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Author
Topic: SWG crafting guide.
Khyron
Hello, my mushy friend...
posted 02-18-2004 01:45:08 AM
Okay, so people have been asking me in-game for some help, and crafting, it seems, is one of the tougher subjects for me to explain in /tells. So, I'm writing up a guide for it here.

Part 1 : Resources

Resources are the first important step in crafting. You need resources to craft.

There are two kinds of resources :

Creature Resources are harvested from creatures. These are the hides, bones, and meat of creatures. These are harvested from dead creatures by scouts.

Natural Resources are obtained via sampling or harvesting the land. These include : Wind/Solar power, Flora (Plants, wheats, etc), Minerals, Chemicals, Natural Gasses, and Water. Artisans can survey the area for these resources.

Obtaining resources as a scout is easy. Go fight a flying enemy to get avian meat / avian bones. Go fight a herbivore for herbivore meat. Fight a rabbit or an antelope for wooly hides, or fight a lion for carnivore meat.

Obtaining resources as an Artisan, is where it gets tricky. They have 2 methods of getting resources. First, they use a survey tool. The tool shows them the concentration of a resource in their area. They use the tool, move to the highest concentration, use it again, move to the highest again, etc, until they find a great spot. Then they have 2 choices. SAMPLING is manually getting resources. It uses up your action bar, and it takes forever. But it's free.

The alternative, is to find a good high concentration that is not in town, and place a harvester there. Harvesters are buildings that sit in one spot and mine minerals in huge quantities for you. They range from flora farms, to wind generators, to mineral extractors, to natural gas processors, to moisture evaporators (like luke's uncle owen owned and ran).

To use a harvester, however, you first need to get POWER. You do this by surveying for a spot with high wind currents, and putting down a wind harvester (generator). Give it some money, turn it on, wait a day or two, and out comes some wind power. Solar generators work the same way.

Once you have power, let's say you're getting iron. You plop down a mineral harvester, give it the power, give it some money for maintenance, pick the iron mineral, and turn it on. Come back in a while, and pick up your iron. Easy, no?

Bigger harvesters mine the stuff faster, but cost more power and money to maintain. They need to be built by architects. The smallest kind, personal extractors, are built by artisans.

Now, there are TONS of resource types, so it can be confusing. There's a heirarchal (sp?) classification system for it :

Gasses, Minerals, Chemicals, and Water are 'inorganics'.
Flora, Hides, Bones, and Meat are 'organic'.

Then the classification system is broken down a bit further.

Minerals is the 'broad' category.

It's then narrowed down into ORE, METALS, GEMSTONES, and RADIOACTIVES.

Then, for Metals (As an example), it's narrowed down further, into 'FERROUS METALS' and 'NON FERROUS METALS'.

Then, it gets narrowed down FURTHER. Iron and Steel for Ferrous metals, Copper and Aluminum for non-ferrous.

Then it gets narrowed down FURTHER, with different kinds of iron (Dolovite Iron, or whatever) and different kinds of metals (Link-Steel Aluminum).

This is the tricky part, because some recipes will require a 'mineral', where anything will work... some recipes will require a gemstone, so you can't use metals... some recipes call for 1300 units of Ferrous metal, and 6400 units of non-ferrous metal, so you can't JUST use aluminum... etc.

Also, all resources have STATS. Different resources, have different stats.

EVERY resource has an 'Overall Quality' stat. The higher it is, the better the resource.

FOODS (Flora, Meats) have 'Flavor', 'Potential Energy', and 'Decay Resistance', in addition to OQ. Flavor is an important stat for chefs for their food. Higher flavor means better food.

METALS have all sorts of stats, like heat resistance, malleability, cold resistance, shock resistance, etc. Since Metals are used for many things, including weapons and armor, different stats have different values. Malleability make your armor more durable, heat resistance is used when making flamethrowers so the thing doesn't explode in your hands, etc.

Stats always range from 0-1000, with 1000 being RARE. If you find a resource with over 900 in several stats, chances are that resource will be worth a lot, so stock up.

The final note in resources : they shift. Every so often, the resources will change. High concentrations of iron are eradicated, replaced with medium concentrations of aluminum. Some resources vanish, some new ones come into existence. This way, Crafters are always on the go, finding new spots for their harvesters, finding new resources with new stats, crafting better or worse items depending on what's in the economy, and what they have stored up.

Part 2 : Crafting

Okay, so let's assume we have a buncha resources stocked up. Time to craft.

We're going to make a CDEF rifle. These usually have stats at around 15-50 damage, and 3.5 speed.

To make one, we need 12 metal, 6 chemical, and 3 more metal.

The schematic says that the two stats that matter the most are Conductivity 50%, and Overall Quality 50%.

We have two metals :

Iron with 700 Overall quality and 200 Conductivity, and Steel with 700 overall quality and 700 Conductivity. We make two rifles, one with Iron, one with Steel.

The rifle made from iron, has 13-49 damage with a 3.7 speed.
The rifle made from steel has 25-70 damage with a 3.2 speed.

So the better resource nets us a better rifle, in the end.

However, there's one more important feature : EXPERIMENTATION.

Take the steel-made rifle. 25-70 damage, 3.2 speed.

We go out and buy a Weapons Crafting Kit. We run over to the Weapons Crafting station in the town. When we craft the rifle, we get a new option : Experimentation. When we go into it, we see we have 2 points, and 3 areas.

Experimental Durability,
Experimental Efficiency,
Experimental Range.

So, we put a point into durability, and a point into efficiency. On the right it says we have a 20% chance of failing. We hit 'experiment', and it says the experiment was a success. Now the rifle is 30-75 damage, 3.1 speed.

However, we try the same thing with the iron made rifle. The experiment was a BIG failure, and its stats have actually LOWERED. Now it's just a 10-45 damage, 3.7 speed rifle.

Experimentation can greatly improve your weapons and items. You get more points, and get more successful experiments, when you gain levels.

So a novice Artisan can use 2 experiment points to improve that rifle.

A MASTER artisan can use 10 experiment points. If we level to master, and craft that same CDEF rifle, now we may be able to make it a 50-100 damage, 2.5 speed damage through experimenting. Or we might botch the job and make crap.

When you make an item, after you experiment and whatnot, you can also make a SCHEMATIC. Let's say you do a FANTASTIC job experimenting that rifle. Now it's a 55 - 110 damage rifle, with only 2.0 speed. You want to make more, but you don't want to risk failing your experiments. What you can do, is after experimenting, it'll ask if you want to make a SCHEMATIC. If you make a schematic, you can then go buy a factory from an artisan, dump in a load of raw materials, put in the schematic, and the factory will manufacture a big crate of those. Now you have 25 of those great guns instead of 1.

--------------------

And that, my friends, is crafting. I've even SIMPLIFIED the process for you all. If you're like me, you probably started reading through it, got a brain cramp, and decided 'Okay, fuck all that, I'm just going to grab a blaster and shoot shit'.

Delphi Aegis
Delphi. That's right. The oracle. Ask me anything. Anything about your underwear.
posted 02-18-2004 04:12:50 AM
So if it takes a builder-dude to make the generators/harvesters.. and you (obviously) need resources for this builder dude to make the generators/harvesters, then it must suck for a server to get started, considering they have to sample the entire amount of resources they need to build an extractor, right?

Or am I just plain nuts?

I'd love to see an explination on the three bars you get, since it was confusing as fuck in the beta.

Mightion Defensor
posted 02-18-2004 04:17:42 AM
Overall quality of a resource only means something if the item you're building calls for it. So, if an item says:

Unit toughness: 50%
Shock resistance: 50%

...then it doesn't matter if the Overall Quality is 9 or 900.

Dannin
Pancake
posted 02-18-2004 09:29:37 AM
Thanks. A lot of things I didn't know there.

When I've been sampling though it uses up my mind bar and sometimes it lets me use 300 action to get a large concentration of resources.

Katrinity
Cookie Goddess!
posted 02-18-2004 09:42:56 AM
quote:
Delphi Aegis had this to say about Pirotess:
So if it takes a builder-dude to make the generators/harvesters.. and you (obviously) need resources for this builder dude to make the generators/harvesters, then it must suck for a server to get started, considering they have to sample the entire amount of resources they need to build an extractor, right?

Or am I just plain nuts?

I'd love to see an explination on the three bars you get, since it was confusing as fuck in the beta.


You mean your HAM bars? Red, Green, Blue?

Red is Health, Green is Action, Blue is Mind. They are each used for different skills (Like a Medic uses up his Mind pool trying to heal, Dancer uses Action pool up dancing, etc), through any of them can be attacked in combat with the right move (Pistol/Rifle/Carbine guns each attack a different pool, most monsters will attack health or action, etc). Also in combat you can accummilate wounds to your pools. These are permanent deductions in that overall pool until you get a Medic to tend them in a Medical Center or a Camp.

And yah, it takes a while at first before you see any higher skilled Artisans and Architects around. Sampling your own resources is the biggest time sink and pain in the arse in the game.

[ 02-18-2004: Message edited by: Katrinity ]

Cookie Goddess Supreme
Furry Kitsune of Power!
Pouncer of the 12th degree!
"Cxularath ftombn gonoragh pv'iornw hqxoxon targh!"
Translated: "Sell your soul for a cookie?"
diadem
eet bugz
posted 02-18-2004 10:01:21 AM
at least there are macros to help you along - that's one of the reasons why i quit... my character made more progress with simple macros at night while I slept then when I played

[ 02-18-2004: Message edited by: diadem ]

play da best song in da world or me eet your soul
Katrinity
Cookie Goddess!
posted 02-18-2004 10:02:17 AM
quote:
diadem stumbled drunkenly to the keyboard and typed:
at least there are macros to help you along

I could never get the macros to work right for long term Sampling. It would get goofed up by the code somewhere along the way.

Cookie Goddess Supreme
Furry Kitsune of Power!
Pouncer of the 12th degree!
"Cxularath ftombn gonoragh pv'iornw hqxoxon targh!"
Translated: "Sell your soul for a cookie?"
Khyron
Hello, my mushy friend...
posted 02-18-2004 11:29:30 AM
Starting out as an Artisan is, indeed, a bitch.

Your best bet to starting out is to head out of town, find a high (70%+) concentration of a resource, and then go BACK to town, and find an Artisan Survey mission for that resource. Grab two, go out, survey, go back, grab two more, etc.

Once you have a decent amount of cash, go BUY resources from the bazaar, and use those. The only problem, is that buying resources can be expensive as hell.

And Diadem, they've stopped macro sampling by adding 'events'. Where you may have to select an option to either A) Use 300 action to try to recover a large amount of resources, or B) Don't spend extra action and just sample as normal.

Since you can't macro out of the event, you are FORCED to not macro sample, and if you wanna get resources when you're not around, harvesters are the way to go.

I dropped two solar generators yesterday, and today I went out to collect the power. I ended up with 11k units of power

Peter
Pancake
posted 02-19-2004 01:06:33 PM
I know this is a bump, But for the generators, Do they need to be up and near a harvester, or can you like collect the power and store to use at a diffrent place and time?

[ 02-19-2004: Message edited by: Peter ]

Khyron
Hello, my mushy friend...
posted 02-19-2004 01:12:35 PM
Short Answer : No, the generator doesn't have to be next to a harvester.

Long answer : The way Harvesters Work :

For a Generator :

Use a wind current survey tool (Or Ambient Solar Energy Tool) to find an area with strong winds or high ambient solar energy.

Drop down a generator on the highest spot you can find (So you get more energy. Generally above 50% is good for a power generator). Put in a few thousand credits to keep it maintained. Pick 'operate', select a resource to 'harvest' (Power type to generate), and turn it on.

Come back X amount of time later (I check 'em daily), and operate the generator again. This time click on hopper. All the power you generated is there for you to collect. Retreive it and it goes into your inventory.


For a Harvestor :

Use an appropriate tool to find what you wanna harvest (Water, Mineral, Chemical, Gas). Find a good, HIGH concentration (I like 75% and up), then drop your collector. Put in some credits, put in some of the Power you collected, and then pick 'operate'. Select the resource you're mining, then turn it on.

Come back X amount of time later (once again, I check 'em on a daily basis) and operate the harvester. Go into the hopper, and all the resources that were mined / collected / whatever are there for the taking.

[ 02-19-2004: Message edited by: Khyron ]

Peter
Pancake
posted 02-19-2004 03:46:39 PM
Cool, I getting sick of sampleing all that stuff. The only other thing I rember anting to know, Looking in the manual It says you gain crafting XP when stuff of yours getsusd, any Idea what the rate is? or is this no longer the case?
Khyron
Hello, my mushy friend...
posted 02-19-2004 03:48:43 PM
quote:
Peter was listening to Cher while typing:
Cool, I getting sick of sampleing all that stuff. The only other thing I rember anting to know, Looking in the manual It says you gain crafting XP when stuff of yours getsusd, any Idea what the rate is? or is this no longer the case?

Really, really, really low rate.

Katrinity
Cookie Goddess!
posted 02-19-2004 04:10:23 PM
quote:
How.... Khyron.... uughhhhhh:
Really, really, really low rate.

Funny...I stopped making stuff months ago, and when I was on over the weekend, I suddenly got a little bubble of left over exp popping up. Heh..I was in the middle of fighting some critters by their nest and suddenly I get the message: "You have enough experience to train in Business 1 now."

I was like...wtf? When do killing things give crafting exp.

Cookie Goddess Supreme
Furry Kitsune of Power!
Pouncer of the 12th degree!
"Cxularath ftombn gonoragh pv'iornw hqxoxon targh!"
Translated: "Sell your soul for a cookie?"
Delphi Aegis
Delphi. That's right. The oracle. Ask me anything. Anything about your underwear.
posted 02-19-2004 04:17:28 PM
I suppose if you sold asstastically massive amounts of stuff (Like that NoSoupfourU guy or whatever his name is..), you'd get gobs of XP..

Edit: What if you make a weapon for yourself? Do you get XP for that?

[ 02-19-2004: Message edited by: Delphi Aegis ]

Mightion Defensor
posted 02-19-2004 04:22:40 PM
quote:
How.... Delphi Aegis.... uughhhhhh:
I suppose if you sold asstastically massive amounts of stuff (Like that NoSoupfourU guy or whatever his name is..), you'd get gobs of XP..

Edit: What if you make a weapon for yourself? Do you get XP for that?


Nope. You don't generally get usage exp for things you use yourself. Not sure if that still applies to using components you make in a final assembly.

Droid Engineers get zero usage exp at all. We only get droid crafting EXP. But that's okay for me, since I'm finished with that grind...

Mortious
Gluttonous Overlard
posted 02-19-2004 04:43:15 PM
quote:
And I was all like 'Oh yeah?' and Katrinity was all like:
Funny...I stopped making stuff months ago, and when I was on over the weekend, I suddenly got a little bubble of left over exp popping up. Heh..I was in the middle of fighting some critters by their nest and suddenly I get the message: "You have enough experience to train in Business 1 now."

I was like...wtf? When do killing things give crafting exp.


I still wear the gloves you made me.

Y.O.T.C
No longer a Towel Girl
posted 02-19-2004 04:49:57 PM
ya know, theres no good faqs on game faqs, you should put them up there.

AND DEAR GOD THATS A GOOD ONE!

Peter
Pancake
posted 02-19-2004 05:29:59 PM
quote:
Khyron wrote this stupid crap:
Really, really, really low rate.


Danm, Myt plan To flood the Bestine Markeyt with Cheap CDEF wepontry for eEZ exp gain won't work.

O and Do you still need Warm Bodies for that starport? and who would I contact?

All times are US/Eastern
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