Architect Archive
Thread: Extraction Rate vs Maint Cost
Ok my ressources shifted 10 minutes after I posted my message and I checked back the same first harvester that had sucked my power before and the energy reserve now got the 900 missing energy and even more
it gots the missing energy I should have gotten in the first place.
So nothing is consuming energy at too high rate but there is a serious display/refresh bug to check !!!
Question...
There is an area near my city hall that has ore rates of 61 percent.
I have never used the big harvestors before. Can someone explain to me how they work that if matenience is high if I used it on a 61 percent area to get ore.
Another problem with harvesters is an increase in power consumption.
Heavy harvester placed before patch with 10800 credits and 9000 power (5 days of each). 90 credits and 75 power per hour.
Before patch hours remaining were equal. Since patch and an increase to 106 credits/75 power per hour would expect credits to run out first. Just checked and harvester had 14+ hours of credits remaining and no power.
Fed credit and power in to harvester and checked status. Refreshed status window and hours of credits never changed but hours of power dropped at triple+ time. Something definitely wrong with power consumption.
Thanks for the help GreenMarine, I appreciate your time.
Dragan, I will have to double check that medium harv I made. I thought it had a maint rate of 104 but it very well may be 108.
Since GreenMarine has stated that there is a problem and that a hotfix needs to be applied. Should we mess with making any new harvs at this point or wait till the hotfix is applied? I guess something to consider there is how long it will take for a hotfix to be applied. Any input on that GreenMarine?
Cagliostro - Master Architect, Lowca
If you are going to be tweaking maintenance costs anyway, why not do away with the base rate and charge on the current rate for better game balance.
change from: base_maintenance_rate + (cur_extract_rate - 7)*4*2
to: cur_extract_rate*10
- Heavy with 13: 138 to 130
- Heavy with 10: 114 to 100
- Heavy with 7: 90 to 70
- Medium with 10: 84 to 100
- Small with 4: 30 to 40
*10 makes for simple math, but if you are looking for more of a money sink, make it *12.
Note: I know the rates are different right now, I am comparing to their intended rates.
I'm also having power problems. It seems that it's taking much more power than maintenance to run my heavies now. I also tried /bug and got a "you already have an outstanding csr" thingy. Also, thanks for the attention with this difficulty.
And, while you're reading this, request that you change Wanderhome to Anderhome :-)
Poul Moexit, Master Architect, Wanderhome
I wrote:
Thanks. Since all my structures are paid up in advance (just not as far in advance now), I didn't add any more maintenance (just some power since that changed overnight too). I'll try adding a few credits tonight to test it out, and post back here.
Yup, that did it. Thanks again.
Also, the status window specifically reports the discount when you're getting it now, which is nice.
Well it appears that the new medium mineral harv I created has changed since yesterday. It had a maintenance cost of 104 or 108, and is now running at 84. So thats good, I guess.
I made a new heavy mineral for a guild mate. Base rate of 13, and setup is running a maintenance cost of 186. I have some old heavy's with a base of 7 and maint cost of 90 running right next to the new one. Given the maintenance rate is slightly more than double, and the base rate is just under double the old one, should the new harv at 13 extract twice as many units as the old one at 7? I have yet to compare their current spec rates.
Cagliostro, Master Architect
This is very confusing.
What about Fusion Etractors? Their normal rate was 14, so will their maintenance rate be upped as well?
You can find a comparison betrween 6 different formulars here:
http://dragan-alder.privat.t-online.de/extraction_rates.htm
The formulars are:
base_maintenance_rate + (cur_extraction_rate - 7) * 4
base_maintenance_rate + (cur_extraction_rate - 7) * 8
base_maintenance_rate + (cur_extraction_rate - 7) * 16
base_maintenance_rate + (cur_extraction_rate - base_extraction_rate) * 4
base_maintenance_rate + (cur_extraction_rate - base_extraction_rate) * 8
base_maintenance_rate + (cur_extraction_rate - base_extraction_rate) * 16
The tables show the maintenance and the efficiency ( extracted units/maintenance in u/cr ) for all harvester types and all possible extraction rates.
If your browser doesnt display the table you may want to try the excel sheet: http://dragan-alder.privat.t-online.de/extraction_rates.xls
The formular currently implemented is #3 (base_maintenance_rate + (cur_extraction_rate - 7) * 16)
All maintenance rates are in credits per hour. All extraction rates are in units per minute (or kg/hr). There is some trubble because the game seems to handle maintanance on an 30 minute base.