Architect Archive
Thread: EXPERIMENTATION BUTTON REPLACED WITH SCHEMATIC BUTTON!!!
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Zataera
Wed Aug 13, 2003 11:27 pm
#1
I would like to know why the 'create prototype, experimentation and create schematic' buttons were scrambled - did someone complain about the order they were in? - cause the first thing I did when I logged in tonight -- was put together the Heavy Harvester I had made all the components for last night. I would have assembled it last night except for that silly little bug where things won't come out of their crate. So when I put it all together and hit the bottom button (automatically, by habit) for experimentation. Imagine my surprise when I got a Heavy Harvester SCHEMATIC!!!! Why would you move the buttons around? I been pushing the same button in the same spot for 3 weeks.
RedRodan
Wed Aug 13, 2003 11:44 pm
#2
I totally agree. Why change the order now?...lucky for me, I was only crafting furniture.
StormNet
Thu Aug 14, 2003 8:30 am
#3
Yeah by sheer habit I made 3-4 schematics last night fogetting they moved it. Why they moved it I have no idea. Same thing as usual I think. They are messing with our heads because they can.
SuperNova
Thu Aug 14, 2003 8:56 am
#4
They should add a confirmation for the schematic choice, though. I've accidentally hit it a few times while in rapid-structure module production.
LeafyDoom
Thu Aug 14, 2003 9:01 am
#5
tiberius0716 wrote:
This was done to prevent macroers. Someone or a few had found a way.
Not likely given that there's still the /createprototype command.
It's just another example of someone unnecessarily mucking around with the interface for this patch just like the new unsizable character screen and the shadowed/blurry overhead name font change.
RovaniDragon
Thu Aug 14, 2003 9:45 am
#6
i dont agree on the better components make for less failures.
I have done extensive testing on very poorly made structure mods and wall mods and gernerator turbines and other sub components.
No matter HOW bad they were, as long as i used the best resources for the final combine, i have yet to fail on any large structure.
granted, i fail on teh sub components, but not the infal assemblies.
I have come to the conclusion that experimention of sub components is a absolute waste of time until they fix the experimentation bonuses. (holo said that we should be getting exp bonus for experimentation a while back. but of course... it was broken.)
I have done extensive testing on very poorly made structure mods and wall mods and gernerator turbines and other sub components.
No matter HOW bad they were, as long as i used the best resources for the final combine, i have yet to fail on any large structure.
granted, i fail on teh sub components, but not the infal assemblies.
I have come to the conclusion that experimention of sub components is a absolute waste of time until they fix the experimentation bonuses. (holo said that we should be getting exp bonus for experimentation a while back. but of course... it was broken.)
RovaniDragon
Thu Aug 14, 2003 9:47 am
#7
but not the infal assemblies.
should read... but not in the FINAL assemblies.
(sorry my fingers got faster than my brain for a second.)
should read... but not in the FINAL assemblies.
(sorry my fingers got faster than my brain for a second.)
Daynn
Thu Aug 14, 2003 12:03 pm
#8
I think the order now more accurately represents the order in which you use them, top to bottom. I don't like the order much myself either, but that is the logic I would guess. You experement, then you either create a prototype or more rarely create a schematic.
I want create prototype on top and defaulted to the enter key so I can shave off a half-second from my grinding lol.
I want create prototype on top and defaulted to the enter key so I can shave off a half-second from my grinding lol.
Nocali
Thu Aug 14, 2003 12:10 pm
#9
Personally I like it better this way, lets you go into experiment by just hitting enter.
Also schematic in the middle SUCKED, I kept hitting it by acident.
Drueric
Thu Aug 14, 2003 12:21 pm
#10
Architect experimentation? your kidding right? In case something has changed recently our experimentation ability is useless and hasno effects.
Nocali
Thu Aug 14, 2003 12:25 pm
#11
Try that it has the effect of raising the quality level of our parts, there for lowering the chance of failure on the final product.
Daynn
Thu Aug 14, 2003 12:26 pm
#12
Experemented components seem to reduce the chances of failures on items that use them. It is logical, to my mind, and I use only the highest quality items (factory made of course) for my large structures for this reason. I also use materials with high UT for the walls.
I was a doubter, but having done this for the past few weeks I am convinced. I still get bit by fails, but much much less often.
As far as I can tell, that is the only reason to use experementation, but that means you should always use it on components. Therefor, I use it alot.
I was a doubter, but having done this for the past few weeks I am convinced. I still get bit by fails, but much much less often.
As far as I can tell, that is the only reason to use experementation, but that means you should always use it on components. Therefor, I use it alot.
tiberius0716
Thu Aug 14, 2003 12:55 pm
#13
This was done to prevent macroers. Someone or a few had found a way.
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