Droid Engineer Archive
Thread: Whoa....Im Completly Lostttttt
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Knapf
Tue Jul 13, 2004 9:46 am
#14
Stravros wrote:
need someone to confirm this but if you have spare slots you can stack two units to make better unit at expense of a slot, i think its two lv4 units = one lv6 of any type but need someone to confirm this. lv6 medic is 110 as you say but you cant go any higher so dont ever put two lv6 medic in a droid, same with droid storage there is max of 10 items for a lv6 storage so dont ever put more in a droid. im pretty sure i read structure maintance dont stack. you need advertising lv4 to use merchant barker units, to use effects you must be a dancer or musician you cant use if you only have entertainer.
THis is what I am taking about. Awesome. So it's safe to assume that one lvl 6 of anything is the Max for that item? (knowing I just built 5 Med droids with 2 6 lvl med mods in them.. (oh well) But what of like Stimm despencers? do more of them give you more stimms to use? Do you need to be a medic to use it? Does the harvester mod need a storage mod as well? and What if Traps? do you fill the droid with them? Thanks to you all for the replys I would have been lost with out you.Also for got to ask. what are the different level of mods do IE lvl4 storage hold 4 items vs a lvl 6 which holds 10a lvl 4 med mod. Justnot sure onhow much each mod will give a droid when adding it.
Message Edited by Knapf on 07-13-2004 09:56 AM
Stravros
Wed Jul 14, 2004 4:01 am
#16
only problem i see is if devs changed armour rating would be lot droids running round under armoured but to make lv6 armour you need composite panels from an armourcrafter which arnt awlays easy to find. harvest droids dont need storage since the loot is transfered to you. but theres nothing to stop you making harvest droid with storage but beingsmall not sure how much you could transfer to the droid. i have seen list somewhere but forgot where it shows you what levels mean. due to resources used dont think theres any disadvantag making best items, although for medical you need certain aluminum and lv6 storage you need memeory units from crate and electronic gp. Not a problem if you have master artisan with a equipment factory.
Knapf
Wed Jul 14, 2004 9:05 am
#17
Thanks Soo much for the info. I wasn't sure what a lvl 2 vs a lvl 4 Storage mod was (how many a 2 will hold and how many a 4 will hold.) so on
I'm a master Artisan and Master Armor Smith and Make alot of armor Mods for my droids but wasn't sure until now if more wasbetter to use.
I am still in the dark a bit on Resources is it just OQ and CD or does any of the other stats add to the Mix. a good friend state that I think Unit Toughness was key in the end product but I don't remember. The info in the links provided by theRealTK421 was very helpful but I was wonderingif the OQrule truly applied.
Thanks again to all of you that have been helping out. I am learning more and more all the time. Thanks to you all.
Straker_Atrella
Wed Jul 14, 2004 2:03 pm
#18
Knapf, I think this thread will handle that series of questions.
http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=90407
Knapf
Wed Jul 14, 2004 11:35 pm
#19
Thank you much my friend.
it's funny I have that list and loaded it into an excel spreadsheet so I could keep a running inventory of my stock. But was wondering if OQ was truly the only factor in the type of resources.
well that and CD for copper.
Thanks again.
Straker_Atrella
Thu Jul 15, 2004 4:26 am
#20
Yea, for 90% of our stuff, OQ and CND are all that matter. Droid stims, some newer modules, and the end stats on some droids require something else. That list pretty much covers it.
The key thing to remember is that if something calls for say a chemical, yet also asks for OQ and CND, since chemicals don't have CND, then OQ is all that matters.
Alasian
Thu Jul 15, 2004 7:14 am
#21
I would recommend http://www.swgcraft.com/forum/showthread.php?t=10693for keeping track of minerals, and what are the best to use. Its an excellent tool for helping with droid engineering. Only problem so far is that it hasn't been updated to show subcomponents of subcomponents, like if U make a combat capable cluster, it only gives the req. for the cluster, not the subcomponents to use the cluster, but as soon as U are aware of that, everything should work out fine.
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