields. Only Count and Quality appear to effect the final product. Quality experimentation reduces the amount of time that it takes for the droid to report back and the Charge experimentation increases the number of uses of the ISD. ISDs benfit highly from being a 12 point crafter.
Part10 -Non-Droid Engineer Crafted subcomponents
- Artisan Crafted Items - Master Artisan
- Control Unit
- Electronics GP Module
- Electronics Memory Module
- Micro Sensor Suite
- Armorsmith Crafted Items - Personal Armor IV
- Composite Armor Segment
- Musican Crafted Items - Novice Musician
- Dual Wave Synthesizer
- Architect Crafted Items - Buildings 1
- Power Core Unit
This is a list of the non-DE crafted items that you will need to complete your droid crafting process. None of these subcomponents require quality parts, but I'll list the prerequites regaurdless.
The Master Artisan parts, which are required formajority of the Master Level Droids and modules, have two fields of experimentation - Durability and Effectiveness. All of the subcomponents, with the exception of the Micro Sendor Suite, require 100% OQ for Effectiveness and 100% UT for Durability. The Micro Sensor Suite requires 100% UT for Durability and 50% OQ and 50% CD for Effectiveness. Effectiveness experimentation appears to be the only field that seems to have an effect, but only on non-droid components. It isrecommended using bulk resources on all Master Artisan crafted subcomponents.
The Composite Armor Segments, crafted by an Armorsmith with at least Personal Armor IV, are used in Level 5 and 6 Armor modules. Experimentation and Resource qualities do not appear to effect the quality of the Droid Armor modules. It is recommended that you use bulk resources to produce the segments. Don't bother wasting Krayt Segements, or Advanced Composite Segments on these modules.
The Dual Wave Synthesizer is used in the Playback Module. Experimentation and resource qualities do not appear to effect the quality of the Playback Module. It is recommended that you use bulk resources to produce theDual Wave Synthesizer.
The Power Core Unit is used the the Power Droid and Adv Power Droid. Experimentation and Resource qualities do not appear to effect the abilities of the Power Droid. It is recommended that you use bulk resources to produce the Power Cores.
Message Edited by Drashk on 09-19-2004 05:41 AM
This thread is dedicated to Gorantoth for the countless hours that he has devoted to keeping this thread alive.
This list is updated as needed and is meant to supplement the work done by the current correspondant and provide an idea of where this profession currently stands. Please read it over and provide any information you have regarding any of these issues, or any new issues you may have discovered.
In order to keep this thread accurate and up-to-date, please post any comments on matters of concern. I have tried to personally varify each of the bugs or uncertainties on the previous list, but I may have missed something. Many thanks to everyone that has posted on pervious versions of this thread.
With the latest version of this thread, I have decided to completely change how things are listed, in order to give the DEV team a complete run down of every single known issue. The Issues thread will be broken down into seperate sections that deal all aspects of the process.
Section1 deals with all known Droid User issues. These issues include all known droid use issues, from the stand point of a droid owner and the Droid Engineer. This section includes a number of 'improvements' that should be added in order to make the use of droids more intuitive.
Section2 deals with Droid Engineer Schematic Issues. I have broken listed each and every schematic, in order, that a Master Droid Engineer has access to.
Section3 deals with General Droid Engineer Crafting Issues. These Issues include all known Droid Engineer related issues including Mandolorian armor crafting and other droid related schematics.
Section 4 deals with community suggestions and recommendations to help fine tune the DE profession.
- Light Blue signifies all section headings.
- Yellow signifies all sub headings.
- Red signifies all issues entries.
- Violet signifies all Examples.
- Green signifes all items that appear to be working as intended.
Message Edited by Drashk on 07-05-2005 05:31 PM
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Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
The only optional components that can be installed in a Deed for: Binary Load Lifter Droid is 1 Droid Defensive Module Harness. Since this droid does not have any innate functions, the Deed for: Binary Load Lifter Droid is a wasted schematic and has 0 purpose. -
In Step 6/6 of the crafting process, there are 2 Color boxes. Color 2 has 64 different colors. Color 1 has 2 colors - White and White. In Step 6/6 of the crafting process, there are 2 Color boxes. Color 2 has 64 different colors. Color 1 has 2 colors - White and White. Neithercolor in Color 1 appears to change the apperance of the Deed for: Binary Load Lifter Droid -
If this schematic is crafted without the optional Droid Defensive Module Harness, the Deed for: Binary Load Lifter Droid will list Health as 0. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
Deed for: Binary Load Lifter Droid, Advanced Model
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Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
In Step 6/6 of the crafting process, there are 2 Color boxes. Color 2 has 64 different colors. Color 1 has 2 colors - White and White. In Step 6/6 of the crafting process, there are 2 Color boxes. Color 2 has 64 different colors. Color 1 has 2 colors - White and White. Neithercolor in Color 1 appears to change the apperance of the Deed for: Binary Load Lifter Droid, Advanced Model -
If this schematic is crafted without the optional Droid Defensive Module Harness, the Deed for: Binary Load Lifter Droid, Advanced Model will list Health as 0. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
Deed for: DZ70 Droid
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Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
If this schematic is crafted without the optional Droid Combat Module, the Deed for: DZ70 Droid will list Health as 0. Since theDeed for: DZ70 Droid only has 1 General Droid Module Socket, a Droid Combat Module is required to be installed, or the droid will end up with 0 Health, in deed form. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
Deed for: DZ70 Droid, Advanced Model
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Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
If this schematic is crafted without the optional Droid Defensive Module Harness or a Droid Combat Module, the Deed for: DZ70 Droid, Advanced Model will list Health as 0. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
Deed for: LE Repair Droid
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Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
If this schematic is crafted without the optional Droid Defensive Module Harness or a Droid Combat Module, the Deed for: LE Repair Droid will list Health as 0. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
Deed for: LE Repair Droid, Advanced Model
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Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
If this schematic is crafted without the optional Droid Defensive Module Harness or a Droid Combat Module, the Deed for: LE Repair Droid, Advanced Model will list Health as 0. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
Deed for: MSE Droid
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Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
When this schematic is crafted the Deed for: MSE Droid will list Health as 0. Since theDeed for: MSE Droiddoes not have aoptional Droid Defensive Module Harness nor can it be equipedwith a Droid Combat Module the droid will end up with 0 Health, in deed form. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
Deed for: MSE Droid, Advanced Model
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Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
If this schematic is crafted without the optional Droid Defensive Module Harness the Deed for: MSE Droid, Advanced Model will list Health as 0. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
Deed for: Power Droid
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Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
When this schematic is crafted the Deed for: Power Droid will list Health as 0. Since theDeed for: Power Droid does not have aoptional Droid Defensive Module Harness nor can it be equipedwith a Droid Combat Module the droid will end up with 0 Health, in deed form. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
Deed for: Power Droid, Advanced Model
-
Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
If this schematic is crafted without the optional Droid Defensive Module Harness the Deed for: Power Droid, Advanced Model will list Health as 0. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
Deed for: Probot Droid
-
Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
If this schematic is crafted without the optional Droid Defensive Module Harness or a Droid Combat Module, the Deed for: Probot Droid will list Health as 0. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health. -
The color palette for the Deed for: Probot Droid does not show up very well on the default grey coloring of the Deed for: Probot Droid. Less then half of the 64 color palette will show up on the droid or deed.
Deed for: Probot Droid, Advanced Model
-
Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
If this schematic is crafted without the optional Droid Defensive Module Harness or a Droid Combat Module, the Deed for: Probot Droid, Advanced Model will list Health as 0. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health. -
The color palette for the Deed for: Probot Droid, Advanced Model does not show up very well on the default grey coloring of the Deed for: Probot Droid, Advanced Model. Less then half of the 64 color palette will show up on the droid or deed.
Deed for: Protocol Droid
-
Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
When this schematic is crafted the Deed for: Protocol Droid will list Health as 0. Since theDeed for: Protocol Droid does not have aoptional Droid Defensive Module Harness nor can it be equipedwith a Droid Combat Module the droid will end up with 0 Health, in deed form. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
Deed for: Protocol Droid, Advanced Model
-
Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
If this schematic is crafted without the optional Droid Defensive Module Harness the Deed for: Protocol Droid, Advanced Model will list Health as 0. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
Deed for: R2 Droid
-
Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
If this schematic is crafted without the optional Droid Defensive Module Harness or a Droid Combat Module, the Deed for: R2 Droid will list Health as 0. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
Deed for: R2 Droid, Advanced Model
-
Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
If this schematic is crafted without the optional Droid Defensive Module Harness or a Droid Combat Module, the Deed for: R2 Droid, Advanced Model will list Health as 0. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
Deed for: R3 Droid
-
Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
If this schematic is crafted without the optional Droid Defensive Module Harness or a Droid Combat Module, the Deed for: R3 Droid will list Health as 0. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
Deed for: R3 Droid, Advanced Model
-
Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
If this schematic is crafted without the optional Droid Defensive Module Harness or a Droid Combat Module, the Deed for: R3 Droid, Advanced Model will list Health as 0. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
Deed for: R4 Droid
-
Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
If this schematic is crafted without the optional Droid Combat Module, the Deed for: R4 Droid will list Health as 0. Since theDeed for: R4 Droid only has 1 General Droid Module Socket, a Droid Combat Module is required to be installed, or the droid will end up with 0 Health, in deed form. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
Deed for: R4 Droid, Advanced Model
-
Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
If this schematic is crafted without the optional Droid Defensive Module Harness or a Droid Combat Module, the Deed for: R4 Droid, Advanced Modelwill list Health as 0. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
Deed for: R5 Droid
-
Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
If this schematic is crafted without the optional Droid Combat Module, the Deed for: R5 Droid will list Health as 0. Since theDeed for: R5 Droid only has 1 General Droid Module Socket, a Droid Combat Module is required to be installed, or the droid will end up with 0 Health, in deed form. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
Deed for: R5 Droid, Advanced Model
-
Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
If this schematic is crafted without the optional Droid Defensive Module Harness or a Droid Combat Module, the Deed for: R5 Droid, Advanced Model will list Health as 0. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
Deed for: Surgical Droid
-
Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
When this schematic is crafted the Deed for: Surgical Droid will list Health as 0. Since theDeed for: Surgical Droid does not have aoptional Droid Defensive Module Harness nor can it be equipedwith a Droid Combat Module the droid will end up with 0 Health, in deed form. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
Deed for: Surgical Droid, Advanced Model
-
Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
If this schematic is crafted without the optional Droid Defensive Module Harness the Deed for: Surgical Droid, Advanced Model will list Health as 0. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
Deed for: Treadwell Droid
-
Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
When this schematic is crafted the Deed for: Treadwell Droid will list Health as 0. Since theDeed for: Treadwell Droid does not have aoptional Droid Defensive Module Harness nor can it be equipedwith a Droid Combat Module the droid will end up with 0 Health, in deed form. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health
Deed for: Treadwell Droid, Advanced Model
-
Issues - -
In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous. -
In Step 5/6 of the crafting process, Experimental Effectiveness does not appear to have any effect. This experimentation value appears to be completely erroneous. Experimental Effectivness was used to increase the Health of this droid, prior to Publish 18. -
In Step 5/6 of the crafting process, Experimental Quality does not appear to have any effect. This experimentation value appears to be completely erroneous. -
Due to Issues 1, 2, and3 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic. -
If this schematic is crafted without the optional Droid Defensive Module Harness the Deed for: Treadwell Droid, Advanced Model will list Health as 0. After the Deed is completed, when the Ready Droid Unit option is chosen, the droid gains 10 Health.
v1 Flight Computer
- No Known Issues
v2 Flight Computer
- No Known Issues
v3 Flight Computer
- No Known Issues
v4 Flight Computer
- No Known Issues
v5 Flight Computer
- No Known Issues
v6 Flight Computer
- No Known Issues
- No Known Issues
- Issue -
- In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous.
- In Step 5/6 of the crafting process, ExperimentalQualitydoes not appear to have any effect. This experimentation value appears to be completely erroneous.
- Due to Issues1 and2 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic
- Issue -
- In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous.
- In Step 5/6 of the crafting process, ExperimentalQualitydoes not appear to have any effect. This experimentation value appears to be completely erroneous.
- Due to Issues1 and2 the resource values that are listed for this schematic are erroneous. Resource quality does not play a factor in the quality of this schematic, since experimentation does not play a factor in this schematic
- Issue -
- In Step 5/6 of the crafting process, Experimental Durability does not appear to have any effect. This experimentation value appears to be completely erroneous.
- Due to Issue1 the resource values that are listed for Experimental Durability portion of this schematic are erroneous. Resource quality does not play a factor in Experimental Durability , since experimentation does not play a factor.
- The Mechanism Quality Listing needs to be replaced with listing that shows the return time of the Interplanetary Survey Droid. The Mechanism Quality rating does not convey, to the general droid user, how long the droid needs before it will return with the Survey data. Generally, only Droid Engineers know the equation needed to covert the Mechanism Quality rating into minutes and seconds.
-
No Known Issues
Droid Reconstruction Kit - B
-
No Known Issues
Droid Reconstruction Kit - C
-
No Known Issues
Droid Reconstruction Kit - D
-
No Known Issues
Droid Repair Kit - A
-
No Known Issues
Droid Repair Kit - B
-
No Known Issues
Droid Repair Kit - C
-
No Known Issues
Droid Repair Kit - D
-
No Known Issues
-
Issue - -
In Step 5/6 of the crafting process, the Experimental Durabilityexperimentation lineis present. It is listed as 0%, regardless of what the Experimental Quality line lists.Experimental Durability is not listed as an experimentable line in Step 1/6, nor is it listed in the datapad schematic entry. -
The number of charges that a Droid Customization Kit is not listed in the crafting process. One can not tell how many charges this tool will have, until the finished product is aquired. This also applies to Factory Crated Droid Customization Kits. This makes it difficult for a consumer to know how many charges this tool has, when in a factory crate.
Message Edited by Drashk on 07-05-2005 01:01 AM
Section 5 - The Grind
The following section is included to help assist you with the crafting process and the all mighty grind. Majority of this section was taken from here. And is a good place to look, if you have any questions about the macro.
Reference Link = http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=48718
I don't recommend that you simply grind your way through to Master, unless you have done your homework on all of the known issues, or have a Master Droid Engineer around that is willing to show you the ropes. I highly recommend that you take your time and learn about the ins and outs of each box and branch that you gain.
Part1 - Trainer Locations
The following is a list of all known Droid Engineer Trainers. Don't forget that many Player Cities will also have a DE trainer, so ask around your galaxy to find one that may be closer to you.
Naboo
Keren 1627, 2439
Keren 1798, 2578
Keren 1966, 2419
Theed -5463, 3983
Moenia 4654, -4692
Moenia 4794, -5013
Kaadara 5191, 6695
Kaadara 5191, 6695
Kaadara 5128, 6822
Dee'ja Peak 4742, -1260
Corellia
Tyrena -5535, -2669
Tyrena -5661, -2600
Kor Vella -3704, 3059
Coronet City 55, -4451
Bela Vistal 6872, -5416
Doaba Guerfel 3118, 5302
Tatooine
Bestine -1259, -3496
Mos Entha 1420, 3431
Mos Entha 1288, 3391
Mos Espa -3064, 2044
Mos Eisley 3333, -4686
Talus
Dearic 612, -3078
Dearic 612, -3078
Nashal 4290, 5451
Nashal 4290, 5100
Rori
Restuss 5374, 5593
Restuss 5186, 5720
Narmle -5021, -2432
Part2 - The Commands
/ui action toolbarSlotXX; This command calls upon what ever is in the designated toolbar slot. The first row on the tool bar is number 00 to 11. The second row of the tool bar is numbered 12 to 23. You will want to replace XX with the corresponding position on the tool bar. For example if you placed the crafting tool into the top left tool bar slot your first line would read/ui action toolbarSlot00;
/selectDraftSchematic XXX; This command calls upon what ever schematic that you wish to craft. In order to chose the schematic, you must open your datapad and find the tab for draft schematics. Start in the top left corner and begin counting from left to right starting with the number 00. If you are standing near a crafting station, will need to skip all schematics that have a complexity of 21 or higher when making your count, and only include schematics that can be crafted with a W/G/D crafting tool. If you are standing near a Private or Droid crafting station, count each and every schematic that is craftable by a W/G/D crafting tool. Each time that you gain a new level, you will need to recount the draft schematic and enter the new schematic number into the marco
/nextCraftingStage; This command advances the crafting process to the next step. Make sure that you include this command three times or you will lose the resources without gaining any experience.
/createPrototype Practice noitem; This command completes the crafting process. This command also needs to be entered twice for the marco to function correctly. The Practice noitem addition to the command will create the product in practice mode, which gives a slight crafting experience bonus. If you remove Practice noitem from both commands in the macro the item will be placed in your inventory, but you will not recieve the bonus experience.
/pause X; This command sets the amount of time that you need to manually insert the resources to be used in the schematic. The easiest way to enter the resources into the schematic is to double click them. You will want to set the timer according to how many resources are needed. I suggest a /pause 3; for everyone 2 resources. I personally use /pause 2; , but I have some mad double clicking skills.
/pause X; This command places a pause between the end of the crafting session and the next command. Typically, the above listed macro will follow after this command, with the /ui action toolbarSlotXX; altered to advance to the next crafting tool. (Take note of the different color used in this listing.)
Part 3a - Recursive Crafting Macro
Something that you need to keep in mind about this part of the guide - Recursive Macros are going to be changed in the not so distant future. When Recursive Macros are changed, I will be updating this section.
/ui action toolbarSlotXX;
/selectDraftSchematic XXX;
/pause X;
/nextCraftingStage;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype Practice noitem;
/createPrototype Practice noitem;
/pause X;
This is the basic crafting macro that is used in for your standard recursive crafting macro. To make this macro recursive, you would need to do one of the following...
- Create more then 1 crafting macro. You could create an indefinte loop with this marco that will keep you crafting for as long as you can double click, by adding additional macros. Here is an example of what you would need to do.
Crafting Macro 1 - Placed in toolbar slot 12
/ui action toolbarSlot00; Calls the 1st crafting tool in your toolbar slot
/selectDraftSchematic 092; Calls the specified schematic (This is only an example schematic number)
/pause 2; Time needed to double click on each resource needed in the schematic. (This is only an example /pause time.)
/nextCraftingStage; Advances the crafting processes automatically after the resources are manually entered into the crafting screen
/nextCraftingStage; See above entry
/nextCraftingStage; See above entry
/createPrototype Practice noitem; This will not produce a crafted item, but will give the XP bonus for crafting.
/createPrototype Practice noitem; If you remove Practice noitem from both lines, you will produce an unexperimented item.
/pause 1; This is added to ensure that each crafting session has time to close before the next session opens. (This is only an example /pause time.)
/ui action toolbarSlot13; This entry will call upon the next crafting macro - Crafting Macro 2
Crafting Macro 2 - Placed in toolbar slot 13
/ui action toolbarSlot01; Calls the 2nd crafting tool in your toolbar slot
/selectDraftSchematic 092;
/pause 2;
/nextCraftingStage;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype Practice noitem;
/createPrototype Practice noitem;
/pause 1;
/ui action toolbarSlot14; This entry will call upon the next crafting macro - Crafting Macro 3
Crafting Macro 3 - Placed in toolbar slot 14
/ui action toolbarSlot01; Calls the 3rd crafting tool in your toolbar slot
/selectDraftSchematic 092;
/pause 2;
/nextCraftingStage;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype Practice noitem;
/createPrototype Practice noitem;
/pause 1;
/ui action toolbarSlot12; This entry will call upon the next crafting macro - Crafting Macro 1
- Cut and Paste a long line macro each time that you log into your client
/ui action toolbarSlot00; Calls the 1st crafting tool in your toolbar slot
/selectDraftSchematic 092; Calls the specified schematic (This is only an example schematic number)
/pause 2; Time needed to double click on each resource needed in the schematic. (This is only an example /pause time.)
/nextCraftingStage; Advances the crafting processes automatically after the resources are manually entered into the crafting screen
/nextCraftingStage; See above entry
/nextCraftingStage; See above entry
/createPrototype Practice noitem; This will not produce a crafted item, but will give the XP bonus for crafting.
/createPrototype Practice noitem; If you remove Practice noitem from both lines, you will produce an unexperimented item.
/pause 1; This is added to ensure that each crafting session has time to close before the next session opens. (This is only an example /pause time.)
/ui action toolbarSlot01; Calls the 2nd crafting tool in your toolbar slot
/selectDraftSchematic 092;
/pause 2;
/nextCraftingStage;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype Practice noitem;
/createPrototype Practice noitem;
/pause 1;
/ui action toolbarSlot02; Calls the 3rd crafting tool in your toolbar slot
/selectDraftSchematic 092;
/pause 2;
/nextCraftingStage;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype Practice noitem;
/createPrototype Practice noitem;
/pause 1;
Etc..
Part 3b - The Two-ish Step Crafting Macro
This is the tried and true crafting macro that I now use when ever I need to hand crafted parts that don't require experimentation, or I need a little quick XP. This method is not as fast as the above mentioned macro, but is easier to work with. Using this macro set up allows you to craft and not have to worry about entering the resources in a specified time limit. This is a great set of macros that should be used by anyone that likes to chat as they grind, or has difficulty with lag. It is broken down into two parts
- Calling up the crafting tool and crafting schematic
- Completing the crafting process.
Macro 1
/ui action toolbarSlotXX;
/selectDraftSchematic XXX;
Macro 2
/nextCraftingStage;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype Practice noitem;
/createPrototype Practice noitem;
An alternative to this set up is to remove the /ui action toolbarSlotXX; from Macro 1 and open each crafting tool manualy. This turns the 2 step crafting macro into a 3 step macro, but it also removes the need to clutter up more toolbar slots.
Part4 - What to Grind
As you first gain Novice Droid Engineer, you have a very limited number of items that can be used in the grind. There are a number of paths that can be used to grind DE, but all agree that the MSE grind in the beginning is the only way to gain XP. 1 MSE takes 53 metal and 15 chemical and will net 147 XP in practice mode and 140 XP with a crafted product. At 147 XP each, it will take 327 MSE to make it to your first tier 1 box, or 17331 metal and 4905 chemcial. More than likely, there will be 7 crit fails per 100 items crafted so plan on needing approximatly 19500 metal and 5500 chemcial to make it to the first box. You will want to train Intermediate Droid Blueprints, in order to find the next fastest way to progress.
At Intermediate Droid Blueprints, you can either keep on crafting MSE or you can switch to Manipulator Arm Package Sets. The Manipulator Arm Package Sets require 65 metal, 18 ferrous metal, 60 extrusive ore, and 15 chemical. They net 331 XP while in practice mode and 316 XP while producing an item in your inventory. If you chose the Manipulator Arm Package Sets route, it will take 203 successful builds to make it toExpert Droid Blueprints or approximately 14300 metal, 3960 ferrous metal, 13200 extrusive ore, and 3300 chemical. If you chose to stick with the MSE grind it will take you 458 successful crafting sessions and approximately 26500 metal and 7500 chemcial to advance to the next level. You will want to train Expert Droid Blueprints, in order to find the next fastest way to progress.
At Expert Droid Blueprints, you will want to switch over to Advanced Droid Frame Units which will give you 462 XP in practice mode or 440 XP while crafting an item for your inventory. Each Advanced Droid Frame Unit requires 150 steel and 70 Fiberplast. If you grind out the rest of the profession using Advanced Droid Frame Units you will need to successfully craft 2411 more items or approximately 400k Steel and 186k Fiberplast.
There is one other route that can be followed, but will require a few days of factroy time, parts from a Master Artisan, and specialized resources, but offers 4200 XP per build. I am refering to Bianry Load Lifter ADV Chassis. Due to the resource intensive nature and need for factory run parts, I will only make reference here. You can find out the requirements for it here at SWGCRAFT.COM if you want to find out more information.
Reference Link = http://www.swgcraft.com/skilltree.php?prof=dre
Message Edited by Drashk on 09-27-2004 10:45 AM
Section 8 - Adding it all up
In this section, I will coverhow modules stack up with each other and the formulas that are used to discover what the rating mean to the base consumer.
Part1 - Level Based Module Stacking
Droid Armor, Item Storage, Data Storage, and Medical Modules can be stacked to produce the same rating as a Level 6 module. The following is a chart of how all stackable modules relate to each other
Level Module Stack Medical Items Data Resists
Rating Rating
|1|1 -2|---| 55|1|20|4%|
|2|3 -4|3|65|2|40| 8%|
|3|5 -6|5|75|4|70|12%|
|4|7 -8|7|85 | 6| 110|15%|
|5|9 - 10| 9|100|8| 125|18%|
|6| 11+ |11|110|10| 150|20% |
Two highly experimented Level 3 modules, with a rating of 6, can achieve the same rating as a Level 6 module. The Stacking rating is the target number that you are trying to achieve, when stacking 2 or more modules.
The Structure Maintenance Module, though level based, does not have the ability to stack. Here is a chart on the modules progression
Level Module Rating# of Structures
1 1 -5 3
2 6 - 116
312 - 14 9
- 15 10
Part2 - Linear Module Stacking
Auto Repair Modules, Detonation Modules, Creature Harvest Modules, Combat Modules, Scout Trap Projectile Modules, and Stimpack Dispensor Modules all stack on a linear scale. You need to keep in mind, when stacking these modules, that the listed value on the module is only the rounded down whole number. The Module rating could in fact be 17.5, but will only list as 17. When you stack more then one of the same module in a droid, the hidden 0.xx values will be added together and will sometimes produce values to the next whole number. IE 17.5 + 17.5 = 35 rating.
Auto Repair Module
The Auto Repair Module has a maximum rating of 20 per module. 6 modules can be installed into an Adv R3, to provide 120 points of droid healing, every 10 seconds,to all droids within a 32 meter area.
Detonation Module
The Detonation Module has a maximum rating of 10 per module. When installed into a MSE or Adv MSE, a +10 per module bonus is applied, for a maximum rating of 20 in an MSE and a maximum rating of 40 in an Adv MSE. The MSE droids are the only line of droids that provides such a bonus and is considered to be the most cost effective. A Detontation droid will provide approximatly 175 points of damage per every 1 point of rating. The damage values appear to have a range of 150 to 200 points of damge per point, so 175 points of damage is only an estimate. Detonation Modules produceBlast damage and are effected by AR and resists, as well as the 75% PvP combat reduction. An Adv R3 can produce the biggest bang, with a maximum Detonation rating of 60.
Creature Harvest Module
The Creature Harvest Module has a maximum rating of 20 per module with 120 being the maximum rating in an Adv R3 unit. The Harvest Rating is not a percentage based bonus. An accurate formula has not been presented yet, to determine the bonus that is given from the droid, however it is generally agreed that the following is true.
At Novice Scout, someone with a 100+ rated droid will have an increase of approximately 30%
At 0040 Scout, someone with a 100+ rated droid will have an increase of approximately 20%
At 0020 Ranger, someone with a 100+ rated droid will have an increase of approximately 10%
At Master Ranger, someone with a 100+ rated droid will have an increase of approximately 5%.
What this shows us is that the larger the gap between the rating of the droid and the skill level of the droid user, the higher the percentage of resource returns.
Combat Module
The Combat Module has a maximum Combat Ratting of 110 per module and has an absolute maximum Combat Rating of 600 per droid, only available in an Adv R3 Unit. The Combat Rating formulas are pretty straight forward. Don't forget that you must round down all numbers to the lowest whole number, to get the accurate damage out put.
Combat Rating / 600 * 95 + 95 = Minimum Damage
Combat Rating / 600 * 100 + 100 = Maximum Damage
Astromech droids: Maximum Speed 1.5 / Maximum To-Hit .41
Combat Rating / 600 * 80 + 80 = Minimum Damage
Combat Rating / 600 * 85 + 85 = Maximum Damage
Combat Rating / 600 * 45 + 45 = Minimum Damage
Combat Rating / 600 * 55 + 55 = Maximum Damage
Scout Trap ProjectileModule
The Scout Trap Projectile Module has a maximum Trapping rating of 20 and 10traps per module, withan absolutemaximum rating of 120 and60 traps, in an Adv R3. Like the Creature Harvest Module, the Trapping rating is not a direct bonus and instead is based upon a comparison of the users skill and the droid rating.
Part3 - Stimpack Dispensor Module
The Stimpack Dispensor Modulehas a theortical maximum of100 Stims / 10 Delivery per module and has a inear stack ratio. The following is a listing of rating per second delievery of the module.
The time thatan Interplanetay SurveyDroid takes to complete its survey is based on this formula 3600 - (27 * Quality) in seconds.
Example An ISD with a Quality rating of 40 will produce a list of resources in 42 minutes. 3600 - 1080 {27*40} = 2520 / 60 seconds = 42 minutes
Message Edited by Drashk on 10-18-2004 02:47 PM
by Straker_Atrella
One thing to remember though is that no matter what server, people will still make the same amount of money running missions. With a full set of buffs, a master combatent can make a million credits every 3 hours. So no matter what server, there are credits out there.
The following are things to consider when pricing a droid or supply.
1. Resources used.
Obviously, if more resources are used, you should be paid for them. The quality of the resource matters as well, if you paid 30 cpu for a resource, you need to ensure you get your money back. In my opinion this is more something that you should use to ensure your covering your costs, rather then using to price your Droids. Take a look at CPU costs on weapons, armor, foods, and other stuff. You will see that those are going for obscene amounts. Make sure your costs are covered, consider this, but weigh other factors more closely.
2. Difficulty to make.
If something takes 10 factory parts and 20 minutes to make, and something else takes 2 factory parts and 2 minutes to make, there is a much different time investment. Again, this is more of something for you to consider, rather then base a price from. Ensure your getting paid adequatly for your time, yet other factors weigh much heavier.
3. How long the item will last, and resale possibilities.
This one is HUGE. Droids effectively last forever, so when you buy one, you have it for life. People pay 300k+ for armor that will wear out, millions for weapons that will wear out, 100k or more for crates of food that will be eaten. So obviously, if people are willing to pay money for stuff that will wear out, what makes you think they wont pay a decent amount for something that will be there forever. If you sell a "Utility Droid" that has a Med mod, all 4 crafting mods, and a storage droid to somebody. They will have that droid FOREVER, no matter what profession they do, they will never need another crafting droid again. This should be considered strongly.
4. What the droid will be used for.
Another large factor. Some of our Droids are used for "work" others are used more for fun or luxury purposes. If the Droid is a worker, will it make it's owner money? Harvesting Droids for example can make their owner millions of credits, they know this, they will happily buy a good Harvesting droid. Doctors can sell buffs, it only takes a few sales, then their droid is covered. Again, it will last forever, everything else is pure profit. Yet the opposite is true as well. Entertainers for example don't make much money, their droids are just for fun, price accordingly. If the droid iwll make it's owner money, make sure you get your money as well.
5. How good is your item?
Some of our items quality matters, and others don't. For the ones that quality matters on, charge what your item is worth. For example, if you KNOW your combat droids are not as good as what others are selling, or the server can make. Don't charge top of the line prices if your droid isn't top of the line. If you lie to your customer or mislead them, they wont be back. Honesty and fairness sell more droids then deceit.
6. What others are charging.
I'm all for a fair market, new people need a chance to get into the business as well. However, quite often people make the mistake of thinking that if they drastically undercut others prices, they will sell more droids and build a clientel. They lose money. If the standard cost for one type of droid is 50k, then you sell the same droid for 25k, you just lost 25k. You need to sell 2 droids to make as much as you would have. There is a reason that 50k is the standard cost, people are willing to pay it. If people walk into your shop and want a med droid, they are going to buy a med droid (assuming you have what they want.) They will pay 50k or 25k, or whatever, as long as the amount is fair. Everytime you sell a droid for drastically cheaper then what others are, don't think that you made money. You lost money, you lost the difference between the standard cost and what your charging. If you start low then try and raise your prices later, people won't come back.
7. What the market will bear, and how fast things move.
If you really take into account items 1-6, our droids should cost a LOT more then what they do now. Especially when you figure what people pay for items that wear out. When you consider all of this, a good droid should go for 200k+, yet they don't, they simply will not sell at that cost. Honestly, this is a hole we dug ourselves into. If you weigh all of these points, then charge 200k for a droid, there will always be somebody who totally ignores all of them. They will sell the same droid for 30k. Obviously, people will buy the cheaper droid. Yet ironically, the person selling the droids for 30k, sells lots of droids, yet makes little money. Quite often they quit. People got used to the 30k droids, they don't want to go back to paying what the droids are really worth at 200k. People undercutting prices, coupled with droids not being as usefull in the begining, are a large part of why DE's don't get their true value out of their droids. So basically when pricing new items, it is better to start high then low. People are always happy to see prices come down, yet not happy to see them go up. If they are moving to slow, they may be to high, to fast, priced to cheap. Yet as I said, easier to move them down then up
By considering items 1-7, you will have some decent guidelines to priving your droids. Plus at the same time, you will be a healthy part of the droid economy. If you don't follow them, or only follow certain parts, like number 1 charging by CPU only, you are not only further ruining the droid economy, you are losing money.
My pricing system.
Keep in mind this is for Scylla, it may not work for your server, ours is considered a "rich" server.
Chasis: 10k flat cost. Some like the R3 (15k) cost a little more, other like the BLL or power droid, I charge 40-50k for just the chasis. MSE droid? Yep 10k, at least for my non-detonation versions. Their going to have even that MSE droid forever. Detonation droids are harder cause they wont be around forever. Other then that though, 10k a chasis is a good starting point.
Modules: 10k a module as a start. I tend to scale the quality and non-quality resources on the final droid.
So just using 10k for the chasis (or more for harder ones,) then 10k per module gives me easy numbers to work with. An R2 with 3 modules is 40k, an R3 with 6 is 75k, a BLL with 3 is 80k.
NOW I take a hard look at numbers 1 - 7. Then I scale the droid appropriatly.
My combat and tank droids use expensive copper (had to buy,) 1000 OQ fibro, plus they have armor. Yet at the same time, they really don't make their owners much money. Although Combat mission pay well. So after considering everything, I add 5k, for a good resource cost to get 80k.
For Med and Crafting droids, quality resources don't really matter. Yet people NEED them, plus they make their owners money. So in the end, for these droids 1-7 cancel each others out, and I stick with my flat chasis and module costs.
Entertainer Droids, quality doesn't matter, Entertainers don't make much money, they don't need the droid. 10k off the price, so 65k.
Harvesting droids. Quality matters, good resources, armor, makes their owner money. Add 10k to the the droid. My Harvs are better then others on my server, I could jack the prices up even more, but number 7 makes sales slow down. They move at a decent rate at 85k.
The list goes on and on. The 10k chasis, and 10k per module cost really translates well for many droids, because they all have pluses and minuses. If you use that, then scale, most peoples prices will end up about the same. I may scale up 5k, you may scale down 5k, a 10k difference on especially an 80k droid is not bad for the economy, nor your wallet.
In summary.
We also need to think of the future. If JTL is done right, droids will be needed, perhaps as a single buy, perhaps as a resale item. No one person (or couple of people,) will be able to handle the droid load of the entire server at once, even though we may wish we could. If people are used to buying 30k droids from you, they are going to want to keep getting 30k droids. Some changing of prices will be one thing, but will only work so much. Overcharging and undercharging is bad for everybody.
Message Edited by Drashk on 09-19-2004 11:37 AM
Message Edited by Kwill on 10-12-2004 12:29 AM