Droid Engineer Archive

Thread: Whoa....Im Completly Lostttttt

Yomanx
Wed Jul 07, 2004 3:42 am
#1

Heya MDEs


I am a complete noob and have no clue as to what to do at the moment. Cant tell you how frustrating it is finding out info on DE. Every "guide" ive seen is really just a selling tool for whatever DE made the website and its outdated to boot. They have no real info on how to put together these little gems of technology, just final products and how much they charging. Like where is the guide "Droid Engineering for Dummys"


Ok heres the problem. I dont know the diff between the regular clusters and the combat clusters. I dont understand the constuction at all, nor do I understand how to build better ones lol (told ya im a noob :smileywink Like the clusters have 3 slots and then the actual droid gives ya 4 slots to put stuff in. .


Ive also got no clue on how to put together a droid from top to bottom the way I want with uber stats etc. I have a feeling that because of my inablilty to understand the Clusters part makes this part harder.


Ive read for hours on this profession and I still feel completely lost. If you got the time please leave a post on a step by step process of building a droid, including the basic assembly of the combat cluster and the regular cluster Id really appreciate it.
Marissa_
Wed Jul 07, 2004 3:58 am
#2

Clusters are basically 1 big module that holds up to 3 smaller modules. General droid module clusters will hold all the modules other than combat modules (crafting stations, repair modules, medical, item storage etc...). Combat Capable module clusters are the same as the General with the added ability to hold combat modules.

Some droids will support combat capable, whereas others will only accept general. Then there are some droids that won't accept either, and will only hold individual modules. If ya read the schems carely it'll tell you which it'll hold.

The R3 Adv droid for example, will hold 2 Combat Capable clusters, giving it the ability to hold 6 modules total. It will also hold 2 Defensive Module Harnesses (which is a reworded way to say it'll hold 2 Armor modules).

Basically the only real way to learn to build a droid, is pick a droid at random (start with the R3 Adv, it's a good learning tool) and look at what needs to be crafted and set out to build those items. You'll find that many of those also require other components to be crafted, so you'll have to break those down too, as well as yet even more sub-components. Some of the items will also require items crafted by Master Artisans (if you don't have it).

You may be lost at first, but once you've got it assembled, you'll have a pretty solid grasp. Oh yeah, be prepared for a crash course in using factories (have an equipment factory on hand) since some components require identical items with matching serial numbers, which require a factory to accomplish.

I'll shut up now before I confuse you even further.
Stravros
Wed Jul 07, 2004 4:01 am
#3

what level droid engineer are you. info above is correct but does depend on what stage of the profession you are.
Drashk
Wed Jul 07, 2004 4:06 am
#4

It may not help you right this moment, but I am in the process of writing a DE 101 FAQ and should have it posted by Monday or so....I hope.





Making SWG more Star Warsy. One droid at a time.
OckVofad
Wed Jul 07, 2004 7:51 am
#5

Also in order to make "Uber" droids the most important thing is to have great quality resources. It has much less to do with what "level" DE you are except that you do need to be able to experiment decently.



Visit OckTech DroidWorks on Bloodfin
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Stravros
Sat Jul 10, 2004 4:56 am
#6

But if hes not certain level on droid tree half the stuff people could tell him wont aply, unless he high on treenot much point explaining how to make advprobot for example or a binary lifter. on each droid blueprint it tells you if it uses a general socket cluster or a combat socket cluster ,I made binary lifter for someone last night, this uses a general socket cluster, but an r3 uses combat socket cluster, they both do same job just have to be careful to build right one for the droid your working on.

and you can put non combat items in a combat socket cluster. Like Ockvofad says you do need best materials you can get for main parts like combat modules, copper seems to be one of the best materials on whole so try find decent qty of that but some parts need certain materials which is where you need good general supply different materials, medic lv6 needs a certain aluminum to make which can be pain if planet dont have it. so build up good supply mix.
CIanion
Mon Jul 12, 2004 11:52 am
#7

All good advise, but think of it from his view as a person that doesnt understand everything we know. And definately dont start with an R3 that needs factory components.


You want to learn, then start from the beginning. A basic MSE. You learn that it takes 2 components, motive sensor and sensor package. You get used to that, then move to a DZ70 which takes 3 components. Then the treadwell or R5 that take 4 components each. Now you are learning how to build the droids themselves, you can add the modules that actually make the droid do something besides follow you around. Dont try to do everything at once, go one step at a time. If you have it figured out, move on.


Stormnight

Master Droid Engineer
Straker_Atrella
Mon Jul 12, 2004 4:10 pm
#8

Well your getting decent advice so far. Don't give up on the DE guides, some of them are pretty good.


I think whats confusing you the most is the clusters.


2 types of clusters, General and Combat. Pretty much any module can go into either type. Well combat modules can only go into a Combat module, but all the others can go anywhere.


Basically your R units, LE, and Probots take combat clusters only. All other droids that take clusters use general.


It's not that simple though. The phrasing on the droids can be kind of tricky. It talks about "arrays" and such. Forget all that. Hold your mouse over the spot, a description will come up saying General Cluster or Combat Cluster. Some will even say "harness" but take regular modules.


What's confusing is that some Droids like the R2 actually take Clusters and modules directly. Like on the Advanced R2 you can put 1 combat cluster and 2 modules. Meaning 5 modules total.


Also on top of all this, you also have sockets for Armor "defensive modules," they are easy though, only armor goes in those.


My best advice is to just mess around. Make things, see where they go, play around. Don't worry to much if your first droids suck. Goofing around will teach you more then any guide or I ever could.





-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
Knapf
Mon Jul 12, 2004 9:40 pm
#9



I think I have learn more in this one thread then I have in every post I have seen so far.


I am also getting my feet wet in the De world, but my questions are more about Modules. Iearned the hard way about the cluster. Dumping harvester mods into a general custer only to find that two or three droids can use them. .What i want to know is what modules do or need to work and do having more of the same modules make that module work better? IE I put 3 harvester modules into a cluster does it harvest more or better? does a medic droid need more then 1 level 6 mod to get the 110 max or is one enough? it's how mods work in a droid is what I find a mystery. Likeif you put more then one structure 3 mod into a droid is it a waste or would it support more structures? like I didn't know youneed tohavemerchant skills to use a barker module, same goes for the effects mods. I know it would only make sence to have to have the skills to use the modules but I don't remember reading anything on the mods themselves.My thanks to Yomanx for making this post I am not looking to high jack it just looking for some help as well


Thanks

Message Edited by Knapf on 07-12-2004 09:42 PM

Straker_Atrella
Mon Jul 12, 2004 10:18 pm
#10

Ok, lets see, here is the modulesI can think of off the top of my head that are worth "stacking."


Combat

Harvesting

Auto Repair

Entertainer - but only the diffrent kinds, not the same one.

Playback - can record more then one instrument, but only play one still.

Trapping

Detonation


Unless I am forgetting one, those are the only modules that it is worthhaving more then one in a droid.



-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
Stravros
Tue Jul 13, 2004 3:37 am
#11






Knapf wrote:



I think I have learn more in this one thread then I have in every post I have seen so far.


I am also getting my feet wet in the De world, but my questions are more about Modules. Iearned the hard way about the cluster. Dumping harvester mods into a general custer only to find that two or three droids can use them. .What i want to know is what modules do or need to work and do having more of the same modules make that module work better? IE I put 3 harvester modules into a cluster does it harvest more or better? does a medic droid need more then 1 level 6 mod to get the 110 max or is one enough? it's how mods work in a droid is what I find a mystery. Likeif you put more then one structure 3 mod into a droid is it a waste or would it support more structures? like I didn't know youneed tohavemerchant skills to use a barker module, same goes for the effects mods. I know it would only make sence to have to have the skills to use the modules but I don't remember reading anything on the mods themselves.My thanks to Yomanx for making this post I am not looking to high jack it just looking for some help as well


Thanks

Message Edited by Knapf on 07-12-2004 09:42 PM





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.
Stravros
Tue Jul 13, 2004 3:39 am
#12

also a lv6 armour module is max, dont waste time putting two level 6 armour modules on a droid.
Straker_Atrella
Tue Jul 13, 2004 4:22 am
#13

Yes, what you are saying is correct. If you don't have the resources to make say a level 6 storage module, you can put in 2 level 4's or level 5's to hit the max amount of 10 item storage.


However, as you said, you do lose a spot.



-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
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