Game Guides Archive
Thread: Tuesday Tips – August 31
generelz wrote:
Ectopic wrote:
Ackdel wrote:
Actually, if a schematic calls for PE and OQ, and the resource has OQ of 1000 but no PE at all, the PE spot is not treated as 0, but actually as null. It completely overlooks it when it comes to experimentation, so the implementation is correct in this instance.
BTW. This is the reason architects use lubrication oil in some of their components - it contains none of the important attributes at all.
You might want to read this
Message Edited by Ectopic on 08-31-2004 05:31 PM
You might want to get a clue - the poster who responded to your first post is completely, 100% correct. Why do you trust information from the SOE website about the game, anyways? Most of that stuff is either wrong or out-of-date. If you want to check, go in game and try it for yourself. I garauntee you that stats that don't exist on a resource aren't treated like a 0, they're treated as if they don't exist, i.e. they don't effect the average. So if you have something that depends on PE and you put two resources in, one with 1000PE and another with no PE, you will get full (100%) experimentation possible. This is exactly why architects use lube oil, as the above poster stated. Go read a few crafting how to's, and get educated before talking about something you don't know about, please.
sorry, man, didn't mean to upset you. I was just stating my experience with crafting as a DE, Doctor, Weaponsmith, and architect. But since you were so adamant about it, I tested it. So, I'm just asking you to explain these results to me, so I can understand. Not accusing, not flaming, just asking, ok?
I crafted 2 liquid suspensions which requires organic and water. Experimental effectiveness is listed as 66% OQ, 33% PE
Craft 1:
wooly hide (eciex)
OQ 998 PE (not listed)
Talusian water (eupiprau)
OQ 908
initial assembly percentage 15%
Craft 2:
Beans
OQ 913
PE 984
Same water
initial assembly percentage 27%
Now, since the wooly hide has a higher OQ, and no PE, shouldn't it produce a higher initial % according to your theory. Yet, the Beans, which have a lower OQ, but havea PE stat included, has a far better initial assembly %.
Message Edited by Ectopic on 08-31-2004 06:49 PM
Its not quite as simple as what Ackdel says. You still need at least 1 resource to contribute to any particular stat needed. If none of the resources contain the needed stat it is treated as 0, if at least one of the resources has a particular stat than the the stats effect is calculated as the average of that stat wieghted by the amount of each resource used that contains that stat. The case of no resources having the particular stat needed just doesn't occur for architects since everything that they make requires metal which has all the stats that they are dealing with, but other crafters have to keep that in mind.
Reegan wrote:
Ectopic
Its not quite as simple as what Ackdel says. You still need at least 1 resource to contribute to any particular stat needed. If none of the resources contain the needed stat it is treated as 0, if at least one of the resources has a particular stat than the the stats effect is calculated as the average of that stat wieghted by the amount of each resource used that contains that stat. The case of no resources having the particular stat needed just doesn't occur for architects since everything that they make requires metal which has all the stats that they are dealing with, but other crafters have to keep that in mind.
thanks
Don't buy this game, don't play this game. Go play pong, you'll enjoy it more.
Courtsey of imn4life
How to copy your custom Keyboard mapping to another server.
Go to the directory where you loaded StarWarsGalaxies. Go into the Profiles folder, you will see the list of accounts you have loaded. Go into the folder of the account you have the keymap you want to copy you will see a list of servers that account is tied to. Go into the folder of the server that has the keymap you want to copy.
Whew!!!
Now you are looking for the #.inp file. This contains the keymap. I copied it and put it in the server folder where I wanted the keymap. Then removed the existing #.inp file from the new server and changed the # of the copied file to the number in the new location.
Example:
\StarWarsGalaxies\Profiles\(profile name)\Kauri\1234567.inp was copied.
\StarWarsGalaxies\Profiles\(profile name)\Gorath\4444555.inp was deleted and replaced with the above file. This file was renamed to \4444555.inp
And Courtesty of mochloD
Did this a long time ago and cant imagine the game without it. I have the following tabs-
* Spatial -that includes spatial chat, groupchat, Instant Messages and guildchat.
*Combat -only combat spam is reported here. makes it easier to test moves out.
*System Messages -just as the name implies, all system messages are reported here and in one tab for easy reference later on.
*Instant Messages -only IM's are seen in this tab, makes it easier to remember who said what when you have 4 people sending tells at the sametime.
*Group Chat -groupchat is already displayed in my Spatial box, but its nice to have this if youre in Coronet fighting.
*Guild Chat -all guild chat, all the time.
The tabs for each channel are also colored exactly like i have colored them here. For my combat tab, i just modified a tab and named it \#FF0000\Combat and that makes it show up as Combat. It looks nice and its easy to find a tab when i want to find it just by using the colors.
I use a slightly different color pattern and different tabs (An All tab including everything and shorter names such as IM) but this idea was great and really stood out in my mind. Experiment with it and find what works for you!
ParnellOfBria wrote:
it doesn't work properly for a couple reasons.
One, i can't think of a single profession that relies SOLEY on an average of stats... most professions use 33%/66% or 33% 33% 33%... also, in the example of armorsmiths, OQ is more important overall but it doesn't necissarily carry more weight in the equation for resistance.
WHAT we REALLY need is the ability to show multiple averages or ratios... for example... for each item in my inventory show...
50% malleability 50% oq AND
50% unit tougness 50% oq AND
50% shock resistance 50% oq... then this would be useful. right now it's merely amusing. The only thing i find it usefulf or is to be able to tell how many stacks of a certainr esource i have without clicking on it to see the name...
cool, but lacking really useful functionality. Thanks for the effort though.
/waypoint 1241 6680 Naboo (BRIA) T21s, DXR6, Stun/kinetic/energy Composite, Adv Ubese, Kashyykian.
Flame tip: ARMORSMITH. OQ+SR 50-50. This is the primary quality you want to see while choosing resources anyway. You can always change your options to show MA+OQ for encumbrance. And why even bother with OQ+UT? And i see you sell armor, are you an armorsmith too?
Real Tip:
Place the icon of your bike in your toolbar and you have instant recall and storing(if in a city) Write a /F11, /tar speeder, /mount, /dismount macro and you are all set.
Listen when peopletell you tosteer well clear of verant and SOE.
If you like Star Wars, buy the DVDs.
If you want to play a decent game go get Counterstrike or a deck of cards.
Cribbage is quite fun.
TK608 wrote:
Here is my tuesday tip (from a SWG shuttle 2 beta veteran):
Don't buy this game, don't play this game. Go play pong, you'll enjoy it more.
Sorry, why are you here again?
All your post says to me, is that you were so into this game that even the fact that you don't play it anymore can't keep you from wanting to see what's going still.
Thanks for the tip TH