Architect Archive

Thread: Hidden Architect Love in Patch . . . No More Identical Walls Required?

Homeslice
Wed Aug 13, 2003 9:59 pm
#14






AndonSage2 wrote:

Blenheim, they couldn't have possibly taken 10 identical wall structures, because the most you could make is 9... First you have to make a stack of 100 structural modules, then use 10 of those modules to make the Wall Module schematic, which only leaves you 90 structure modules, which is 9 Wall Modules.


Anyway, since I wasn't making anything requiring identical wall modules tonight, I now need to go look for myself


Kristi Morningstar, Master Architect, Chilastra, Tatooine, near Mos Eisley, House Arcanum







I didn't think it mattered if you used identical structural modules to make wall modules. I know for mine I made a lot of structurals by hand and then put them in the wall modules schematic and loaded up what ever ones I want into my factory.

Nagorak
Wed Aug 13, 2003 10:41 pm
#15






AndonSage2 wrote:

Blenheim, they couldn't have possibly taken 10 identical wall structures, because the most you could make is 9... First you have to make a stack of 100 structural modules, then use 10 of those modules to make the Wall Module schematic, which only leaves you 90 structure modules, which is 9 Wall Modules.


Anyway, since I wasn't making anything requiring identical wall modules tonight, I now need to go look for myself


Kristi Morningstar, Master Architect, Chilastra, Tatooine, near Mos Eisley, House Arcanum







If it uses the same schematic then it's identical. It doesn't matter if you run in through one day, and then again not till the next week, all the walls will come out with the same code.


And as to the schematic thing, try adding an extra 0 when you're at the "amount" screen. You can manually input 1000 for uses.

AndonSage2
Thu Aug 14, 2003 1:23 am
#16

Nagorak,


Thanks for the info. I just always thought that a schematic had to have identical pieces parts in it too.


I wonder if the 1000 thing is a bug? If not, that would be great.


Also, I checked all the schematics... no more identical wall modules.


Kristi Morningstar, Master Architect, Chilastra, Tatooine, near Mos Eisley, House Arcanum

JazzmanianDevil
Thu Aug 14, 2003 2:25 am
#17



Nagorak wrote:

If it uses the same schematic then it's identical. It doesn't matter if you run in through one day, and then again not till the next week, all the walls will come out with the same code.

And as to the schematic thing, try adding an extra 0 when you're at the "amount" screen. You can manually input 1000 for uses.






As of Tuesday night that was not true. I read that here and tried changing the number of uses to anything over 100 and it kept switching back to 100. Was making schematics for structural modules and wall modules. More than 100 was impossible to attain.



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SummerDream
Thu Aug 14, 2003 3:43 am
#18

The wall thing is nice and true, anyway they made a small "hidden" nerf too to this.


For example, making nukes, you have to make those 2 identical manufactoring mechanism, which needs a turbine each. Now, pre patch you could just have used any kind of turbine in making the manufacturing mech schematic, and it was appearing in the list as a generic "generator turbine".


Now it appears with the ID code of the turbine too - like generator turbine (g49302xa) - and this means you have then to use in the factory the same ID's turbines.


So the identical components needing subcomponents require them to be made with factory too now.






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Jafredes
Thu Aug 14, 2003 5:29 am
#19

Sorry about my earlier snide comment...was a little tired.


I made a schematic (structure mod) last night that let me put the1000item run on it still. I put it in the factory with enough stuff for all 1000 of em and started the thing cranking. I went back to check later: I had 100 modules, the 101st had ate the components but not been made, and the structure factory was Off. Morale of the story: Dont do 1000 runs (if it lets you make one) til someone tells if this was a 'fix' for something that shouldnt have been happening or a bug that was introduced yesterday.


I havent made a wall schematic yet, but they used to say "structure_module" (with a nonspecific name) for that component of the schematicand thats why you could use different (non-identical) Mod's. Sometimes on other schematics it would say a specific name (requiring identicals) and sometimes not...not sure if this got a pass thru to fix it or not, it does need to be standardized though.


Hopefully we will get a response on our Architect problems that the Correspondent put forth sometime here and it will clear some of thisup

Glug
Thu Aug 14, 2003 6:42 am
#20

I recall being able to set over 100 when I first started out, and never needed it. Since then I Have never been able to.

Also, regarding 10 walls..

I made a wall schematic for 100. I then make structure schematics for 100, and load those against the wall schematic. I have never had a problem making my walls in stacks of 10. I *hope* that wasn't changed, because it will mean I have to eat one wall out of every 10 that I make, only because they require so many structure modules per. I think having to eat 250 materials to make subcomponents for 10 components is more than sufficient. Having to spend 2900 materials every time I want to make 9 walls is obnoxious.



R.I.P. Glug - April 26th 2004

Now a hero in Paragon City. A B

Kabral
Thu Aug 14, 2003 7:29 am
#21

Jafredes wrote:


I noticed this on the Heavies a couple of days ago...like last wednesday maybe? It changed over night with no indication of why. At the time the PA halls were still Identical Walls requiredcause I checked several schematics when I noticed it. Guess what, those changed (at the least) today to similar walls. Good to know we are informed of big changes like this????????


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


When I built our PA Hall about 3 weeks ago it did not require identical Wall Modules.


I love the new changed though, noticed it yesterday

LuxorStrike
Thu Aug 14, 2003 8:02 am
#22

I love the way I get 2 Critical Failures on 3 houses



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Luxor' Shee'san
Master Bounty Hunter
DriodSlayer
Thu Aug 14, 2003 8:07 am
#23

Whoop de doo Luxor, suck it down and get on with it


Ive have two large mineral mines and two fusion ion generators fail both sets straight after eachother, now thats depressing...


Maybe at some point all those noob Architects will put their prices up to cover failures... here's hoping anyway.

LuxorStrike
Thu Aug 14, 2003 8:10 am
#24

Don't have to be a smartass about it. Thanks anyways.



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Luxor' Shee'san
Master Bounty Hunter
LuxorStrike
Thu Aug 14, 2003 8:18 am
#25

Did you take up Furniture first before the other things? If not than you my friend are the newb. Thanks.



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Luxor' Shee'san
Master Bounty Hunter
SummerDream
Fri Aug 15, 2003 2:43 am
#26

I'm not that sure Luxor .. i took harvesters to 4 first, and as i've been raising fornitures from 1 to 4 the criticals greatly increased, with them now being about 2.5x more often than without fornitures.






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