Architect Archive

Thread: November Post Patch Issues

StumanKadir
Sun Nov 23, 2003 11:57 pm
#14

Bugs that I have seen since the last patch.



  • Critical failures on crafting and experimentation has skyrocketed to unsustainable levels.

  • Under certain circumstances, BER12 harvestors lose all their remaining power on redeeding (yet to nail it down but it appears if a harvestor has between 1 and 2 days power left, you loose the lot on redeeding).

  • experimented crafting tools and crafting stations still have no impact on the crafting process (a -10 station gives the same result as a +43.75 station).

  • the graphics for the modern and master bookcases are switched around.

  • can't add guild:XXX to factory administrator permissions

  • tax rates on player cities are scaring away new residents and styming most player cities aside from those run by the big PA's.

  • Able to run heavy harvestors on negative power (when a harvestor runs out of power, it still keeps running and even allows itself to be redeeded with negative power).

  • new Medium harvestors mean that no one is buying any of the older BER7 & 8 heavy harvestors...I mean really, why would you even bother keeping a BER7, 8 or 9 Heavy Harvestor???

  • No experimentation allowed on Fusion Generator extraction rates or on Solar Generator extraction rates.

There are a few more bugs and issues but this list alone gave me a headache.





Stuman Anikadir
Maker of stuff - on hiatis until they work out what they are doing to this game

Will be back once the Crafting Upgrade is announced
Sick of playing with kiddies, come play with the old folks, we are just as gamey as the next person

Lenaa
Mon Nov 24, 2003 5:40 am
#15

Things I didnt see anyone else mention...


1) Existing structure deeds (homes and PA halls) were not "grandfathered" to the new planets.


2) BER 10 heavy harvesters still cost more to run (and thus are very hard to sell) than BER 10 mediums. Most harvesters from before the patch were BER 10, leaving architects once again with piles of deeds that no one wants. Its child's play to make a run of BER 10 medium mineral out of the factory, but doing so means no one is going to buy heavies for any where near cost (and usually not even buy them period). Simple solution is to give architects a new schematic... a harvester upgrade kit. With an existing BER 10 deed, and a high quality upgrade kit (using the same high quality resources it takes now to make the appropriate mining unit), architects have the same chance to increase the BER of the deed as they would if they had crafted originally under the new system. Most architects used very high quality resources to make BER 10's anyway before the patch, so these harvesters really SHOULD be BER 11 or 12 (if not 13). Please, don't leave us with "junk" deeds two patches in a row.


3) Harvesters aren't animating, so it is impossible to tell if they really are working or not. Power usage still seems messed up as well. I have a macro that I use for adding a weeks worth of power and maintenance to a harvester when I drop it. I dropped 9 brand new harvesters (never used before, made after the patch AND after all the chances to maintenance) on an ore spot. Came back 3 days later to find I had 4 days maintenance (as I should) but only about 2 days power!!!


4) Power and maintenance come out of harvesters during down time, but they don't actually produce anything. (Note this is a theory based on 3 above that I and many others share.)

GogoDodo
Mon Nov 24, 2003 7:46 am
#16

Critical failures are goofy of late. One day i had 3 assembly in a row followed by 2 experiment Cfs in a row. Took 6 tries to make one item. The next day i had no CFs.


Allow us to upgrade old deeds. maybe swap out the mining module or something.


Pre patch components worthless. Highly experimented ore mining modules pre patch are lower BER than non experiemented post patch ones.


Ore mining modules still not crating.


Would it be possible to have heavy floras, chems, and gas to have some sort of animation?



G




Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
Kor Vella, Corellia; Trinity City, Naboo
Starsider
Ragnoraq
Mon Nov 24, 2003 8:16 am
#17

Grandfather issue


I got 60 pre-patch deeds for naboo houses, and my city moved to dantooine, and what shouldn't be worthless now is.


I also built a tatooine pa hall, which didn't work, even though it should (yes, i read about csr above, but i have yet to go to them, even over my dissapearing million credit kryat pistol)


-Ragnoraq


Mayor of Hideaway, Dantooine

Megatroid
Mon Nov 24, 2003 8:16 am
#18






Lenaa wrote:

Its child's play to make a run of BER 10 medium mineral out of the factory, but doing so means no one is going to buy heavies for any where near cost (and usually not even buy them period).



We need a fix soon on the medium mineral harv schematic to take walls instead of struct mods. It's justerodingany feasible pricing structure on heavies.It's even worse now w/ the overlapping experimentation ranges. People are selling w/ a 100k difference fornearly same BER...might as well go out of business.



*---------------------------------------------------------------------*
Megatroid 11pt Doc, Flora Farmer
Visit Megatroid Voodoo Co. - Buffs, Meds
Compton, Naboo (-4110, 3310 near Theed)
Moepple
Mon Nov 24, 2003 8:54 am
#19

No,


no more changes to Schematis or BER pls. People are confused enough. Heavy Harvesters are now quite useless to those who mine as a Miner. Because they want to be cost-effective. However, I am using Heavies for myself to harvest the maximum.


Its ok as it is.


Just fix Fusions and Solar Generators :-)


Read ya.

Mumps
Mon Nov 24, 2003 9:16 am
#20

The ore percents are just fine as far as I am concerned. It makes for an interesting challenge whether to mine that 88% aluminum or the 46% siliclastic.Makes you think about resource allocation. Everybody is in the same boat, so leave 'em alone.



Griswel
Mon Nov 24, 2003 7:46 pm
#21

1 - Crits do seem higher


2 - Are fusions going to be fixed? Some announcement on this would be good, so people can start making these without thinking that they're wasting resources by moving now vs after a fix.

Waste93
Tue Nov 25, 2003 7:21 am
#22

Here are the issues I know of. Some are repeats.


1) Unable to experiment on Fusions


2) Increased rate of crit failures


3) Armoire graphic mixup (the white master level and wooden mid level have been switched)


4) If attacked while crafting you loose all the components loaded into the schematic. This will occur regardless of which stage you are at in the crafting process. Even if you finished and it's just loading it.


5) Ore units not crating.


6) Not sure if this was fixed or not. Crafting stations using Artisan experimentation points. Also when experimenting on them you use the Droid, Weapon, etc crafting tool instead of the Structural.




Colonel Waste - The Wookiee Crusader
Bo-Nes
Tue Nov 25, 2003 8:18 am
#23

Power consumption is a display issue only. Power is not actually being consumed as fast as the display says it is.


The work around is to turn your harvester off then back on. Check your power reserves and you will then see the correct value.





Bo-Nes
Intrepid, Naboo
Master Architect/Master Artisan
Architect's Paradise
Located in Gathera, Naboo at -2755 2299

AnganA
Tue Nov 25, 2003 9:01 am
#24

PLEASE, PLEASE, PLEASE ADDRESS THE FUSION GEN SITIUATION..........


WILL IT BE STATUS QUO (14 max) OR SHOULD WE EXPECT A CHANGE?

I WANT TO BUY 10 NEW GENS ON ECLIPSE AND WON'T UNTIL I KNOW WHERE WE ARE GOING WITH THIS.


ANGAN
Mor-Dan
Wed Nov 26, 2003 11:58 am
#25



Waste93 wrote:

6) Not sure if this was fixed or not. Crafting stations using Artisan experimentation points. Also when experimenting on them you use the Droid, Weapon, etc crafting tool instead of the Structural.






stations were fixed. stations are one of the things people are grinding to make master now, along with statues.



Vendor Locations:
-1560 120 in Soal Valley, Corellia
-4700 5600 north of Theed, Naboo
kErosion
Wed Nov 26, 2003 12:51 pm
#26

It isn't a critical issue, but the current distribution of storage space in houses drives me nuts.


Small: 2 Lots, 150 Storage


Medium: 2 Lots, 150 Storage


Large: 6 Lots, 250 Storage


Guild Hall: 7-9 Lots, 250 Storage


Factory: 1 Lot, 100 Storage


I'd rehash the arguments again, but we've been there and done that. The ability toenhance the storage space available to a house through costly optional enhancements, or have an option to get more storage from the house management terminal would really help crafters out. As it is I have no room to decorate any of my homes.


How about an option for a house to be a Workshop, or some piece of furniture that only a limited number of can be placed in a home that functions as a Resource Hopper, or storage space specifically for Factory Crates that will hold up to 100 stacks of Resources or Crates that don't count against the storage of the home?




kErosion Ral'Zek
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