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Pawlin's Guide to Architect v 0.5   [ Edited ]
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Pawlin
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Posts: 15695
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Pawlin
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Server: Kettemoor

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This is still in process, but at the rate I'm going at getting it done I figured I should post it as is or I'd never get it out.  Maybe I'll eventually finish it. 

This guide is meant to help someone who is considering or just starting out in the Architect profession.  For technical details and futher information, refer to the FAQ. 

Thanks Pawlin


 

1. Starting out.

Architect can be a fun and profitable profession but it is not for everyone.  This guide is written with the independent architect in mind but most of the material applies to everyone.  The advice here is of my own personal opinion.

1.1 Do you want to be an architect?

Are you crazy?  Why do you want to be an architect?  Don't you realize they scrape by on razor thin profit margins and that their business is slowing grinding to a halt?  No?  You heard that it’s a quick way to uber cash, eh?...

I don't mean to dissuade you from your goal but just want to make sure you're aware of some of the down sides to the profession.

Before you start spend the skill points for Novice Architect you should think about why you are really becoming an architect.  If you're in it for the love of crafting and have an interest in building large structures then  Architect may be  the choice for you .  But if your main goal is to build some structures for your guild and/or city or if you're only interested in a quick buck then you might reconsider.  Architect is one of the easiest professions to master but it does take a lot of materials to get there.  Competing as an architect can be a challenge.  Don't let the large potential revenues blind you to the heavy costs and low profit margins. If you want to run a business on the side to supplement your PvP or PvE game fun then architect might not be a bad choice compared to some other crafting professions.  However you may want to consider operating as a miner.  The amount of time required for mining can be very low and the profit return is pretty good.

The long term viability of the architect profession is in some doubt.  The key problem facing architects in the long run is the lack of decay on our product.  As soon as everyone in the galaxy has the house, factory and harvester deeds that they need then our market will dry up.

1.2 The grind.

Architect is one of the quickest professions to grind through but it does require a large amount of resources.  There are two main schools of thought on the grind.  First you can choose to grind through statues on practice mode.   Statues are is the quickest way  to master and take about an hour or less.  But  they are also very wasteful and it will burn up around 840k of ore and gems.  Alternatively you can build walls one at a time from structure modules and then either stock them for later use or resell them to recoup costs.    This route takes about 10 times as long as grinding statues but you are not wasting the materials.

1.3 Master or dabbler?

Mastering the profession requires 63 skill points total.  If you do not mind limiting your schematics and skill points or only have specific goals or interests within the profession then you may be able to find success as a dabbler.  However if you want the ability to build anything/ everything that architect has to offer and have an interest in all aspects of the profession then Master is the way to go.   There are several ways to specialize in the architect field and have successful businesses.

1.4 Various specializations

Whether you are just dabbling in one profession or a full master architect, most architects choose to concentrate in one area or another.   There are actually a few different ways to carve out a niche in the architect profession.

1.4.1  Furniture

Furniture can be a lucrative business all on its own.  Furniture will usually fetch a much higher profit margin rate than deeds.  By getting just the 4 skill box tree of Furniture I - IV, you can make all the furniture items except the master level.   This gives you many different furniture items to sell.    This also allows you to make the monthly paintings from the Bestine museum and those have a good profit margin.  If you also have an eye for interior design then  the combination of furniture sales and interior design services can be built into a very successful business.   A way to fetch a premium for your decoration services is to offer custom decorations such as fish tanks or zoos.  These are build out of normal items in the game to form elaborate creations.

1.4.2 Buildings

The market for buildings is generally limited.  Most player cities often have a resident architect that takes care of building all the city structures needed.  Most players already have a house deed and are not often in the market to acquire or upgrade housing.  Even so, theres is always some market for houses.  A well ran business may find success with just the housing market.  While profit margins on houses may not be very high, the net profit on deeds can typically be tens of thousands.

1.4.3 Furniture and Buildings

If you want to spend half the skill points to get both the furniture and the building trees then you can combine both the furniture and building trades.  One of the key benefits to this tact is that you can sell houses and then get repeat business for a whole set of furniture.   Many people that buy a house want to decorate it so it is easy to sell the furniture to go along with the home.  If you keep your house costs competitive then you can still make a good profit off of the furniture sales.

1.4.4 Harvesters and/or factories

Presently harvesters are probably one of the most lucrative and highest demand products for architects.  To be successful dabbling in harvesters you'll need both the construction tree and the harvester tree.  The construction tree is necessary to get the experimentation points required to make the better harvesters.  Harvesters are one of the only items we can experiment on.  Its particularly important to be able to make the maximum Base Extraction Rating (BER) possible.   Mediums max at 10 and heavies at 13 (as of this writing).   Most customers only look for the maximum BER and will not want to buy anything less unless it is at a deep discount.  Factories are found in the harvester tree but are a slightly different beast.  Factories can not be experimented on so are more of a commodity item like buildings however they are often in greater demand with people who are picking up new professions.

1.4.5 High quality Crafting Stations.

Even though Architects build them, crafting stations actually use Artisan Experimentation points rather than Architect Experimentation points.  So if you're a Master Artisan then it only takes Novice Architect skill to build crafting stations that can compete with the best in the galaxy.  Crafting stations require a lot of high quality materials and sub components from master artisan and master droid engineer professions.  Profit margins for crafting stations are often very high and the average price for a good +40-43 rating station is usually in the 40k range (YMMV depending on server economy).

Side Note: The exact benefit of crafting stations is debatable.  SOE's only statement thus far is that crafting stations "influences" the chance of success or failure during assembly and experimentation.  That is not extremely enlightening.  In my own experimentation creating artisan items as a master artisan it is hard to see any benefit to using extremely high quality tools and stations over very low quality tools and stations but I seemed to see more of a difference when crafting items as a novice.

 

Message Edited by Pawlin on 07-23-2004 11:29 AM

Message Edited by Pawlin on 07-23-2004 11:34 AM

Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
07-23-2004 11:17 AM  

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Section 2.   [ Edited ]
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Pawlin
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2. Running your business
 
Some architects may choose to just build some structures on the side for fun.  But for most architects, success in the profession revolves around running a successful business more than anything.  Many books have been written on the topic of running a successful business.  Most of the wisdom used in the real world can be applied to your architect business in SWG.  I can't cover everything there in much depth but it is worth touching on some of the basic topics.
 
2.1 Pricing.
 
The subject of pricing seems to be an eternal debate in crafting professions.  The best advice on pricing I know of is to get a sense of what the market rates are and then pick a pricing strategy that you feel happy with.  It is your choice if you want to emulate Walmart, Nordstroms, 7-Eleven or Sears as far as pricing schemes.  A little market research is a good idea.  You can look through the servers trade forum and watch for WTS (want to sell) and WTB (want to buy) posts for harvesters, crafting stations, etc.  If the items are in high or low demand / supply then this should be taken into account when figuring your prices.  Also this is a good way to get an idea of the going rate for items on the server in question.
 
2.2 Location
 
What is it people say?  Location, location, location.  The choice of location can have a very important impact to your business.  If you're in a merchant tent 800m from the Coronet starport then that will be a much different environment than if you're in a small, remote city with no shuttleport on Talus.   The high traffic areas tend of course to have brisker business but they can also be more competitive.  However the more remote locations can have pretty good repeat local business but business can be a lot slower.
If your business is doing well enough then consider stocking multiple vendors in different locations.  You might try placing vendors in well trafficed areas on Corellia, Theed and Tatooine.
 
2.3 Stocking the vendor or taking custom orders
 
You can choose to take custom orders, stock a vendor or do a combination of both.  If you are taking custom orders then you will not have to worry about stocking lots of inventory but you'll loose walk in business from casual shoppers.  If  are not open to custom orders then you may loose the business of anyone looking for a specific item or large order that your vendor can't provide.  If you have the playing time and resources available then I would highly recommend stocking a vendor and opening yourself to taking custom orders.   This provides the complete solution to all customers.
 

2.4 Advertising
 
"If you build it they will come" is not necessarily true when it comes to selling architect goods.  You need to do something to get the word out.  Its possible if you throw up a vendor in a house that people will stumble across it but it’s a whole lot more likely you'll get some foot traffic if you get the word out.  Good ways to advertise are : listing on planetary map (requires merchant skill) and posting ads on the trade forums for your server.  One method people use is SPAM ads in the heavy traffic cities.  This method may work but may also be a turn off for many people.  Setting up a mailing list of customers is a way to use targetted advertisement.  Once someone buys a product from you, then you can put them on your mailing list.  Then periodically you can send messages to the list letting them know what you have in stock or announcing sales.  Running a sale is a good way to attract business.  A temporary sale on one item will generate traffic to your shop and result in purchases of other full priced items as well as future repeat business.  Another tried and true method of advertising is to place an item on the forums for an auction on the public bazaar in a nearby city with a custom name and description that points to your shop's waypoint and describes your products.  That way anyone looking in the bazaar for that product type will see your ad item for sale.  e.g. make a personal harvester and name it "Bobs Harvesters at -123, -1234" then in put it up for auction at the maximum auction price so it won't sell and enter a description of your shop and products in the description field. 

2.5 Customer service
 
Good customer service is a very important part of a successful business.   It is a topic that people can and do write entire books on.  For some of us its common sense and but some folks just don't have a natural aptitude for it.   So anyway… here's a random jumble of thoughts...
Be nice to people.  Say thank you.  Do everything you say you'll do.  Don't set expectations that you can't meet and meet all expectations that you set.  If you quote someone a time that you'll deliver something then follow through with it.  If you aren't sure how long something will take then give a range like "1-3 days".  Don't back out on orders.  The customer isn't always right but just smile and pretend they are.  If you don't know what is on your vendor and someone asks then tell them you'll check and get back to them.  Try making deliveries or paying someone else to do so, that little bit of effort on your part can make a huge difference with some customers.  And most of all.. be nice to people.
 
2.6 Repeat customer perks, volume deals, etc.
 
This is a tactic that some people use and others choose not to.  It can be a good idea to keep your bigger customers happy by giving them a little something extra.  Whether it be on occasional price discount or just a free item thrown in once in a while.  Perks for repeat customers can make a big difference in retaining their valuable business.  If you sell a house then you might throw in a few free furniture items.  Or if you sell 10 harvesters then you might offer 10% off on their next purchase .  However you might choose to implement it, such perks or benefits can help retain the business of the repeat customers and larger buyers.    
 
2.7 The competition. Aka  "Those jerks"
 
No I'm just kidding there are plenty of other architects that you'll find are not jerks at all.  While some of your competition  might be a major pain in the backside, you'll also find folks that are willing to help and even team up with you in various ways.
 
2.7.1 Undercutters
Undercutters are the bain of many architects.  You'll have to learn to live with them or beat them or just give up.  Many undercutters are very temporary and will disappear in a few days or weeks.  Lots of people undercut the market just to grind up in XP and dump their product for a quick buck.  Fighting an undercut can be extremely difficult.  
 
In general I think the best way to deal with undercutters is to simply not worry about them.  Take a "live and let live" attitude. You may find that their pricing has no noticable affect on your sales.
 
One good piece of advice I have is to offer the customer something that the undercutters can't.  For the most part you'll be distinguishing yourself in customer service areas as well as providing convenience.  If the local undercutter is typically back ordered then make sure you have deeds readily available.  Another tactic is to buy out the undercutter and flip their merchandise for at a higher price.   This can take deep pockets and is fairly easily circumvented if the undercutter bans you from their shop.  It is also not considered "polite" by some and could gain you an enemy.
 
Sometimes undercutting is unintentional.  A new architect  may simply not know what the going rate is for an item.  They may try to sell their factories at 30k because they don't know how easily they could be sold at 40k.  So it does not hurt to talk to the new architect and see if they are aware of the prevailing prices for items.  A small amount of educating from yourself can help gain you an ally rather than an enemy.
 
2.7.2 Cooperation: Referals and partners
 
Many of us choose to focus on one style of business such as the various specialties listed above.  If you build houses and you know another architect that builds harvesters then you can build a good referal business by sending business back and forth.  You aren't competing directly with one another but you are sharing those /tells you get for stuff you don’t' build and getting some good business back in return.  This is a benefiicial system for both architects and the customers.
 
Another tactic of cooperation between architects is to develop a partnership business.  If you both build harvesters then you can split the business with each of you making half the harvesters and then sharing a fully stocked vendor between the two of you.  Or if you are differing specialties then you can join forces and setup a one-stop-shop for all architect goods.
 
 
 

Message Edited by Pawlin on 07-23-2004 11:27 AM

Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
07-23-2004 11:18 AM  

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Section 3   [ Edited ]
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Pawlin
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3. Buildin stuff.

A lot of the architect profession is really about manufacturing.   Key facets of the manufacturing process are quality, efficiency and inventory control.

3.1 Making a good product.

There are only a couple items that have varying quality : harvesters and crafting stations.  There isn't much of a market for sub-max harvesters or low quality crafting stations.   If you are planning on selling these items then you'll do a lot better if you strive to achieve the highest quality possible.   For harvesters there isn't much option other than BER10 / BER13.  Lower BER havesters sell slow and have to be deeply discounted.  Crafting stations have a good market if >40 functional rating and can carry a heavy premium for the highest ratings.  

3.1.1 Max BER harvesters.

The only materials that mater for quality in harvester BER are those used in the mining component and during final combine.   All of the materials should have high Heat Resitance (HR), Shock Resistance (SR) and Unit Toughness (UT).  Using a chemical such as lubricating oil that does not have these stats will make that material not count in the equation (i.e. acts as null).  The steel, metal and ore should have HR, SR and UT stats above 900 and preferably as high as possible.

When making the mining component you will see a BER rating.  This rating currently maxes at 4 for medium components and 6 for heavy.  Don't let this number fool you.  In fact I'd recommend just ignoring it altogether.  It is not good enough just to hit BER 4 or 6 for the mining component.  You should strive to hit an experimental result in the high 90% range.  This percent value is the real indicator of the mining component quality and counts as half of the factor for the final BER rating.  Hitting an experiment result in the 98-99% range for the mining component will make it a lot easier to get max BER on the final combine and allow you to use lower quality materials during final combine.


3.1.2 High rating crafting stations

High rating crafting stations pretty much require that you are a master artisan.   This is a pretty heavy investment of skill points so it is not for everyone.  Currently crafting stations use artisan experimentation points rather than structure experimentation.  (No, I don't know why.)   Also the Micro sensor suite (MSS) and Control unit (CU) sub components are master artisan schematics.  The third optional component required is the droid storage compartment (DSC).  So you will need the help of a master droid engineer assuming you aren't one yourself.  The key thing with stations is that you will need the best quality materials you can find.  Preferably the stats should be in the 950-1000 range.  For the base combine you need very high conductivity which is usually found in copper.  You will need high OQ inert gas, ore, copper, steel, metal and polymer as well as metal and/or with high OQ and conductivity for the MSS and DSC.   Each subcomponent needs to be used and will need to be experimented to the highest percent possible.   Rougly speaking for a station in the +40 range you'll need DSC and CU in the 95% range and MSS in the 85%level.   

One trick to note is that during the station combine it requires 400 units of metal and 50 units of mineral.  You can use an ore for the 50 units of mineral and since ore does not have conductivity the quality of the ore does not matter towards the final outcome.


3.2 Manufacturing efficiency.

Here are some basic tips for increasing your manufacturing efficiency:

Make schematics for your deeds.  If you make deeds one at a time by hand then your success rate of obtaining maximum BER will be much lower on average than if you create a schematic.  As long as your business is large enough to deal in more than a small handful of harvesters then you should be making schematics.  Even a short run of 5-10 harvesters can make it worth your while.

Your factory(s) should have as close to 100% utilization as possible.  What does this mean?  It means that even if you aren't currently building something specific that you can use your factory to make some walls from your structure modules, run off a few more crates of candles for the vendor, setup some more small structure storage modules, make a few more paintings or get some turbo fluidic drilling pumps ready for your next harvester run.  You can't make money without building stuff so factory downtime translates into lost business.

Make large runs of structure modules over night.  This is a key way to maximize your factory utilization.  If you make a schematic and put 200k of ore and 50k of metal in the input hopper and then turn on the factory as you quit playing for the evening then it should be done by the time you get home from work/school the next evening.  ( A full run of structure modules takes a little less than 18 hours)

Gather together all the materials to make a full run of generator turbines and then spend a night doing a full run of 1000 turbines (or as many as you can).   This will make it so you won't have to worry about generator turbines for a while and will mean you'll have to make fewer deed schematics.

Make a single schematic for  Small Structure Storage Modules to use in all your deeds.  You may want to run off a full 1000 of them or just run off 50-100 once in a while when your factory is otherwise not in use.

If you can, try placing your factory as close to your house and/or vendor as possible.  If your factory is an extra 200m away from your house then you'll spend an extra 1-2 minutes every trip just running back and forth.   That may not sound like a lot but it adds up over time.  Many city plans don't allow you to have your factory next door but try and get it as close as you can. 

If working at your factory you can use a droid with a structure and furniture crafting module in it to make quick schematics rather than having to run back to your home to access your private crafting station.



3.3 Inventory management. 

It won't take long as an architect before you realize that you've got a ton of raw materials to obtain and store as well as various parts to track and store.

3.3.1 How Much Do You Need?

The amounts of materials you'll need depend on how large your business is and how much you sell.  If you turn over about 10 heavy harvesters a week then you'll need

If making harevesters or buildings then a good rule of thumb is to acquire as much ore as you possibly can and then try to get more.  Seriously, ore is your largest material requirement and you'll find yourself needing lots of it.  After ore you'll need a large amount of grind metal of any type.  You'll also need good stocks of steel, aluminum, copper, chemical and specifically carbonate ore. 

If making harvesters then you'll need about 1-2k of high quality materials (HR,SR & UT see above) for each harvester.  The proportions you'll need for the high quality materials are roughly: 2 steel  :  2  metal  :  1  ore  :  1  lub oil  plus a little bit of inert gas.   Since steel is a metal you can use all steel or if you have high quality iron available then you can use a mix of steel and iron.  Typically iron and steel are the only materials with very high HR, SR & UT.  Note that the lub oil and inert gas can be of any quality but its best to get a big pile of them for use with your harvesters mining components so that you don't have to keep remaking your schematics.

3.3.  Raw Materials

There are two main ways to obtain the raw materials you will need:  mining and purchasing.  Mining is the cheapest route but is limited by the number of lots that you will have to your disposal and is also time consuming.  Purchasing material on the open market is convenient but has a heavy cost.

3.3.2.1  Mining

You should upgrade your personal fleet to heavy minerals as soon as you can.  It is a fact that medium minerals are more efficient than heavies in the sense of credits per unit production cost but heavies will give you about 3k more output in materials per day at a marginal cost of only about 1320-2000 credits more.  That’s a cost of only .43-.66 cpu.   So it is worth it to go with the heavies because it will increase your output at a very reasonable marginal cost increase.

Consider buying fusion power rather than mining your own.  Consider this comparison:
9 x BER13 minerals and 1 X BER14 fusion: operating costs: ~21k credits/day, output : 117k resources / day
10 x BER13 minerals and buy power at 1.5 cpu: 49k credits/day, output : 130k resources/day

For an additional 28k you get an extra 13k resources.  That works out to 2.15 cpu.  Plus it gives you an extra 13k material to work with.  Note that this is looking at PE=500 but it usually averages about 750.  If power costs you 1 cpu then it is even more advantageous.   This is just an example and you should figure it out on your own based on current material and power pricing for your server. 

Instead of tending to your harvesters every day, set them up with maintenance and power to last them for a long period of time and then only check to make sure that the resource you are mining is not gone and that the hoppers are not full.  You can figure out how long until your hoppers are full based on the known output rate of the harvesters.  We know that out put is BER * density % * 1440 units per day.  Roughly you will get 13k per day out of a heavy on a 70% spot.  So a 100k hopper will not fill up for over 7 days. 

You might even consider doing just static mining.  Static mining means you leave the harvesters in one spot and just mine the best material that happens to be available in that location.  This will cut down the amount of time spent surveying and tending harvesters by a lot.  Static mining will be a lot less efficient because you'll only be able to mine whatever pops up under your harvesters.  Since most of our material requirements are for grind quality and we can use any ore or metals there is usually a metal in the 50-60% range and an ore in the 30-40% range available.  You can figure on costs of about 0.75 to 1.5 cpu for the materials that you static mine.  THis is around double the cost if you do dynamic mining but it is a time versus profit trade off.

3.3.2.2 Purchasing materials

Depending on your style of play you may find yourself unable to mine all the resources you need.  Your primary alternative is to buy resources on the open market or from specific suppliers.  The public bazaar is worth a look but it often can be over priced and material there is only available in small stacks and you may never find ore in any significant quantities.   IN general finding a bulk material miner will be the best way to go for material purchases.  You'll want someone large enough to deal in large stacks of materials and who has a fairly consistent stock or can fill orders quickly.   Prices for materials vary a lot from server to server so you should shop around on your server and determine what a good price is but bear in mind that availability is worth something.

3.3. Where do you put the stuff?

With one small/medium house and a factory you will have around 560 storage slots:   60 items personal inventory, 50 items in backpack, 100 items in bank deposit, 150 items in small/medium house, 100 items in factory input hopper and 100 items in factory output hopper.   Also your finished goods can be placed in a vendor which will not take up storage.   Over 500 storage slots sounds like a lot.  But once you start piling up sub components and materials you can eat that amount up pretty quickly.

Use your factory input and output hoppers for storage.  When you finish a factory run, leave the crates in the output hopper until needed.   Note that there is a bug seen by many which causes factories to issue an error when the output hopper hits a certain limit that is somewhere below the 100 item level.  If you hit this error then you'll need to make sure your output hopper does not get too full or you'll get some factory runs prematurely ending.  Some have said that redeeding the factory will stop this error.

Remember to make use of your bank account.  To make it more convenient you can store items there that you access less frequently.

3.4 Just In Time Manufacturing

In the ideal world you will complete your deeds 1 second after the customer orders them.  Of course we are not all blessed with powers of the force that allow us to see the future.  So we must do the best we can and relay on some basic techniques of planning and preparation. 

If stocking a vendor then you should watch your sales and get an idea of what items sell faster than others.  This will give you a better idea of what mix of items to make on a regular basis.  For example if you start with a freshly stocked vendor with 5 of each type of furniture and then all the candles and lamps sell out within a day then this would tell you that candles and lamps are something you'll need to keep a lot of stock so you should increase your production and stock more on the vendor at any given time.

When making items that require sub components such as harvesters you can prepare in general for any demand by keeping the sub components in stock.  If you have 200 walls, 20 generator turbines 200 small structure storage modules and 20 of each type of mining unit in stock at any given time then you are just an hour or so away from having 10 finished deeds of any type.

 

Message Edited by Pawlin on 07-23-2004 11:30 AM

Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
07-23-2004 11:18 AM  

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Pawlin
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Posts: 15695
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Server: Kettemoor

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Reserved for possible future expansion
 

Message Edited by Pawlin on 07-23-2004 11:22 AM

Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
07-23-2004 11:18 AM  

Report Abuse to a Moderator
 
reserved   [ Edited ]
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Pawlin
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Reserved for possible future expansion

Message Edited by Pawlin on 07-23-2004 11:22 AM

Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
07-23-2004 11:18 AM  

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Pawlin
Galactic Senator
Posts: 15695
Registered: 08-01-2003


Pawlin
PA: -CFA-
Server: Kettemoor

Reply 6 of 12

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nothing to see here
 

Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
07-23-2004 11:19 AM  

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Pawlin
Galactic Senator
Posts: 15695
Registered: 08-01-2003


Pawlin
PA: -CFA-
Server: Kettemoor

Reply 7 of 12

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this page left blank
 

Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
07-23-2004 11:19 AM  

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This space for rent, enquire with Pawlin Construction.   [ Edited ]
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Pawlin
Galactic Senator
Posts: 15695
Registered: 08-01-2003


Pawlin
PA: -CFA-
Server: Kettemoor

Reply 8 of 12

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Reserved for possible future expansion

Message Edited by Pawlin on 07-23-2004 11:23 AM

Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
07-23-2004 11:19 AM  

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Re: This space for rent, enquire with Pawlin Construction.
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rofak
Jedi
Posts: 811
Registered: 12-13-2003



Reply 9 of 12

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Great Stuff!

nnnnnnnn4Ooco
nnnnnnnn4Sunburst Mining Township
nnnnnnnn4Kettemoor Server
07-24-2004 05:27 AM  

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Re: This space for rent, enquire with Pawlin Construction.
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ZenDragonMLS
Jedi
Posts: 2156
Registered: 07-13-2003


ZenDragonMLS
PA: Basin
Server: Chilastra

Reply 10 of 12

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I think that this one should be stickied - great job!

Chilastra: Mikka R'zrPoint, Spy (Master Ranger/Master Pistoleer)
Chilastra: Zalle RazorPoint, Trader:Engineer (Master Architect, Master DE, Master Shipwright) - vendors just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Master Architect - showroom just south of Theed at -5370, 3139
07-25-2004 10:40 AM  

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Re: This space for rent, enquire with Pawlin Construction.
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Rebbouse
SWG Chief Petty Officer
Posts: 321
Registered: 10-10-2003


Rebbouse
PA: Omni Hunter's Legion
Server: Naritus

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Oh this is a great guide.  Thanks.

*
Bolpuhr Fortunae
Omni City
Naritus Galaxy
Architect http://ZeldereX.com/?topic=45117
02-20-2005 10:54 AM  

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Anthemion
Wing Commander
Posts: 454
Registered: 09-09-2003



Reply 12 of 12

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/cheer Pawlin. Very nice!

BTW.
3.3.3 needs updated. (I know you know this, but here's a copy.)

All Housing item limits have been changed. This will mean that small houses can now store 100 items for a Naboo small house, and 200 for the the other small and medium houses. Large houses and Guild Halls can now store 400 items each instead of being limited to 250 items each.

Also inventory is increased to 80


If you seek the truth, you will find it.

If you let someone tell you the truth, you will never know it.
An amusing game called ZeldereX
02-20-2005 08:06 PM  

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