Architect Archive

Thread: Complete Architect issues Webpage

buffbc
Mon Dec 08, 2003 3:21 pm
#40

So glad I finally poked my head in here! I thought many of these problems were just with my buggy Architect <g> I definitely have had the power problem with harvesters, as well as the factory ingredient hopper "feature".


That is a great website, and I'm thrilled that all the various wishlists and fixes have been compiled together...Here's to hoping that we get some of them fixed!


Joeble




Joeble
Master Architect/Master Artisan//Merchant/Pistoleer
Zaaephod
Fri Dec 12, 2003 4:45 pm
#41

Excellent stuff, I really like all the ideas put out here, and really hope we'll get to see some of them in game.

For the people with power problems with harvesters, I've found that if you turn the harvester off and back on again, then refresh the status screen they will show the correct amount of power. This will not work if the structure actually DID run out of power though, and it still takes mass amounts of power to bring the level back above zero.

Also, the thing about the ingredient hopper on the factory.. put in your resources and click on "change view" TWICE and you'll be able to see the items in it.

My only real complaint is a real of lots available to architects. I can make an AWESOME home, and I really want to live in one of them, but it takes SIX lots to place I worked my butt off to get to the point of being able to make this home, and dang it I want to be able to live in it hahaha! Of course this is not an option since I need a factory, and harvesters, etc, etc.. Also even with the large home, 250 items allowed in the house is silly.. heck for 4 lots I get 300 allowed items, the land has become dotted with "soandso's storage" buildings not cool.
Viconnius
Sat Dec 13, 2003 9:27 am
#42

Two things:


- Caffe Table 2 acts as Desk, Dinning table is lot higher, it does not suit as desk while sitting down. So I would not change it..rather just add more tables.


- Lack of ability to RAISE and LOWER items vertically should be part of TOP issues...



Shivash
Mon Jan 05, 2004 2:11 pm
#43

Nice site. My pet hate backs up but expands one point. That point being that Corriella houses are identicle to Generics and, especially the mediums, TERRIBLE. Corriella housing needs a complete devamp with proper 2 or 3 story Mediums. Better laid out larges and different smalls ( to be different to generics ). Generics could then be the flexible to place but small option whilst the planet specific stuff are all higher quality.



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Tombale
Thu Jan 08, 2004 9:29 am
#44

About finding high concentrations of resources. If I'm not mistaken, we have satellites at this present time that can determine to some degree, concentrations of certain minerals on areas of the Earth. So an advanced space faring galaxyshould probably have the equivalent to narrow it down so I could at least only search 1/4 of Tatooine.

NJ_Sid
Wed Jan 14, 2004 8:43 am
#45

Noticed this in the Top 5 Bugs....


"When attempting to place a furniture item against a wall after rotating it, and moving it, the furniture items dissappear inside the wall. You can no longer see them or click on them. CSRs will attest to this being a big problem"


To get around this at the time it happens use the following key combination:


SHIFT+CTRL+;


Repeated use of this will scroll through recently selected items. Get to the one that is stuck in the wall and use the "/move back n" command to retrieve the item from inside the wall.




Sit Vis Nobiscum
SWG-Runesabre
Sun Jan 18, 2004 8:50 am
#46

This is an excellent web page and very useful tool for me to refer to while I plan and schedule the features of the upcoming publishes. I have also noted the Critical Failure exploit.

Tweaky
Sun Jan 18, 2004 9:25 am
#47







SWG-Runesabre wrote:


I have also noted the Critical Failure exploit.




The crit fail "exploit" posted there is what you folks fixed last publish....the architects ability to get a second chance on large item combines. The site is somewhat out of date, and our correspondent has been on vacation for over a month now. While it is a good reference site...it is not perfect, nor up to date. Please please please dont unfix something that you intentionally put in for us.



Alyxi Qulnen
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SWG-Runesabre
Sun Jan 18, 2004 9:50 am
#48

"The crit fail "exploit" posted there is what you folks fixed last publish....the architects ability to get a second chance on large item combines. The site is somewhat out of date, and our correspondent has been on vacation for over a month now. While it is a good reference site...it is not perfect, nor up to date. Please please please dont unfix something that you intentionally put in for us."

That's even better information for me. Thanks a lot!
PadreBook
Sun Jan 18, 2004 9:51 am
#49






Tweaky wrote:






SWG-Runesabre wrote:


I have also noted the Critical Failure exploit.





The crit fail "exploit" posted there is what you folks fixed last publish....the architects ability to get a second chance on large item combines. The site is somewhat out of date, and our correspondent has been on vacation for over a month now. While it is a good reference site...it is not perfect, nor up to date. Please please please dont unfix something that you intentionally put in for us.





I concur. Also I would like to point out that in my opinion our correspondent has been somewhat fixated on some issues without looking at the big picture. In particular, he seems fixated on adding decay on furniture and houses (beyond normal maintenance) to increase business. What? I am selling 30-40 harvestors a day and having to turn away every other customer--most of them aren't even asking what the price is, just do I have them in stock. Also, if we had all of the furniture choices that we see in the game and/or color customization ability there wouldn't be any more concern of 'can we make money'. If you could unzero the Efficiency line in the experimentation window of Factories--i.e. make the speed ofa factory experimentable, omg we could sell factories for 100k+, and never be able keep them in stock.


Padre

Starkillr
Sun Jan 18, 2004 10:40 am
#50

ArchAngel, can we start a new issues thread? I'd like to have something compiled while the Lead Designer has time to look One quick note Rune: Hopper size used to be determined by DR/UT, now its MA/UT. MA is much harder to find on the resources that are ideal for extraction. Makes making the very best harvesters annoying. Also, is it possible for more variation in extraction rate in CONJUNCTION with the above change to hopper attributes because that way we will maintain a good sized hopper without worrying about sacrificing BER. Also, there was some discussion of experimentation being based off of the item and not the resources. Is this still in the works? I see a combat overhaul, is this experimentation one coming? Thanks.



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RotorofCorRng
Sun Jan 18, 2004 11:01 am
#51





There is your problem, you are comparing the housing market to the harvester market. I agree with the idea of a time maintnenace incrase type decay. You can keep your harvesters, you will have to pay more money to keep them up and running. Same with housing (but in a way where your new house can be implemented w/o loosing your funiture setup). I was against housing decay. I've seen the light hehehe.


Also, if we had all of the furniture choices that we see in the game and/or color customization ability there wouldn't be any more concern of 'can we make money'. If you could unzero the Efficiency line in the experimentation window of Factories--i.e. make the speed ofa factory experimentable, omg we could sell factories for 100k+, and never be able keep them in stock.

Padre






I agree with the above. I would also like the ability to color furniture. Within two publishes we expect the ability to color vehicles and it is coming. Yet, architects cant color furniture.

New freaking artwork for Corellian Housing.

Fix Harvester display bug.

Fix the Master Armoir (For Cod's sake, how hard can this be?).

Make OMUs cratable in factory run.

Give Architect the ability to have a Large House for the same amount of lots as a the others.

If our factory is going to cost 2 lots then for Cod's sake make easier to place.

That is just off the top of my head.



Rotor - Will cease to exist May 3rd.
TroThorns
Sun Jan 18, 2004 12:11 pm
#52






SWG-Runesabre wrote:

This is an excellent web page and very useful tool for me to refer to while I plan and schedule the features of the upcoming publishes. I have also noted the Critical Failure exploit.







Its not an exploit. Even if you close the tool you get your stuff back so there is really no difference between doing the slash commands and creating the object and just closing the tool...


If anything you are better off not doing the slashcommands cause you won't be able to experiment.


Before you fix this "exploit" try fixing the buggy crit failure code too btw.....




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