Architect Archive
Thread: +44 Crafting Station ( 99%)
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Grisbilen
Fri Mar 05, 2004 9:26 am
#27
Oups, my bad, i was "in the fog" when i wrote it. Sorry to the original poster.
Pawlin wrote:
Grisbilen wrote:
...The issue here iswhat the gripe was withwhat the original author said: Wohoo, I can make Uber stations using a bug! Bow to me!...
Actually the original poster that started this thread said he'd be able to make the +44 stations until he ran out of the good ore he's using. HIs words were: "and will dry up as soon as old rare ore being used is gone" You can infer from that that he is not using the exploit. Someone else questioned why he'd need the good ore cause all you have to do is use the exploit and therefore not need to have a stock of the good quality material.
BoberFett
Fri Mar 05, 2004 9:40 am
#28
BlueOx wrote:
Wow, I didn't realize my little self-righteous comment would spark this multi-page monstrosity. Poor Salokin. Wonder if he's even been back to see this strange turn his little thread took.
So, I suppose now wouldn't be a good time to mention that when these new crafting experimentation changes go in, everybody and their dog will be able to make +45s and all the work we've done hoarding these rare resources will be useless....
/duck
/run
Why do you think the crafting changes will make higher quality easier? That's not the general tone I get from everybody who's testing the changes.
BlueOx
Fri Mar 05, 2004 12:44 pm
#29
BoberFett wrote:Why do you think the crafting changes will make higher quality easier? That's not the general tone I get from everybody who's testing the changes.
Sounds like you've been listening to the weaponsmiths, who are double screwed with multiple experimentation lines and capped resources.
If you're experimenting only on a single line, you can now get 100% without having 1000-stat resources. If you'd like to see for yourself, the Test Center vendors are full of +15 tools and 100% electronics components. Last I heard, you needed roughly 940-stat to break 100%. We're going to be awash in +45 stations pretty quick here.
Meplorium
Fri Mar 05, 2004 2:58 pm
#30
Blah, boards messing up once again. They are bugged too, quick, everyone exploit the board cause it is indended after all.
Message Edited by Meplorium on 03-05-2004 02:10 PM
Dagget_Hebo
Fri Mar 05, 2004 4:51 pm
#31
To the person with the question about why ore... its simple.. there was a ore type that spawned once upon a time with awsome conductivity..
ie - look at ore now... you won't find any with cond. It was this odd ball resource that spawned and then was taken from the table.
Soon as its gone its gone, its gone.People with a good insight that mined it get good stations 
Dagget
Pawlin
Fri Mar 05, 2004 5:09 pm
#32
Dagget_Hebo wrote:
To the person with the question about why ore... its simple.. there was a ore type that spawned once upon a time with awsome conductivity..
ie - look at ore now... you won't find any with cond. It was this odd ball resource that spawned and then was taken from the table.
Soon as its gone its gone, its gone.People with a good insight that mined it get good stations
Dagget
Or if you use any of the current ore which has no conductivity stat then it will count as null in the equation. It effectively works as if conductivity weren't even required for the quality calculation.
Same thing as using lub oil for your chemical in harvesters.
Pawlin
Sat Mar 06, 2004 1:04 am
#33
TroThorns wrote:
In a game as full of bugs as this one, is logging on an exploit?
![]()
LOL
Jonn_Jonnzz
Sun Mar 07, 2004 1:15 am
#34
Factory exploit? What the frag are you talking about?
BlueOx wrote:
SgtOfDoom wrote:
What does running out of ore have anything to do with it? Crafting stations require copper and any old sub-components. You only need the 'uber' sub-comps when making the schematic.
Some of us get our fun out of the challenge of crafting them the intended way instead of using the factory exploit.
Congrats, Salokin. I was thrilled to top out at +43.29, but +44 is an amazing achievement!
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