Architect Archive
Thread: 98% Ore Mining unit thanks to crappy chemical
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Odaen
Thu Dec 11, 2003 9:38 pm
#27
-FireStorm- wrote:
but whats hte points of gettin 92% or 98% they all give the same 5 extraciton base its only if you ar enot a master or you want storage that this would matter, has anyone ever tested out a 100? is like to know if that gives a 7 base extractino rate lol
The point is that the higher the mining unit experimentation, the lower you can experiment the harvester and still get max BER which means you can use crappier resources or spend points on hopper size or get a good success instead of great, etc.
Terradarr
Thu Dec 18, 2003 12:07 pm
#29
Would some show me a schematic for ore mining units that take chem. Mine use gas. I believe the Devs have nerfed us yet again.
Terradarr
Master Architect
Dantooine, Valcyn
Mkappus
Thu Dec 18, 2003 3:00 pm
#30
Terradarr,
Are you looking at a light ore mining unit, or an ore mining unit.
The light ore mining unit used for mediums uses inert gas.
The ore mining unit used for heavies uses chem.
andrew_profit
Wed Dec 31, 2003 11:27 am
#31
Does it work like this too?
Combine 2
Res1(50%) Res2(50%)
ExpAttr1: 999 Not Present
ExpAttr2:Not Present Not Present
ExpAttr3: 999 111
andrew_profit
Wed Dec 31, 2003 11:29 am
#32
err my touch pad is a little touchy
Combine 2
Res1(50%) Res2(25%) Res3(25%)
ExpAttr1: 999 Not Present Not Present
ExpAttr2: Not Present 999 Not Present
ExpAttr3: Not PresentNot Present 999
Will this yield the highest possible quality?
--Andrew Profit
ZenDragonMLS
Wed Dec 31, 2003 2:45 pm
#33
I assume so. Go try it.
Seriously, pick something simple (powerup, CDEF pistol, ....) and just play around with different resources - you should be able to dope it out.
However, we don't have to really worry about arbitrary combos of attributes. For architectural stuff (e.g., harvesters) it's pretty straightforward - you need fairly specific stuff (e.g., steel, metal, chemical, etc), there are only a small number of resource candidates (e.g., polymer, fiberplast, lube oil, liquid petro for the chem) and they each have distinctive attribute signitures. So you don't have to figure out the arbitrary result - you just have to ask yourself "which chemicals don't have HR, SR, and UT?") - simple question, simple answer.
Seriously, pick something simple (powerup, CDEF pistol, ....) and just play around with different resources - you should be able to dope it out.
However, we don't have to really worry about arbitrary combos of attributes. For architectural stuff (e.g., harvesters) it's pretty straightforward - you need fairly specific stuff (e.g., steel, metal, chemical, etc), there are only a small number of resource candidates (e.g., polymer, fiberplast, lube oil, liquid petro for the chem) and they each have distinctive attribute signitures. So you don't have to figure out the arbitrary result - you just have to ask yourself "which chemicals don't have HR, SR, and UT?") - simple question, simple answer.
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