Architect Archive

Thread: How often are you getting critical failures? Is this many unusual?

Quadork
Mon Jul 14, 2003 3:09 pm
#14

Not to mention the fact that you can make 30k plus per day crafting furniture



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LeafyDoom
Mon Jul 14, 2003 9:30 pm
#15

Actually I didn't have them confused but I could have worded it better. I realize that it's the furniture line that gives us more assembly skill (and therefore helps with successes). But I wanted to also point out that we're also gimped for experimentation points more than other advanced tradesmen.

Although the common thought is that experimentation doesn't matter much for Architect items (although I think it still affects crafting station effectiveness) we should keep pointing it out for the day it does become important.

That said, has anyone done any objective reviews of the performance of different quality harvesters? There's got to be a number of bugs in the system that might make this impossible but recently we've seen some harvesters consuming less power/maintenance than others and even a case where a harvester sitting on a 63% ore spot was repeatedly pulling in higher volumes of ore than the same harvester type sitting next door on a 64% spot. We've been suspecting that perhaps it's just a higher quality harvester but I've never heard anyone assert that quality could affect maintenance/power rates or extraction rate (and after all, the only experimentation you can do on med harvesters is durability and storage).
Gizzan
Tue Jul 15, 2003 12:53 am
#16

Master Arcitect here (Fails/tries):



  • Small Houses - 3/50 ish

  • Medium Houses - 4/8

  • Guild Halls - 0/1

  • Fusion Generators - 0/1

  • Medium Harvesters - 3/10

  • Factories - 6/11

  • Solar generators - 1/5

  • Countless fails on subcomponents like trying to make a manufacturing mechanism: 3 generator turbine fails in a row, finally make it then fail on the manufacturing mechanism Have also failed 3 walls in a row.

Worst run: 2 medium houses in a row followed by 2 factories in a row




Fizzle

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Philomorph
Tue Jul 15, 2003 10:01 am
#17

Hmmm.. interesting about the harvesters. Again it would make sense if a higher quality machine performed better. But since they all have a theoretical maximum (e.g. 4.0 Kg/H) we generally assume them to do the same. It could as easilybe an innaccuracy in the percentage reporting system of the resource levels. They just haven't given us the tools to determine that.


As for experimentation, I've come to believe it can make a difference, but only in your success rates. Like many other posters, I've recently seen an apparent increase in my failure rates. Switching from an Ore that had a unit toughness less than 30 to one with a toughness over 700 has made what appears to be a big difference in how many failures I get. And yet the only result you can measure precisely is the difference it makes in "Experimental Durability". Since pretty much all buildings/installations really only care about Unit Toughness, I think that experimenting up your Durability will likely improve your chances of success. I wouldn't do this on every one of the 30 structure blocks required to build a factory, but I would do it on a few until I got a nice high quality block and them make a schematic for my factory.


In fact, I hope that construction 1 gives me at least a decent shot at experimenting up so I can manufacture some really nice blocks in the factory I just built.




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