Architect Archive
Thread: TH or GreenMarine can we get a definitive answer on whether Fusions are going to be 'fixed'?
Vaedross wrote:
December 4th
2003
- Improved client stability
- Improved server stability
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.- Fixed a couple code strings with 2 craftable parts from the Installation II line of craftables.
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Installation II is of course the harvester line. It's possible that the 2 craftable parts are related to solars and fusions (I'm not aware of any problems with any other Installation II parts).
/ teh Bonk
Hey, seeing as I'm new to the architect field, could someone please explain exactly what this problem is?
Thanks
It isnt nesessarly a problem,
There was a time when we could make 16 BER generators, the limit now is 14 BER. By asking if they will "fix" it they are trying toimply thatsomething is broken, but it may be that 14 BER is the intended cap.
The issue isn't so much the "cap" per se (although that's what the final result ends up being). But right now there are 3 generators (wind, solar, and fusion). The wind allows experimentation on the final assembly to impact the BER, so you can take a rate 5 wind generator and experiment it up to rate 9. The solar and fusion don't provide that option. This keeps the solar at it's base rate of 8 (making it a lousy deal compared to wind). This starts the fusion at rate 13 and allows for it's ore mining unit to lift it to rate 14 - but no further.
So the question is: is it a bug that prevents solar/fusion experimentation on the final assembly, or is that by design? A simple statement of the intent would be nice.
Dayln - the fusion/solar post above this is the answer.
Plus, if you look at the original post you'll see that I am unsure whether things are meant to stay this way or not.
All we want is information - looks like we're gonna get fixed, but it would be nice to be sure.
I'd still like to see more info. Anyone seen anything?
If the corrections are to these two that were mentioned on TC that would be nice.