Architect Archive

Thread: What matters in experimenting // how to make best harvesters please help thx :)

XisleMiqied
Sun Jan 11, 2004 11:36 pm
#1

hey, i recently mastered architect. yeah i did it for holo, but i went silent, and im stopping here for now, want to do a lot with architect. ive been setting up a few factories and heavy harvesters but i have some questions. For each schem, it says what matters , usualy its ut around 50% and heat/shock each 25% respectively. To get my harvesters to BER13 that im going to be making, what value the UT/heat/shock have to be on my resources, and do all the components matter, or just the final step of producing the actual harvester.


For instance, can i produce the structural components/walls with completely crappy resources and then use really good resources in the final step for the harvester and get ber 13? and what do i need to experiment on, all components or just some. im kind of new to the whole artisan/experimenting thing so any elaboration would REALLY help me. also what are most people charging for heavy harvesters. thanks so much in advance



Xisle Miqied


Master architect/Artisan




Retired PvP.
A Member of SIEGE on STARSIDER
MousePad
Sun Jan 11, 2004 11:41 pm
#2

as a bio engineer I experimented as well, then SOE said I was a cheater because my animals turned out to be too good for them.


So don't experiment whatever you do... make the harvesters really bad, like BER 1 or 2, and they can't touch you.

StumanKadir
Sun Jan 11, 2004 11:45 pm
#3

Walls, small structure storage units and generators dont count in the final equation. The type of metal, ore and chems do.


Most architects use a good quality Duralloy Steel, a nice Katrium Intrusive ore and a rubbish lube oil for the chem component. Ideally the Steel and the ore should have a UT value above 950 and SR & HR at least above 930. The idea is to get the UT,SR & HR calculation as close to 1000 as possible. Hence if you have a resource that is UT979, SR950 & HR973, and the schematic gives a weighting of 50/25/25 to each, then the "weighting" of that resource will be 970.25 (which will give you a BER13 at around the 84% experimentation mark.


Note that as lube oil doesnt have either UT, SR or HR as part of its stats, its value is negated in the final experimentation calc. If you use a chem that does have a UT, SR or HR value (polymer is a classic), then it WILL be counted and will drag down your final results.


Hope this helps





Stuman Anikadir
Maker of stuff - on hiatis until they work out what they are doing to this game

Will be back once the Crafting Upgrade is announced
Sick of playing with kiddies, come play with the old folks, we are just as gamey as the next person

XisleMiqied
Sun Jan 11, 2004 11:53 pm
#4

ya helps a lot. what do i need to experiment on then? do i experiment on the ore mining units and then make a schem for them? and youre saying i dont need to experiment on the turbines and struc storage modules at all? thx



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ZenDragonMLS
Sun Jan 11, 2004 11:58 pm
#5

Yet another "how do I make good harvesters" thread.

Use godly minerals for the "mining" component (e.g., ore mining unit, fluidic drilling pump). Use godly minerals for the final assembly. Use lube oil for any "chemical". Experiment the hell out of the mining components and final assembly. Use crappy materials for walls, generators, etc. Make a schematic for the mining component (this is *required* for heavies) and run them off in a factory. Make a schematic for the harvester itself and run it off in the factory.

"Godly" minerals are ones where ((2*UT)+HR+SR)/4 is > 900, the higher, the better.



Chilastra: Mikka R'zrPoint, Spy (Master Ranger/Master Pistoleer)
Chilastra: Zalle RazorPoint, Trader:Engineer (Master Architect, Master DE, Master Shipwright) - vendors just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Master Architect - showroom just south of Theed at -5370, 3139

StumanKadir
Mon Jan 12, 2004 12:00 am
#6

Yep - you need a decent crafting station (and the public ones in the towns WON'T suffice) and a decent crafting tool (the ratings of both will affect the type of success, number of crit failures, etcthat you have during experimentation).


First, experiment the ore mining units, etc to as high as you can get them (ideally they should have a final experimentation rate above 90%, and with a BER of 6) and then factory make as many as you think you need or can store - beware as the ore mining unitsDON'T crate up like Turbo Fluidic Drives or Heavy Harvesting Units -and having a house full of ore mining units is not fun. The walls you can experiment on (that affects the final hopper size but not much in my experience), the turbines you can't experiment on, same is true for the small storage units.


Once you have everything, you can either handmake the deeds, or tip the lot into a factory and burn up one deed for a schematic (expensive if you are only make 3 or 4, ideal if you are making 30 or 40).





Stuman Anikadir
Maker of stuff - on hiatis until they work out what they are doing to this game

Will be back once the Crafting Upgrade is announced
Sick of playing with kiddies, come play with the old folks, we are just as gamey as the next person

ZenDragonMLS
Mon Jan 12, 2004 12:41 am
#7

Correction - I'm *pretty sure* that the walls don't impact *anything*. Only the final assembly resources impact the hopper size.



Chilastra: Mikka R'zrPoint, Spy (Master Ranger/Master Pistoleer)
Chilastra: Zalle RazorPoint, Trader:Engineer (Master Architect, Master DE, Master Shipwright) - vendors just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Master Architect - showroom just south of Theed at -5370, 3139

XisleMiqied
Mon Jan 12, 2004 6:33 am
#8

thanks a million guys. this cleared up everything i didnt know about. sorry to clutter your board thanks so much though.



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