Architect Archive

Thread: November Post Patch Issues

Zernia
Thu Nov 27, 2003 2:52 am
#27

Founded yesterday (after destoying 6 personal harvesters)...


If status windows shows 0 power, and harvestor is still running. Stop harvester and restart it. That should fix the status-window how much power is left.


2c

Egeis
Thu Nov 27, 2003 1:24 pm
#28

If you are on a mount you cannot turn on/off your harvester or switch what it is harvesting, maybe a bug. You can pay maintence/power and get items out of the hopper. When my harvesters power reached 0 itkept using power and I had to pay owed power into the harvester is this suppose to happen?


BobaFleck
Mon Dec 01, 2003 5:08 pm
#29

Crafting stations still (as of a couple days ago) going on Artisan experimentation.


But hell with that, and the art bugs... My vendor ate my inventory! I'll calm down if the ticket gets addressed in a reasonable fashion, but there is NO REASON for items to be disappearing!




59995995959555995999
95999995995595955999
59555955959595955555
59555599999559959995
95995995559959559999
55999595995959595599
95995559959955959999
99959955995999599959
95559959955999959999

Lord-Brisbane
Tue Dec 02, 2003 12:44 pm
#30

Critial failusre are out of control on both the crafting of items and also during expermantion im a master archit have been since month 1 and i have a 101 structure assemply im using +42 machines +14 crafting tools today alone just making furniture i have failed 6 times in the span of 30 mins


SONY will you fix this crap already and stop pulling our chain



Brisbane
The holo grind is over.... as of 6/1/04

CEO Dewback Industries Merchant shop
Planet: Dantooine city of New hope
Location: 3412 -3316
Surefoot-SOK
Wed Dec 03, 2003 10:44 am
#31

My harvesters had 8k-9k of power in them on the 30th. That's a weeks worth for mediums. Now three days later they have less than 500. Something is wrong.

Only reason more people aren't reporting this double consumtion rate is because the harvesters will still run when they run out of power, or it would appear that way. It could be that the status window is wrong and they really do have power.
DethosFett
Fri Dec 05, 2003 8:46 am
#32

My issues are while crafting i crash to desktop(Yes i have done Full Update several times) the ore is gone and no deeds. I have put in trouble ticket. But sony never has answered any of my bug reports and I have never been reimbursed for this issue. My town bought the ore and other things needed for the Shuttleport and Clone Lab.


The CSR told me to stay logged out for 30 minutes and come back on and it all should be back. NOPE



GogoDodo
Fri Dec 05, 2003 12:13 pm
#33

Dethos, try deleting cookies and temp internet files and when you load up launchpad just before you would click on 'play' click options and 'reset settings'. I had to do this the other day when the game wouldn't load my sever correctly. Maybe, just maybe, that might help you a bit.



G




Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
Kor Vella, Corellia; Trinity City, Naboo
Starsider
buffbc
Mon Dec 08, 2003 3:28 pm
#34

"2) BER 10 heavy harvesters still cost more to run (and thus are very hard to sell) than BER 10 mediums. Most harvesters from before the patch were BER 10, leaving architects once again with piles of deeds that no one wants. Its child's play to make a run of BER 10 medium mineral out of the factory, but doing so means no one is going to buy heavies for any where near cost (and usually not even buy them period). Simple solution is to give architects a new schematic... a harvester upgrade kit. With an existing BER 10 deed, and a high quality upgrade kit (using the same high quality resources it takes now to make the appropriate mining unit), architects have the same chance to increase the BER of the deed as they would if they had crafted originally under the new system. Most architects used very high quality resources to make BER 10's anyway before the patch, so these harvesters really SHOULD be BER 11 or 12 (if not 13). Please, don't leave us with "junk" deeds two patches in a row. "


This is the best idea I have heard in a long time, an upgrade kit!




Joeble
Master Architect/Master Artisan//Merchant/Pistoleer
Tyrin-the-scout
Tue Dec 09, 2003 10:52 am
#35






Emras wrote:
Tatooine PA hall cannot be used on Dantooine





Tatooine PA Halls likewise cannot be put on Lok...PLEASE fix this


TheDarkNerf
Tue Dec 09, 2003 4:38 pm
#36

Issues with power consuption



  • Harvisters are having an issue with the internal power clock and the new pe bonus rates

  • Pending on what pe used, a harvister will hit 0power on the read out early. Basedon the % scale bonus that was recieved in extra power.

  • Once at 0 harvisters seem to burn the missing pe, but still maintaining a reading of 0 power reserve.

  • I've done an observation that follows: Deposited 1800 units of power using a radio with PE750. With that pe, im acually depositing 1200 units of radioactive from my back pack. 18 hours later the machine was reading at 0 power reserve, but still running. About 25 hours the harvister had stoped.

additional observations



  • Depositing power into the harvister after its run a while reading 0 power, and has been working off the bonus PE energy that is being lost in the translation. The negative power its been "mysticly" running on is subtracted from the power deposited. eg. ran for a day at 0 power, 10k credits deposited, new displayed power is at ~8100.

  • Redeeding the harvister will set it at internaly 0 power, and not roll over the negative number or the amount of "missing" power it was still running off of reading 0 power reserves.

assumptions.



  • The harvisters are still using the actual # of units withdrawn from the person not the PE% adjusted power for its .

  • The harvisters displayis reading the PE% adjusted power deposited

  • The harvisters are using the PE% adjusted power and running past 0

  • The harvisters are tracking how much power is used into the negative

love to see this clear up one day... thanks




Ndydar Azeikoth
Ranger, Rifleman, and dabbler in resources
Corbantis
Waste93
Wed Dec 10, 2003 7:22 am
#37

A critical failure on experimentation is effecting both stats. For example if you crit fail on storage on a harvester is also lowers efficiency. If amazine success doesn't effect both neither should a crit failure. They are both the extremes of the same thing so should have the same (though opposite) effect.



Colonel Waste - The Wookiee Crusader
Barshamm
Sun Dec 14, 2003 7:55 am
#38

There are WAY too many Critical fails on both assemble and experimentation. This has increased, then increased again. NOT fun, ok?


Thanks AA, you're doing a great job!




Barshamm MacLeod of Mystic Order of Cabbage, Master Architect, Master Artisen
Novice CH/Scout/Medic/Marksman turned MCH
Fort Cabbage, Dantooine, Wanderhome

Captain Lincon Stern of Unity, Master Artisan
Creature Handler/Ranger/Medic/Architect/Pistoleer
Test Center
Page 3 of 3