Architect Archive
Thread: Architect issues FAQ [Updated Dec 18th]
As many of you have noticed, I have reported very little lately. Well to make a long story short, I have nothing to report. Most questions that have been popping up are answers that have been given out repeatedly. The devs have been extremely quiet especially on crafter issues, so it doesnt make inventing news very easy. To make sure everyone is updated I'll just run through a quick FAQ.
What do the devs have to say about low extraction rates on Fusion and Solar generators?
- Though they have been made aware of the issue through several reports on my part, but there has been no reply as to wether this is intended or if they are planning on fixing it.
What about new furniture or at least colorizing it?
- New/colorizing furniture has been brought up. I was advised that this would be possible in the long term, but I was advised that it will be a while before it is considered.
Do player city structures take lots?
- Any structure placed by a mayor does not use any lots. The only city structures that takes lots are: Cantinas, Theaters and Medical Bays.
Where are the player crafted garages?
- They aren't there. They have not been implemented yet, not even on TC. Not sure when they will come, but we hope it will be soon.
I put in three days worth of power, but after two days, my harvester ran out. What's happening to all of my power?
- There is currently a display bug where harvesters are mis-reporting and over-using power. Turning off the harvester and starting it back up again will refresh the amount of remaining power and should give you the accurate numbers.
This FAQ is in place to reduce the incidence of repeat posts in the forums. If you see any questions that are repeatedly asked here, please post them so I can update the list.
Message Edited by _-ArchAngel-_ on 12-17-2003 02:11 PM
Message Edited by _-ArchAngel-_ on 12-18-2003 09:45 AM
Thanks, AA.
Please keep bugging them on Fusions/Solars.
It does not seem sensibel to have one-resource-only Fusions extract atthe samerate than any-mineral Heavies, even though they do cost less to run.
Also, originally fusions were 13 and heavies were 7, now heavies are 13 and fusions 13 (maybe 14)?
I think there are many good ideas, but before they are considering the current issues should be fixed first.
1: Animations on harvesters does still not work. This is an anoying issue but not a bad one.
2: Crit failure for archs are still very high. one thing i have notised lately, is when i try using resurces with a very high mallability, then i get more crits than if i use resurces with very high UT. ( strange)
3: there is not any real difference between archs anymore due to the fact that your not able to experiment on a hole lot of different itemt anymore. The result of this is that all archs are more or less the same, in other words we can all make Medium extractors with a BER on 10, Fusion on 14 and solar on 8.
4: I am not sure what the durability is any good for! seems like nothing changes when you experiment on it, example on houses the mentain rate is still the same eventhough you can experiment the durabil on 99%.
5: I for one think the way harvesters work should be changes. example.
when a person buys a harvesters. then there is no more use for the arch, said in the way that a harvester never decay unless you dont pay the upkeep. that badly affect the arch cuz after a while. no one will need new harvesters factories or what ever else arch ite there is. compared to weapon smiths and so on. there items decay after being used. that result in the effect that ppl have to come back and buy new weapons.
all in all i think that ontop of the upkeep you have to pay. structures should also decay over time.
well this is my complaining for the time being
Be cool Stay in School
Ocod Ockov
Master architect / Master Artisan / Master merchant
Europe- Farstar
Corellia coronet
ChickenCasual wrote:
I think there are many good ideas, but before they are considering the current issues should be fixed first.
This is just an FAQ because I see multiple questions on these subjects in the forum, so I put this up to avoid having to repeatedly answer those questions. For a complete list of issues check out the Architect Issues Website, also stickied on this forum.
Two words:
Housing STORAGE
Fivo Asia
Master Artisan - Master Architect - Master Merchant
Tempest - Dantooine - Vesnia
To update your answer on this one, according to developers' Q&A on Stratics yesterday night, player garages will become a reality, but the timing was stated as "in the next two months."
Where are the player crafted garages?
- They aren't there. They have not been implemented yet, not even on TC. Not sure when they will come, but we hope it will be soon.
ok if you want the harvesters to decay over time then they need to have an arch repair kit. also the item would need to be able to be repaired in deed form.
what i am having issues with is when i log in inside my house there are no items, and i must leave then enter again. even though the items come back it is really annoying.
also sometimes when i enter a room i go to the magic floating land and must navigate back through the door then into the room again. once again not a big deal but annoying
Another issue I haven't seen is structure factories eating the components it has even when it runs out of something and does not complete an item.
Run a harv schematic with not enough structure modules, and the factory will still eat your steel and chems.
House colors (both inside and out)
Interior lighting controls for a house
More furniture or at least more furniture colors
Ore mining modules being crated
Make it that some furniture like crafting stations and benches that can be placed outdoors in a city.
Making the Arch Profession more valuable:
Decay on harvestors and factories (anything with moving parts). Maybe make them that they become disabled after a while and have to be repaired by an arch.
Allow archs to take a component out of an existing structure and a different one put in. This would allow us to repair disabled structures (see above) and allow us to upgrade old harvestors.
G
Heres a though,
1. Make stuff with moving parts decay....this would be good for Arch's everywhere as it would create a source of renewable income for us.
2. Everything else in the game has SOME type of buff, doctors can buff people, weapons can be upgraded, armor, so on and so on, why not create some type of buff sytem for harvesters and factories, some type of add on, I.E. the artisan comes out to the site, and calibrates the machinery, yes calibration doesent last forever, its just temporary, lubes and cleanes some parts, adjusts the drill head whatever, and it adds say +1 or +2 BER or reduces the power consuption for a period of time depending on the Arch's skill level, now theres and idea
was one that sayd something about house storage....i think there ok the way it is with hosue size VS lots used (1 lot 75 item storage) but furniture like chest should have it's own storage that is independednt from the house storage...same witht he imput hopper on a crafting station....you can put a 100 items in the imput hopper...but i still takes of the max capasity of the house...so whats the point ![]()
give us furniture with it's own storage...it not to place like say 20 items in a chest type 1 and so on....it is hard to be an architect and not have 6 houses of sorts just to store all the stuff you have to craft and stor .