Architect Archive

Thread: Patch notes 11/26 from test center, ingredients not gone on crit fail?

kailusdog
Mon Dec 01, 2003 2:31 pm
#1

Is it just me or does this seem to contradict itself.


"Fixed crit fails when crafting installations preventing you from trying to assemble the ingredients again. "


Does this nerf the crit fail macro?


"The ingredients should not be destroyed, and you should be able to click on the assemble button again to try and assemble them."


Who needs a macro if this is true?


"Fixed bug where old component data would still be used on the crafting try after a critical failure."


Whoa, which way is it here??? This is confusing.

RazorBluewing
Mon Dec 01, 2003 3:00 pm
#2

I too was confused by the back and forth. Just wrote it off to being assembled from giant list that appears to be at least two months long (fixes for stuff that have been fixed a long time ago).

Who knows? But my bet is on they really just mean they are going to fix the crit fail macro, er, feature.

If critical fail never uses material, why even have it. Having to just press assemble again means nothing.
PhazeDistortion
Mon Dec 01, 2003 3:45 pm
#3

I believe the idea hereis to allow INSTALLATIONS, i.e. harvesters, to be retried, while removing the bug that allowed to the crit fail macro to work in the first place. Thereason of course being that installations take 10x more resources than most other items. Im curious though if they included things like PA halls in this, or if it is justthe installations tree(factories and harvs).



Phaze Distortion
Kauri Architect of the Year nominee
BobaFleck
Mon Dec 01, 2003 5:02 pm
#4

No, I imagine this means the resources/components actually get removed from the schematic, allowing you to replace them and try again (like any other crafting).


Did I ever mention how much I loooove experimenting on final combine?


Let's add this to the "My vendor ate everything I had stocked on it" bug.




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Mkappus
Mon Dec 01, 2003 5:08 pm
#5

Boba,


Sometimes I get the crit fail but it still shows all the slots full. I would see them fixing that. But what about the following statement:


The ingredients should not be destroyed, and you should be able to click on the assemble button again to try and assemble them.




Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
Imperio59
Mon Dec 01, 2003 5:09 pm
#6

I am a novice architect on TC, here's the low-down:


When you crit fail on a structure, basically anything that is classified as "installation" by your tool, you do not loose those materials. They are kept in the slots and you just have to click assemble again to "try again". So basically, yes, no mroe loosing 20-50K resouces in one click


Architect has just gotten a whole lot better (well on TC so far anyways )





_________________________________________________________

Eclipse: Imperia, Jedi, Sony Sensitive Grinder!
TC: Imperia
Test Center: "We test, because we care..."

Mkappus
Mon Dec 01, 2003 5:11 pm
#7

hooray!!



Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
saintchuck
Mon Dec 01, 2003 5:11 pm
#8

-Fixed crit fails when crafting installations preventing you from trying to assemble the ingredients again.

It says fixed crit fails PREVENTING you. Replace that with ALLOWING you and then ask yourself which is in your favor.



After that exercise, that sentence and "The ingredients should not be destroyed, and you should be able to click on the assemble button again to try and assemble them." don't contradict themselves.



Jedi will be rare and difficult - No
Increased Dev communication - No
CU will balance combat - No
Most of the bugs from launch fixed - No
saintchuck will continue to pay - No

- I supported the CURB, the Devs and the attempt to make SWG a better game and have realized it didn't work so I'm quitting in less than 2 days and won't be tricked into coming back again. Trick me once, shame on you...
BobaFleck
Mon Dec 01, 2003 5:43 pm
#9

I like what I hear about the assembly. Finally, the "is it an exploit?" question is solved.



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SavageLight
Mon Dec 01, 2003 6:26 pm
#10

Just when you thought things couldnt get more boring...they do.


Where the hell is the fun in crafting things if there isnt that chance to fail?


/yawn




D'avin Tolis
Master Archie/Master Merchant/Master Artisan
Niva'd
Master SomethingthisweekbutIforgetwhat/Master #$shole
PhazeDistortion
Mon Dec 01, 2003 6:33 pm
#11

Sorry, but I don't consider it "fun" to completely lose 40k of resources in one click. Besides, there is still the chance to "fail" on the experimentation, which will leave you a "not=completely-worthless-but-close" harvester.



Phaze Distortion
Kauri Architect of the Year nominee
Mkappus
Tue Dec 02, 2003 1:50 am
#12


Crafting


Fixed not being able to use ingredients in an equipped backpack (or other container) in crafting.


Changed the chemical dispersion mechanisms (both normal and advanced) so that their damages may be modified.


Fixed mission draft schematics showing up in the "genetics" tab. They now correctly show up under the "mission" tab.


Fixed crit fails when crafting installations preventing you from trying to assemble the ingredients again.


The ingredients should not be destroyed, and you should be able to click on the assemble button again to try and assemble them.


Secure trades are canceled when any crafting command is done.


Changed the error message if you try to use an equipped item as an ingredient in crafting to be more specific.


Fixed bug where old component data would still be used on the crafting try after a critical failure.


Added checks to make sure you can't extract an item from a factory crate you don't own.


Fixed bug where dividing stacks of factory crates could bug your inventory to where it would say "full" at 59/60 or lower.


Kurt "Thunderheart" Stangl


Assistant Community Relations Manager



Can this be true? Can anyone confirm from test center? No more losing 20-50k resources with one clikc?




Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
GogoDodo
Tue Dec 02, 2003 6:53 am
#13

ok so you can try again on assembly CFs on installations (factories and harvestors). But what about houses and city structures? You know, the ones that required god awful amounts of walls and resources to make? If they've fixed the exploit that allowed you to bypass a CF then making houses/city buildings is gonna suck.



G




Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
Kor Vella, Corellia; Trinity City, Naboo
Starsider
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