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I had run this program for quite a long time, just upgraded to newest version, so it was there before, but I'll go ahead and copy it there anyway and try... tks
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ok, fixed that, then got the following
An error occured while reading the data file an area in the SWGCIMPORT is highlighted from A8 to R584 any ideas now??? |
question
i've been poking around with the spreadsheet, and i have a question. is it possible to set the tool to automatically select advanced components for weapon crafting? (as a side option, to have them automatically calculate the component resource requirements)
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In the 1.70.02 version, the "I want to add a Resource to the Resource Sheet" button on the "SWGCraft Parsed" pane doesn't work. Clicking on it only selects the button as an object. Any quick and easy way of activating this? I use that button all the time.
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When I upgraded to 1.70.02 I started getting a error message that says "An Error occured while reading the data-file." Any suggestions? Yes, the dll is in the right place. I had the 1_66_91 version previously. Thanks!
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With 1.70.02, I cannot make the Schematic select general resource names (ie Steel, Inert Petrochemical) It will select specific type materials (ie Phrik Aluminum, Polysteel Copper)
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Im curious as to where I could find I guess a manual for this so I can figure out what some of this stuff is and what is the resource # mean on the wth summary?
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Even though it's slightly out of date, the manual Fooman had for his V6.0 of this tool is probably what you're looking for. Anything not covered within the tool itself should be covered in that document.
You can find it on the SWGCraft downloadable tools page. |
I've got this random "available" resrouce in my spreadsheet in both the 1.7 and 1.6 versions.
It only shows up in the "What to Harvest today" screen and doesn't show stats or in my resources tab. Anyway to fix this? |
I've always been plagued by the "error reading file" issue using version 1.70.XX. I'm *not* a VB or VBA programmer, or even remotely close to it. But I like to putter about. So I finally opened up the VB debugger today and just started playing with things. This is for any of you out there who actually have VB knowledge and may be able to make a fix, because I'm certainly not competent enough to do it.
I'm running a Windows2000 machine, using Office2000. I opened up the "DataImportFunctions" module and iteratively began stepping through it. There are two lines in this code that caused the reading error... .TextFilePlatform = 437 and .TextFileTrailingMinusNumbers = True After checking on MSDN, I know that the latter is uniquely an Office 2003 property. The former is supposed to work in 2000, but I don't know why it doesn't. Anyhow, if I comment out those two lines, the rest of the importing function works properly... mostly. While I'm able to get the parsed data into the "SWGC Import" worksheet, the "What To Harvest Today" worksheet still has an issue. Because I'm commenting out the trailing minus numbers option, the code has difficulty understanding negative numbers, so it is showing kind of crazy data on how long a resource has been in shift. I don't have any idea how to fix this, but at least I'm able to get the resources currently in shift to appear in the What To Harvest Today area. I also figured out that it was the "error reading file" errors that were causing the runtime errors when choosing a schematic, though I don't know how or why. Anyhow, if anybody out there comfortable with VBA can use this information to make a fix to the code for those using Office2000, I'm sure a lot of people (myself included) would be grateful. |
Awesome job! I have one question though...I'm a weaponsmith and was just using the tool to get the resources for an Advanced Blaster Pistol Barrel (key states are CD .667 and SR .333) and noticed that the first choice wasn't what I expected. I reviewed the stats on my resources and noticed that, for the 16 unit metel item, the tool recommended Quadilenian Polysteel copper which I has a score of 881.075 ((956 X .667) + (731 X .333)). However in my inventory I also have Asoowe Polysteel copper which has a score of 920.395 ((982 X .667) + (797 X .333)) as well as two other resources with higher ranks than the resource the tool selected.
Also, the filter is set to 'Use All Resources'. All other resources for this schematic all appeared correct. Only the 'Metel' item appeared incorrect. Please let me know if I'm doing something wrong and thanks again for such a cool tool for crafters. |
Try crafting one of each with the resources the tool tells you to use, and the ones you expect are the best.
Chances are, the tool is right ;) The schematics might list CD 66% and SR 33% while it's actually closer to CD 68% and SR 32% (which is what the tool is looking for in this case). These are anomalies calculated through a lot of testing with various resources. There are many such anomalies, and even though these conclusions were arrived at a long time ago, my experience still holds them to be correct. If you look through the list of resources on the "What to harvest Today" page you'll see these percentages along with the resource names. |
SWGC Tool and the CU
Does anyone know how we can get the tool updated with all the new schematic changes that will be part of the Combat Upgrade?
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Correct me if I'm wrong but regardless of the split between CD and SR (67%/33% or 68%/32%) the tool should have picked to the other resource because it's stats for both CD and SR are higher than the stats of the resource that the tool selected....One other thing I noticed is that even though the requirement for the resource is just 'Metal', the tool doesn't allow you to select the best resource (which is also a copper) or to select any Steel. The only options to select are some copper and aluminum. Something definately appears wrong. Thanks again for your help. |
Any resource you want to be picked as a generic resource, must be set as "1" in the "Use this Resource as generic type?" column in your resource-list. If it's set to "0" it will only be picked if the schematic calls for that specific resource-type.
Check to see if the resources you expect the tool to pick is marked as "1" in that column. If it isn't, rectify it and click the "Update Tool" button. |
Arkel, Thank you very much. That was it. Again, thanks for such a cool tool!
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I would like to know that as well. Is anyone still supporting this tool? |
Unfortunetly I no longer have a master weaponsmith or the ability to use the test center frogs to make one or I could do this. If various crafting masters would be willing to submit schematic information/changes I would be happy to compile it and push out a new version.
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what exact info do u need m8 i would be willing to help
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hey sloejack
i would help you as well, send me a pm or post here with what you need exactly and i provide you with all the info. lets keep this awesome tool alive |
If you unhide the data all worksheet in the tool, you'll see the current implementation. I guess what I need is two-fold. First, I need to know if the current structure of the data fits with the new items and any crafting changes that came with the Combat upgrade. Assuming there are no structural changes to the data, I just need updated data for each class. It seems the bulk of the changes are focused around Weaponsmiths and Armorsmiths currently so I would need updated schematic information for the items made by those classes. I can tell you up front it takes some time and effort to do this so if you agree to help, you're probably going to need to commit a day or two of gathering and recording information.
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from what ive seen so far the needed resources and components(schematics) for all pre-CU weapons are the same. there are a couple of new schematics but, if i remember correctly, not all that were published with pics pre-CU. so those schematics are prolly loot.
i will provide the schematics of the new weapons later. if i saw that right laser rifle are no named "light laser". ill log on my WS later and post it here. ps. i dont have an armorsmith. anyone ? |
Do you need Complexity and Schematic data size of each ?
1-handed melee weapon RSF sword: 34 steel 12 polymer 1x advanced sword core SR 100% Carbine Czerka Dart Carbine: 65 Titanium Alu 25 PLatinite Copper 10 Metal 5x Adv Proj Feed Mech(APFM) 1x Adv Proj Rifle barrel(APRB) 1x Adv Weapon Scope(AWS) 1x Adv Weapon Stock(AWST) Cd/oq 50/50 E11 Carbine MarkII: 50 Kamris Iron 25 Steel 10 Metal 3x Advanced Balster Power Handler(ABPH) 1x Adv Blaster Rifle Barrel(ABRB) 1x AWS 1x AWST Cd/OQ 50/50 E5 Carbine: 50 Kamris Iron 25 Steel 10 Metal 3x ABPH 1x ABRB 1x AWS 1x AWST Cd/OQ 50/50 Melee Weapon Blaster Fist: 12 Ferrous Metal 8 Steel 3x ABPH 4 Copper 1x Advanced Vibro Blade Unit(AVBU) SR 100% Massassi Knuckler: 12 Ferrous Metal 8 Steel 8 Metal 4 Copper 1x Advanced Vibro Blade Unit(AVBU) SR 100% Pistol DL44XT: 25 Steel 8 Steel 4 Metal 1x Blaster Power Handler 1x Blaster Pistol Barrel 1x Weapon Scope cd/oq 50/50 Death-Hammer Pistol: 18 Aluminum 8 Metal 4 Metal 1x ABPH 1x Advanced Blaster Pistol Barrerl(ABPB) 1x AWS cd/oq 50/50 High Capacity Scatter Pistol: 33 Doonium Iron 22 Ferrous Metal 10 Metal 1x ABPH 1x Advanced Projectile Pistol Barrel(APPB) 1x AWS cd/oq 50/50 Initmidator Pistol: 30 Iron 15 Steel 6 Metal 1x APFM 1x APBP 1x AWS cd/oq 50/50 Renegade Pistol: 45 Netronium Steel 20 Plumbum Iron 10 Metal 2x ABPH 1x ABPB 1x AWS cd/oq 50/50 Polearm Cryo Lance: 38 Ditanium Steel 17 Polysteel Copper 6 Metal SR 100% Electric Polearm: 38 Ditanium Steel 2x Power Conditioner 1x Advanced Reinforcment Core 6 Metal SR 100% Rifle Advanced Laser Rifle: 65 Link-Steel ALuminum 35 Non-Ferrous Metal 15 Metal 3x ABPH 1x ABRB 1x AWS 1x AWST cd/oq 50/50 Ligh Laser Rifle: 65 Link-Steel ALuminum 35 Non-Ferrous Metal 15 Metal 3x ABPH 1x ABRB 1x AWS 1x AWST cd/oq 50/50 Special Heavy Weapon Lightning Rifle: 65 Steel 35 Iron 25 Copper 45 Siliclastic ORe 150 Inert Petrochemical 15 Metal 4x ABPH 1x ABRB 1x AWS 1x AWST cd/oq 50/50 Plasma Flamethrower: 130 Steel 70 Iron 15 Metal 4x ABPH 1x ABRB 28 Liquid Petrochemcial Fuel 1x AWST cd/oq 50/50 |
One thing to keep in mind now is that crafting has changed a bit mathematically. This probably affects this tool. Thread here:
http://swgcraft.com/forum/showthread.php?t=17851 |
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NM .. just read this on the off boards: "before when you looked at Rhodium you really didnt need to care too much about CD as the OQ would totally deminish the weight of the low low CD now the CD will be come the most important stat as a smalle change in CD will make alot of difference in the weighing of the resources example I also posted in the thread on the craft If we for instance look at the kette plumbum Iron one and two we will see that with the new system they have switched places. Old number one: CD 64 OQ 1000 (50/50 yielded a 53.2% max experimentation) Old number Two CD 76 OQ 979 (50/50 yielded a 52.75% max experimentation) Now lets look at them under the new system Old number one CD (64-1)/(82-1) = 77.778% OQ (1000-1)/(1000-1)= 100% (CD+OQ)/2 = 88.889% Old number two CD (76-1)/(82-1) = 92.59% OQ (979-1)/(1000-1) = 97.898% (CD+OQ)/2 = 95.245%" |
I took the majority of this from a post on the SWG AS forums. I've tried to clean it up a little and add some things. Please let me know if this you need more info.
The original poster has the Rebel Faction armor schematics, but as I don't have access to those I couldn't confirm. And I don't have the Imperial schematics yet. Experimenation on all things is 50/50 - OQ/SR for Condition and General Protection. Except for final combine on the armor pieces (Appearance) which is 33/33/33 DR/OQ/SR for condition. Layers Acid Protection Armor Layer 20 non-ferrous metal 12 polymer 10 crystalline gemstone 14 malab siliclastic ore Cold Protection Armor Layer 20 non-ferrous metal 12 polymer 10 laboi crystalline gemstone 14 malab siliclastic ore Electrical Protection Armor Layer 20 non-ferrous metal 12 polymer 10 Bal'ta'ran amorphous gemstone 14 ardanium siliclastic ore Energy Protection Armor Layer 20 ferrous metal 12 polymer 10 plexite amorphous gemstone 14 alantium carbonite ore Heat Protection Armor Layer 20 ferrous metal 12 polymer 10 kerol fire-gem crystalline gemstone 14 frasium carbonite ore Kinetic Protection Armor Layer 20 ferrous metal 12 polymer 10 amorphous gemstone 14 chromite carbonite ore Advanced Armor Layer Primus 25 neutronium steel 14 polymer 14 gravatonic fiberplast 16 vintrium extrusive ore 12 perovskitic aluminum Advanced Armor Layer Secundas 25 thallium copper 14 polymer 14 gravatonic fiberplast 16 chronamite extrusive ore 12 perovskitic aluminum Advanced Armor Layer Tertius 25 conductive borcarbitic copper 14 polymer 14 gravatonic fiberplast 16 dylinium intrusive ore 12 perovskitic aluminum -------------------------- Segments Assault Armor Segment 10 steel 5 iron 15 polymer 5 scaley hide (optional) 4 layers (not identical) 1 enhancement Battle Armor Segment 10 steel 5 aluminum 15 polymer 5 wooly hide (optional) 4 layers (not identical) 1 enhancement Reconnaissance Armor Segment 10 steel 5 copper 15 fiberplast 5 leathery hide (optional) 4 layers (not identical) 1 enhancement -------------------------- Cores Basic Assault/Battle/Recon Core 30 hide 30 fiberplast 30 metal 25 gemstone 1 Assault/Battle/Recon segment (optional) 1 core enhancement Standard Assault Core 35 wooly 35 dath fiberplast 35 intrusive ore 30 iron 30 copper 25 amorphous gemstone 2 assault segments (optional) 1 core enhancement Standard Battle Core 35 bristley 35 correlia fiberplast 35 extrusive ore 30 aluminum 30 copper 25 amorphous gemstone 2 battle segments (optional) 1 core enhancement Standard Reconnaissance Core 35 leathery 35 naboo fiberplast 35 polymer 30 steel 30 aluminum 25 crystalline gemstone 2 recon segments (optional) 1 core enhancement Advanced Assault Core 45 dant wooly 45 dath fiberplast 45 intrusive ore 40 kammris iron 40 mythra copper 35 amorphous gemstone 3 assault segments (optional) 1 core enhancement Advanced Battle Core 45 naboo bristley 45 corellia fiberplast 45 extrusive ore 40 phrik aluminum 40 beyrllius copper 35 amorphous gemstone 3 battle segments (optional) 1 core enhancement Advanced Reconnaissance core 45 lokian leathery 45 naboo fiberplast 45 polymer 40 carbonite steel 40 link-steel aluminum 35 crystaline gemstone 3 recon segments (optional) 1 core enhancement -------------------------- Suits Yes believe it or not it was easier to type it this way instead of repeating the same thing over and over and over. Optional to ALL pieces except gloves and boots 1 biological-mechanical cartridge 1 feathered appearance enhancement 1 armor appearance enhancement 1 and 2 are resource requirments listed, 3 and 4 are tailor items only 1 of each listed is needed. All schematics now have the word Appearance at the end…For example Bone Armor Left Bicep is now Bone Armor Left Bicep Appearance -------------------------- Similar suits (9 piece standard) Bone (uses Battle armor cores) 1) bone 2) metal 3) FP 4) RFP Chitin (uses Assault armor cores) 1) bone 2) metal 3) FP 4) RFP Composite (uses Assault armor cores) 1) wooly 2) solid petro fuel 3) cloth 4) RFP Ithorian defender (uses Battle armor cores) 1) polymer 2) extrusive ore 3) cloth 4) RFP Ithorian guardian (uses Reconnaissance armor cores) 1) bone 2) metal 3) cloth 4) RFP Ithorian sentinal (uses Assault armor cores) 1) leathery 2) intrusive 3) FP 4) RFP Marauder Battle (uses Battle armor cores) 1) bristley 2) low-grade ore 3) FP4) RFP Padded (uses Battle armor cores) 1) scaley 2) metal 3) cloth 4) RFP Tantel (uses Reconnaissance armor cores) 1) avian bone 2) aluminum 3) cloth 4) RFP Resource Quantity resource1 resource2 Cores chest 50 50 3 biceps 25 25 1 bracers 25 25 1 pants 45 45 2 helmet 40 40 2 boots 25 10 0 gloves 15 10 0 -------------------------- Kashyyykian Black Mountain Armor (uses Battle armor cores) 1) wooly 2) endorian evergreen 3) cloth 4) RFP Ceremonial Armor (uses Reconnaissance armor cores) 1) leathery 2) endor conifer 3) cloth 4) RFP Hunting Armor (uses Assault armor cores) 1) scaley 2) endorian deciduous 3) cloth 4) RFP Resource Quantity resource1 resource2 cores body 135 100 5 bracers 25 25 1 legs 40 45 2 -------------------------- Mabari (uses Reconnaissance armor cores) body 1) 150 hide 2) 150 metal 3) cloth 4) RFP (7 cores) pants 1) 45 hide 2) 45 metal 3) cloth 4) RFP (2 cores) helmet 1) 40 hide 2) 40 metal 3) cloth 4) RFP (2 cores) boots 1) 25 hide 2) 10 metal 3) cloth 4) RFP gloves 1) 15 hide 2) 10 metal 3) cloth 4) RFP Ubese (uses Reconnaissance armor cores) body 1) 100 leathery 2) 100 steel 3) cloth 4) RFP (5 cores) pants 1) 45 leathery 2) 45 steel 3) cloth 4) RFP (2 cores) bracers 1) 25 leathery 2) 25 steel 3) cloth 4) RFP (1 core) helmet 1) 40 leathery 2) 40 steel 3) cloth 4) RFP (2 cores) boots 1) 15 leathery 2) 10 steel 3) cloth 4) RFP gloves 1) 25 leathery 2) 10 steel 3) cloth 4) RFP Specialty Armors R.I.S. Segment 75 titanium aluminum 75 chanlon intrusive ore 50 rori fiberplast 1 woolamander harrower bone fragment 1 gurk king hide 1 GDK scale RIS Armor (uses Battle armor cores) body 1) 50 Talusian Fiberplast 2) 50 Chromium Aluminum 3) cloth 4) RIS Armor Segment (3 cores) pants 1) 45 Talusian Fiberplast 2) 45 Chromium Aluminum 3) cloth 4) RIS Armor Segment (2 cores) bracers/biceps 1) 25 Talusian Fiberplast 2) 25 Chromium Aluminum 3) cloth 4) RIS Armor Segment (1 core) helmet 1) 40 Talusian Fiberplast 2) 40 Chromium Aluminum 3) cloth 4) RIS Armor Segment (2 cores) boots 1) 25 Talusian Fiberplast 2) 10 Chromium Aluminum 3) cloth 4) RIS Armor Segment gloves 1) 15 Talusian Fiberplast 2) 10 Chromium Aluminum 3) cloth 4) RIS Armor Segment -------------------------- Faction armor Rebel Armor: Assault Bracer/Bicep: 50 Scaley 50 Steel 1 Core 1 reinforced Fiber Panel 1 BMC (optional) 1 FAH (optional) 1 AAE (optional) Chest 100 Scaley Hide 100 Steel 3 cores 1 synth cloth 1 RFP 1 BMC (optional) 1 FAH (optional) 1 AAE (optional) Boots: 50 scaley 20 steel 1 synth 1 RFP Gloves: 30 Scaley 20 Steel 1 synth 1RFP Helmet: 80 scaley hide 80 steel 2 cores 1 synth 1 RFP 1 BMC (optional) 1 FAH (optional) 1 AAE (optional) Leggings: 90 Scaley hide 90 Steel 2 cores 1 synth 1 RFP 1 BMC (optional) 1 FAH (optional) 1 AAE (optional) Marine Armor: Same as Above EXPECT you use Wooly and Copper Battle armor: Same as Above EXPECT you use Bristely and Iron ------------------------------ Ubese Bandolier Appearance 15 Iron 5 Steel 1 Fiberplast Panel Mabari Armor Belt Appearance 15 Metal 4 Hide 1 Fiberplast Panel Padded Armor Belt Appearance 10 Lokian Leathery Hide 10 Scaley Hide 5 Corellia Fiberplast 5 Metal 3 Polymer 2 Wooly Hide 1 Synthetic Cloth 1 Reinforced Fiber Panel |
Doing some serious work on the AS side for you Sloejack, mailing it to you as I go along.
Hope it can help you in your task to upgrade this thing post CU :) It is a great tool to use for all. Zenedra / Belrin |
Good stuff coming in folks, I'll work on it tonight and tomorrow and at least get a preliminary version out for people to look over and make sure it's behaving properly and that the updates are as expected.
As far as the math on experimentation changing. That figures. I'll have to take a look at it, but don't expect any changes in that initially. |
May I suggest a version-number change in the next version? There's quite a few 1.66 versions now, perhaps it's time to bump it up to 1.7? :)
Anyway, I've said it before and I'll say it again - I'd be completely lost without this tool, and I'm extremely happy to see it get updated. I've added the new weaponsmith schematics to my own version, but as I don't know the inner workings of the tool it's not 100% integrated - it only works to show me the best resources I have for the schematic, and wether an advanced or basic subcomponent is used on the new weapons, haven't updated the old ones at all. I'm very much looking forward to a "real" updated version :) |
Looking forward to a post CU tool, I love this thing, and have never had such success managing my harvester fields since I got this thing.
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Problem dowloading resourses from swgcraft.
Hello.
I have some errors comming up when trying to get resourse update. An error occured, please check the filname and try again. and then this msg. comes up. The tool encountered an error trying to dowload the status file from swgcraft.com. Attempt to get the resource list anyways? Afther choosing yes, this comes up: There is a new csv file available for download. Choosing download now: An error occured, please check the filname and try again. And then a run time error 5 comes up. and it starts the debugger. Can anyone help? Thx. |
Resource stock.
Is there a way to import what you actually have resources stocked in the game to the tool or do I have to put it in manually?
Thank you. |
Sorry, only manual "import", at least that I know of. But, believe me, it's worth it! :)
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Manual?
Hello.
Does it exist a manual or readme file for this tool. Quite hard to understand very well, but hey it could just be me :confused: |
As I am sure you already know this is an excellent tool - Thanks.
Just wondered if there was a way to download all previous resource stats then I can cut and paste my lists of resources from SWG. Unless there is an easy way ? Sorry if this has been answered before - I am not very technical. :confused: |
Updating What to harvest list in the tool?
Hello.
I have removed/deleted all the resourses that came in the file I downloaded. I have manually put in some of my resourses. I did a test. I took up a schematic with a lot of resources I don't have. It came up saying i missed several of them. I then pushed the Regenerate WTHT list to see if it came up with resources I should harvest. Looking at the WTH Summary it has not changed?? Do I miss something here? Thx. |
Arkel,
All my appologies I accidentaly edited your message (its been a long while since I've been here... sorry once again), ... which basically said... Well, the only manual you'll find is here...and is for the original Fooman's Star Wars Galaxies Weaponsmith Tool V6.0 .it"s pretty old but amazingly somewhat up to date.... Hehe, I knew that taking time to write that old manual would be usefull in the longrun!:cool: Cheers |
There, I have now completed the AS schematics for Sloejack to start converting into the tool. Haven't been able to get all the stats (complexity, size and such) to the faction armors though, if anyone else can provide him with that? It will shurley be a while before I can get my hands on those schematics. They cost a small fortune in fps. Ohh well, just wanted to give you all a heads up on the AS part.
Take care all |
ACK
I converted to 1.7 curerntversion and I'm gettting an out of range error when I select a schem I upgraded partially becasue I was getting an error when I tried to laod professions in the 1.69 spead sheet Help *whimper* :eek: |
wehre is the link to convert to the 1.7 version?
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