Search found 61 matches

by Kirneh
Thu Oct 09, 2008 3:09 pm
Forum: Munitions - Weaponsmith
Topic: GU 5 Weapons Resource Needs
Replies: 9
Views: 12538

Re: GU 5 Weapons Resource Needs

As Armorsmith and Weaponsmith needs different Ressources or at least different Stats, I combined the two lists to one, so that you can see what you really need for the whole profession.

List is in Excel-Format.

Download it!
by Kirneh
Thu Oct 09, 2008 3:09 pm
Forum: Munitions - Armorsmith
Topic: GU 5 Armor Resource Needs
Replies: 4
Views: 7955

Re: GU 5 Armor Resource Needs

As Armorsmith and Weaponsmith needs different Ressources or at least different Stats, I combined the two lists to one, so that you can see what you really need for the whole profession.

List is in Excel-Format.

Download it!
by Kirneh
Fri Sep 26, 2008 10:09 am
Forum: Third Party Utilities
Topic: SWG crafter Utility
Replies: 19
Views: 21799

Re: SWG crafter Utility

At least there should be one inventory database, which should be used by all tools. The inventory is the most work intensive part to keep it up to date. Perhabs there is an option to build a database with a simple GUI to work with. And all 3 major tools get access to it. So everyone can take the too...
by Kirneh
Fri Sep 26, 2008 10:02 am
Forum: General Crafting
Topic: Naming Harvesters/Factories with 2 rows of text possible?
Replies: 3
Views: 3592

Re: Naming Harvesters/Factories with 2 rows of text possible?

So the syntax should be

/alias nmharv nameStructure blabla \n albalb ?

Ok, I try it as soon as I come home from work.
by Kirneh
Fri Sep 26, 2008 7:55 am
Forum: General Crafting
Topic: How to handle the basic stat for shirt/chest/weapon
Replies: 5
Views: 4519

How to handle the basic stat for shirt/chest/weapon

Hello, it's me again. Since we are able to put a basic stat piece into chest, shirt and weapon, I wonder how to mass produce those parts. If you start a factory run e.g. of chests, you cannot put the armor bits into the chest. But I guess, customers would like to get the additional stats, even if th...
by Kirneh
Fri Sep 26, 2008 7:45 am
Forum: General Crafting
Topic: Naming Harvesters/Factories with 2 rows of text possible?
Replies: 3
Views: 3592

Naming Harvesters/Factories with 2 rows of text possible?

Hi fellow crafters, since I started SWG, I always name my harvies and factories with my company tag. But as advertising is all, I also want to add the coordinates of my shop. So I wonder if it is possible to give the structures a name with 2 rows of text. I guess it would be possible to do it like t...
by Kirneh
Fri Sep 26, 2008 7:36 am
Forum: Third Party Utilities
Topic: SWG crafter Utility
Replies: 19
Views: 21799

Re: SWG crafter Utility

This all looks nice, but now we have another tool next to SWGAide and the JnF Tool.
Isn't there any chance to put all this together into one tool?
I hate it to keep my inventory updated in 3 tools.

You might want to contact Zimoon, if you both can merge your tiny tools.
by Kirneh
Thu Sep 04, 2008 1:08 pm
Forum: General SWG Discussion
Topic: Where is the best place to put a shop?
Replies: 18
Views: 15674

Re: Where is the best place to put a shop?

I guess the first rule is always to be near a shuttle port. From customers view I hate it to travel miles and miles through the wilderness, just to buy 1 part which is 50k cheaper than somewhere else. Also it's always good to place your shop next to other shops. When I am out shopping and picking up...
by Kirneh
Tue Aug 26, 2008 2:30 pm
Forum: Munitions - Armorsmith
Topic: Master Armorsmith Registry
Replies: 23
Views: 24785

Re: Master Armorsmith Registry

Name: Ticila Oren Galaxy: Starsider Company/Trademark (Optional): SDI (StarDuster Industries) Shop Waypoint, city, planet: Mos Exile Junk Shop, temporarily somewhere in the middle of nowhere on Lok Misc other information: You might know the Junk Shop from the Gorath Galaxy. We moved. Rebel Elder 13 ...
by Kirneh
Tue Aug 05, 2008 9:57 pm
Forum: Structures - Architect
Topic: Harvesters and Fusion Generators - A Step by Step
Replies: 16
Views: 24044

Re: Harvesters and Fusion Generators - A Step by Step

Ok, no problem for the difusion.

So the BER is capped at 21 for elites.
If I use 2 x 100% BER21 and match the final combine to 100% everything will be in order to get BER44 Harvis.

I think I get it now. Thanks.
by Kirneh
Mon Aug 04, 2008 2:02 pm
Forum: Structures - Architect
Topic: Harvesters and Fusion Generators - A Step by Step
Replies: 16
Views: 24044

Re: Harvesters and Fusion Generators - A Step by Step

Just to clear my view of the process: The Elite Harvesting Units are capped at BER 21. As you need 2 for crafting a harvester, this will lead to BER 42. During the final combine of the harvester, it will result in BER 44, if the percentage of both experimentations (Havesting Units and Harvester) wil...
by Kirneh
Tue May 27, 2008 12:37 pm
Forum: Munitions - Armorsmith
Topic: Wookie armor
Replies: 12
Views: 15671

Re: Wookie armor

Well, then that's all you need for the exotic mods. And for the rest of the stuff.... as the helmet is part of the chest, you will lose those 3 slots for mods. For boots and gloves you should be able to wear faction armor, as it is invisible. SOE really should think about adding more sockets for som...
by Kirneh
Mon May 26, 2008 8:46 am
Forum: Munitions - Armorsmith
Topic: Wookie armor
Replies: 12
Views: 15671

Re: Wookie armor

To use the special armor smith SEAs, you only need shirt, chest and a weapon. But I think there is no shirt for wookies out there. So that can be a problem.
by Kirneh
Mon May 26, 2008 8:40 am
Forum: Third Party Utilities
Topic: Jenner and Fooman tool
Replies: 18
Views: 15007

Re: Jenner and Fooman tool

It would be nice so see a combination of the JnF Tool with SWGAide. As it is now, I build up my stocklist with MyRes. To use the JnF I have to re-enter all the data, same if SWGAide is coming up with some sort of stocklist and ressource management. If there would be at least one database for all too...
by Kirneh
Tue Apr 22, 2008 1:50 pm
Forum: Domestic Goods - Chef
Topic: Hides, Bones, Meat, etc that you guys need...
Replies: 10
Views: 12262

Re: Hides, Bones, Meat, etc that you guys need...

To get back to topic....

For armor we need all kind of hides, but only OQ and SR matters. An average above 850 should be pretty good.

For some kind of armor, avian and regular bone is needed.