Architect Archive

Thread: Extraction Rate vs Maint Cost

TheNeoPatch
Fri Nov 14, 2003 3:59 pm
#27

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 !!!





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Williben
Fri Nov 14, 2003 4:48 pm
#28

One other small thing, the animations are kaput. You can restart the harvesters, but as soon as you go out of range, they stop again.



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BigBrother1432
Fri Nov 14, 2003 5:31 pm
#29

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.

saintchuck
Fri Nov 14, 2003 5:56 pm
#30

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.




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delProphetAI
Fri Nov 14, 2003 6:10 pm
#31

I made a fusion gen last night with materials in the 900+ range for the three main stats last night. Experimented all parts to 95%+. I was not able to experiment on the harvesting rate on the final combine and only produced a 14BER. Mu question is how could I make 16+ the day before and not anymore?



delProphet Starzag

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Caglio
Fri Nov 14, 2003 6:39 pm
#32

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


WillPower
Fri Nov 14, 2003 8:32 pm
#33

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.




Wilx of Soulfire
Poul
Fri Nov 14, 2003 10:19 pm
#34

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 :-)


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Kitsunetsuki
Fri Nov 14, 2003 10:32 pm
#35

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.
Caglio
Sat Nov 15, 2003 12:57 am
#36

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

SpaceGipsy
Sat Nov 15, 2003 1:39 am
#37

This is very confusing.


What about Fusion Etractors? Their normal rate was 14, so will their maintenance rate be upped as well?

Chewie101
Sat Nov 15, 2003 1:41 am
#38

Dont forget to see if you are paying property tax on placed harvesters.



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Dragan_Alder
Sat Nov 15, 2003 2:16 am
#39

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.







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