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Re: BioEngineer Guide & FAQ - PLEASE READ BEFORE POSTING!
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GTOfire
Squadron Leader
Posts: 443
Registered: 11-22-2003


GTOfire
PA: ICFOS
Server: Chilastra

Reply 16 of 40

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A note on the special attacks:
Common consensus is that using
AAQ - AAQ 
AAQ - VHQ 
VHQ
will get you special 1 from Psychological and special 2 from Aggression.
I have tried it this way a bunch of times and not a SINGLE pet turned out this way, using various combinations of different and the same specials in all slots.
 
Since I did once get both specials from Agression, even though the other slots were all the same 2, I went for a different approach.
AAQ - AAQ
AAQ - AAQ
VHQ
That setup got me both specials from the Agression slot every time. The main show was to make the ultimate animal but a critical failure on the creature combine forced me to make a different DNA setup, since I was out of Mutant Rancor AA DNA but one sample. I then used:
AAQ - HQ
HQ - AAQ
VHQ
I didn't test this more then once, but I was happy to find that it carried over both specials from the Agression slot as well (which I wanted).
 
Conclusion: if you want specific specials but find trouble doing so using the common solution, find an animal that has both specials you want and use VHQ of that in the Agression slot. You can use whatever DNA in the other slots you want depending on how tough you want to make this animal. Find the toughest animal with the specials you like and use Mutant Rancors and Merek Harvesters to get the stats up to ultimate levels, or use yard trash to bring it down to low CLs. Resample for multi-generation animals to perfect it if needed.

--------------------------------------------------
Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

M Tailor, M Artisan, M Merchant
06-01-2004 02:03 PM  

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Re: BioEngineer Guide & FAQ - PLEASE READ BEFORE POSTING!
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Morty
SWG Second Lieutenant
Posts: 175
Registered: 07-02-2003


Morty
PA: OMEN
Server: Tempest

Reply 17 of 40

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Thanks for the great guide

-Dkhar Kitab-
Ahazi/Tempest

"Been there, done that"
06-24-2004 08:37 AM  

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Re: PetStim Components
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Jedi_Crushbone
SWG Lieutenant
Posts: 122
Registered: 06-27-2003


Jedi_Crushbone

Reply 18 of 40

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Just wanted to out in my thank you for all those who take their time to post usefull information like this.
 
Great work!

----------------------------
06-24-2004 09:12 AM  

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Re: BioEngineer Guide & FAQ
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padu
SWG Crewman
Posts: 3
Registered: 06-08-2004



Reply 19 of 40

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Another item to include might be the special attacks that our creations are capable of, as well as the effect of those specials.
07-09-2004 08:43 AM  

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Re: BE Pets part 2
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Inkanissen
Squadron Leader
Posts: 432
Registered: 07-31-2003



Reply 20 of 40

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Quote:
"You should also note that I have never gotten a better quality sample out of a creature than the template it came from."


I made an Above Average Razor Cat (used five above average DNA samples to make it), did sample on it. Result: Five Very High Quality samples (and a dead cat).
07-14-2004 05:11 AM  

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Re: BE Pets part 2
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Mikeb1113
Wing Commander
Posts: 467
Registered: 06-27-2003


Mikeb1113
PA: Storm Front
Server: Gorath

Reply 21 of 40

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NancyJ wrote:
Generation Creation


...Since a non-CH pet is almost useless PvP kinetic is by far the most important resist. You also want to keep the HAM under 4K. You can do this by keeping hardiness, dexterity and intellect under 250...

Message Edited by NancyJ on 05-24-2004 01:34 PM

Message Edited by NancyJ on 05-28-2004 03:15 AM


I'm ready to pull my hair out from dealing with these non-CH pets!!

In Nancy's guide above, it says keep the HAM under 4k... but I'm already at level 12 with 1.1k HAM!

I've been using 4 pieces of lesser dewback DNA in slots 1-4, and have been trying various sources in the agression slot.  My goal is to implement some strong special attack, maybe strong poison and/or strong disease, into a non-CH mount.

I've been trying to follow Nancy's guildlines, keeping power < 50, and hardiness, dex, and intellect under 250... but I either come up with a level 10 critter with 300 HAM, or a level 12+ with 1100. I suppose I could live without the strong special attacks if I could figure out how to make these 4-5k HAM, level 10 pets that everyone seems to be asking for (perhaps is the high powerlevel of the venom-filled arachne, or nocous khamurith DNA I've been using in the aggression slot?).  But a non-CH mount with 4k HAM AND poison sounds so neat..

Any ideas for a frustrated, fairly new MBE?

07-17-2004 11:29 PM  

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Re: BE Pets part 2
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InikoIra
Wing Commander
Posts: 952
Registered: 05-07-2004


InikoIra
PA: Haven
Server: Bria

Reply 22 of 40

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hey nancy, I've been trying to get the sampling macro to work for 3 days now, I finally got it to work with out the s in outwards. I just wanted to point that out so in the future BE's can have better luck with it, .
 
/ui action targetSelf
/ui action cycleTargetOutwards
/follow
/pause 5
/sampledna
/pause 11
/ui action toolbarSlot11

Iniko IraïW
Master of 29
The life force of Haven
I hate grinding but I'm doing It!!
07-19-2004 09:16 AM  

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Re: BE Pets part 2
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Ashmondai
SWG Second Lieutenant
Posts: 304
Registered: 05-11-2004


Ashmondai
PA: MYST

Reply 23 of 40

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Just to let everyone know.. you *do* crit fail when using these macros. You will notice that some Crafting tools during your grind won't have the hopper countdown number in their top right hand corner. That was a crit fail.
 
You won't get a message, so be sure to compensate by getting a little extra resources for your grind.

Ashmondai
07-22-2004 04:25 AM  

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Re: BioEngineer Guide & FAQ
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james2121
SWG Petty Officer
Posts: 189
Registered: 12-08-2003



Reply 24 of 40

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thx for the faq
07-27-2004 09:05 PM  

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Re: BioEngineer Guide & FAQ
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Toastysoul
SWG Crewman
Posts: 18
Registered: 06-14-2004


Toastysoul

Reply 25 of 40

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thanks, this is really helpful

Kraytia, Bio-Engineer/Pikeman, Eclipse
08-01-2004 10:25 AM  

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Re: BioEngineer Guide & FAQ
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JacolbyDamon
SWG Ensign
Posts: 17
Registered: 08-01-2004


JacolbyDamon
PA: -V-
Server: Eclipse

Reply 26 of 40

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Maybe I didn't read enough...  but I can't get the crafting macro to work at all.  I'm getting "FAILED to load aliases..." error.  I've taken all the spaces out and tried renaming the file macros1.txt just to be safe but have had zero luck.  Can somebody post the macro again exactly as they have it coded?  This would be an EXTREME help.
 
Jacolby
08-02-2004 03:26 PM  

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Re: BioEngineer Guide & FAQ
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VTmoon
Jedi
Posts: 22538
Registered: 12-14-2003


VTmoon
PA: Oasis
Server: Tarquinas

Reply 27 of 40

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these are very helpful, thank you.


Mono Noke
.......:::: Proud ex-Leader of Oasis ::::.......
.......:::: DarkLord of The Troll Order ::::.......
.......:::: Colonel Of the Imperial Army ::::.......
- Bike Repair, Perfect LS Tools @ Crystal Oasis Dantooine, -4295 6915
08-09-2004 09:17 PM  

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Re: BioEngineer Guide & FAQ
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Kniol
SWG Second Lieutenant
Posts: 420
Registered: 12-23-2003


Kniol
PA: XWA Xwing Alliance
Server: Ahazi

Reply 28 of 40

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JacolbyDamon;
 
Here's the way I have the macro, keep in mind these are my schematic numbers and won't work for you:
 
AutoCraft1: /ui action toolbarSlot00; /selectDraftSchematic 19; /
pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage;
/createPrototype practice no item; /createPrototype practice no item;
/pause 2; /AutoCraft2;
AutoCraft2: /ui action toolbarSlot01; /selectDraftSchematic 19; /
pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage;
/createPrototype practice no item; /createPrototype practice no item;
/pause 2; /AutoCraft3;
AutoCraft3: /ui action toolbarSlot02; /selectDraftSchematic 19; /
pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage;
/createPrototype practice no item; /createPrototype practice no item;
/pause 2; /AutoCraft4;
AutoCraft4: /ui action toolbarSlot03; /selectDraftSchematic 19; /
pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage;
/createPrototype practice no item; /createPrototype practice no item;
/pause 2; /AutoCraft5;
AutoCraft5: /ui action toolbarSlot04; /selectDraftSchematic 19; /
pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage;
/createPrototype practice no item; /createPrototype practice no item;
/pause 2; /AutoCraft6;
AutoCraft6: /ui action toolbarSlot05; /selectDraftSchematic 19; /
pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage;
/createPrototype practice no item; /createPrototype practice no item;
/pause 2; /AutoCraft7;
AutoCraft7: /ui action toolbarSlot06; /selectDraftSchematic 19; /
pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage;
/createPrototype practice no item; /createPrototype practice no item;
/pause 2; /AutoCraft8;
AutoCraft8: /ui action toolbarSlot07; /selectDraftSchematic 19; /
pause 5; /nextCraftingStage; /nextCraftingStage; /nextCraftingStage;
/createPrototype practice no item; /createPrototype practice no item;
/pause 2; /ui action toolbarSlot08;
 
Cut and paste the above into your SWG file folder.  The only thing you will have to change is the schematic numbers, be sure to change ALL 8 of them!
 
Also, be sure to retype /load macro.txt (or whatever you named it, I named mine bemacro.txt) again after you next log in.
 
Hope this helps
 
Nevvyr Ynhayld, Nov BE, Bloodfin
 

Kniol Kiodo
Master Shipwright
Master Droid Engineer
Master Artisan (PRE-Vehicle Patch)
Vendors at (4988, -3844), just 1000m N of Moenia, Naboo
Ahazi Galaxy
"Say what you mean. Mean what you say. Do what you said."
08-24-2004 12:39 PM  

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BioEngineer Guide & FAQ   [ Edited ]
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Zadokk
Jedi
Posts: 5077
Registered: 02-28-2004


Zadokk

Reply 29 of 40

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At the moment, there are 12 different types of additives that can be made by Bio-Engineers for use by Chefs in food production.  These 12 types are broken down into three types (Light / Medium / Heavy) in four categories (Nutrients / Flavour / Batch / Mass).  Each category has a different effect on the final food item that is produced.  Certain types can only be used in certain foods / drinks, e.g. Lights are used in Synthsteak, mediums in Vasarian Brandy and heavies in Bivoli Tempari - therefore you couldn't use heavies in synthsteak.  However, you can use smaller additives in products that can take larger additives.  So for instance, Brandy can take lights and mediums, bivoli can take lights, mediums and heavies and synthsteak can only take lights. 
 
I will break down the additives into categories, list their effect on the food, what resources they require and also their bonus range.
 
Light Additives
Micronutrient Supplement
Nutrients (Potency)
20 x Organic
15 x Flora Food
15 x Meat
30 - 60 Bonus
 
Multisaccharide Dimate
Flavour (Duration)
20 x Organic
20 x Milk
25 x Flora Food
10 - 30 Bonus
 
Hyper Yeast Additive
Batch (Quantity)
20 x Organic
20 x Cereal
20 x Wild Meat
100 - 200 Bonus
 
Carboreductive Catalyst
Mass (Filling)
20 x Organic
20 x Wild Meat
20 x Domesticated Meat
5 - 15 Bonus
 
Medium Additives
Broadspectrum Nutrient
Nutrients (Potency)
35 x Organic
25 x Flora Food
20 x Meat
60 - 90 Bonus
 
Multisaccharide Tetramate
Flavour (Duration)
35 x Seeds
30 x Milk
30 x Flora Food
30 - 50 Bonus
 
Hyper Yeast Concentrate
Batch (Quantity)
25 x Organic
20 x Cereal
20 x Wild Meat
200 - 300 Bonus
 
Caloric Conversion Supplement
Mass (Filling)
35 x Seeds
35 x Wild Meat
30 x Domesticated Meat
15 - 30 Bonus
 
Heavy Additives
Intelligent Nanonutrient
Nutrients (Potency)
55 x Organic
35 x Flora Food
20 x Meat
90 - 120 Bonus
 
Multisaccharide Pentamate
Flavour (Duration)
35 x Berries
40 x Milk
45 x Flora Food
50 - 70 Bonus
 
Edible Nano Constructors
Batch (Quantity)
25 x Vegetables
40 x Cereal
30 x Wild Meat
300 - 400 Bonus
 
Carbocaloric Eliminator
Mass (Filling)
35 x Fruit
45 x Wild Meat
40 x Domesticated Meat
30 - 50 Bonus
 
It should be noted that as of writing this, that the listed weightings of 33% OQ / 33% PE / 33% FL are INCORRECT and the correct values are 50% OQ / 30% PE / 20% FL.
 
Many people have asked how good their additives are, in would be far too lengthy to compose a scale for every additive, however, here is a scale that has been adopted by the BE community for BSNs (Broadspectrum Nutrients):
 
90 - Perfect
89 - Outstanding
88 - Excellent
87 - Very good
86 - Good 
85 - Above Average
84 - Average
83 - Below Average
82 - O.K.
81 - Poor
80 - Low Quality
<80 - Tends to be unsellable
 
In my experience, most Chefs like their BSNs to be around 85/86 mark and are very pleased to buy 87/88s off you. 
 
As with tailor tissues, high OQ wood can be used in place of Flora to raise the quality of additives as long as the PE/FL of the other resources are high enough as the wood assumes null values for PE/FL.  Let me explain with the following example:
 
You want to make some BSNs.  You have some fungi with 800/800/800 stats (OQ/PE/FL respectively) and some carnivore meat with 850/850/850 stats.  When calculated it would give an average quality of 812, resulting in a respectable 84 bonus BSN.  However, you notice that you have some soft wood lying around with 900 OQ and you use it in your next BSN.  With the wood in place of the fungi in the organic slot, the average quality has now reached 839 which means your BSN now has a bonus of an even more respectable 85.  You should note that using wood is not always preferble.  When using low quality meat, it is vital to use high quality flora to raise the final bonus of the BSN.
 
99% of all additives sold by BEs are nutrients (MNS / BSN / INN), these improve the buff stat of food and is the main stat that people look for when buying food.  However, chefs may ask for other additives such as Multisaccharide Tetramate (duration) which creates instant burst-run food Parwan Nutricake.
 
Additives FAQ
Q: How do additives work?
A: They act as percentage bonus to the final product.  For instance (and thanks to sciguyCO for this), Brandy's base stat is around 200 ish and the average BSN bonus is around +84.  This does not add 84 to the base stat - this would make the brandy's final value 284 - instead it adds a 84% bonus resulting in a 368 potency brandy.  That is why for most products, the higher the potency the better.  However, for foods such as Havla where anything over 100 is pointless, lower end additives can be used which is more economical and also supports BEs who are struggling to create higher end additives, so don't be discouraged if you can't break 84.
 
NB: Some chefs complain that 85s are not good enough and want at least 87s - it should be noted that the difference between these two are so neglible that the difference is about 6 points worth of potency and since most BEs charge a considerable amount more for 87s, 85s should be prefered if costs are too kept to a minimum.
 
Q: How good will my tissues be if I choose BE 0404 instead of MBE?
A: Without master, it means you get +75 experimentation or 7 experimentation points.  With perfect (1000 OQ / 1000 PE / 1000 FL) resources a Master can get a BSN upto +90.  Because of the 3 lost experimentation points, this is reduced to a maximum of 79% which means a final bonus of 84.  Realistically, this means that even with extremely good resources (which would allow a MBE to make 88/89) you will only get 82/83, which would knock about 15 points of potency of your Brandy.  It should also be noted that you lose the ability to craft INNs and have an increased chance of critically failing, failing during experimentation and getting poorer assemblies.
 
Q: How should I price my additives?
A: It's far too hard to comment on pricing here as it varies from server-to-server and it seems to be a very volatile market with prices varying by up to 40% month-to-month.  Your best chance is to ask a fellow BE on your server, check out vendors or use the trade forums.  I sold my first two full runs of BSNs on the trade forums, it helped me establish my name and check out how much people are willing to pay for them.
 
Q: I have a fully stocked vendor but no one buys anything.
A: All additives should be made in large runs, I would say a minimum of 500 units per run.  Also, try putting the serial number of the crate into the name when you make the schematic - remember, chefs make all of their food in factories and therefore to save on resources they need identical components and that includes additives.
 
The trade forums are your friends.  Advertise your services / vendors in a clearly layed out post, clearly stating your current stock levels, prices and whether or not you take orders.
Also, try contacting the Chefs directly asking them, politely, if they need any additives and if they need a regular supplier (be sure to slip a waypoint to your vendor in there too). 
 
Location is also very important, trying asking a well known crafter if you can place a vendor in their shop or perhaps finding a place of your own outside a large city / through-fare can also drum up a lot of business.
 
Q: I can't keep up with orders, I just don't have enough meat!
A: Large quantities of high quality meat can be hard to come by sometimes, but there are ways to get around it.  Check the current dath carnivore meat, if its half decent then go hunt enraged rancors.  This stuff drops off them like leaves in Autumn and is not difficult to come back with 25-30k of it per buff session with a master in an elite combat profession.  Use high quality flora to bring the bonus up if needed.  If it is of a low quality, or you simply can't kill rancors then try Dantooine - voritor hunters have crazy pop rates and are easier to kill.  Also, don't forget the trade forums.  There are rangers / scouts out there looking for meat contracts and many keep stockpiles on them.  This is the expensive option as it can deeply cut into profits as doctors and chefs often offering higher prices for the same resources.

Message Edited by Zadokk on 01-21-2005 05:35 PM

10-07-2004 04:08 AM  

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Re: BioEngineer Guide & FAQ
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Bendi_James
Jedi
Posts: 744
Registered: 12-13-2003


Bendi_James

Reply 30 of 40

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I'm going to post this because, I saw a someone get 1-starred for asking here in the forum and it didn't exactly jump out at mewhile reading through thethe FAQ's.  It seems to be a pretty common question though.
 
   Does the quality of creature meat or flora resources have any effect on Clone combine?
 
                                                           NOPE. 
 
Please feel free to use garbage category meat and flora when making Clones.  Quality makes no difference.  Although, I have seen a couple of pets that had self-esteem issues...maybe they had lesser quality stuff used in making them. 
10-20-2004 11:07 AM  

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