#1
Posted 14 July 2013 - 03:12 PM
- Nevo, Baby Michael, sHs(Fattony) and 8 others like this
#2
Posted 14 July 2013 - 05:55 PM
Some VERY nice advice, ty
i'm not sure about the focus on 1 lvl7 first tho..
Certainly. the rush to lvl5 mills should focus on one...
but before that i dont think so.. perhaps we should play together some game and test it side by side?
reasons i think it is better to prefer upgrading lower level mills:
- each higher tier gives LESS extra lumber per lumber invested (altho total production is indeed higher) thus you gain more income for same investment if you up low lvl mills
- until lvl4 upgrade. lvl 5-7 have effectively 0 lumber cost.
- lumbers upgrading give no wood ( i know you know this.. but) the implication: you lose less income at the current moment by upping lower mills instead of high mills. this means you get more income in the near term which you can use to up other mills (thus this temp advantage is made permanent)
- upping mills takes time, so by preferring to get first lvl7 without upping other mills at all you significantly delay the ready of second(and third ..) lvl7 mill.
we will never know the truth till 2 pro lumbers do this side by side.. but least we can rant bout it here
- Nainbuss likes this
#3
Posted 14 July 2013 - 06:18 PM
Ok waffle,
Now u force me to put matchcraft on this guide to prove what i say ^^. Thank you very much !!!
Im' not sure 100% that i've got the truth but the fact i have never saw a guy faster than me, i'm quite sure focusing a level 7 mill is better.
I'm agree when u say u lose income at the current moment but i think it is still a profitable long term investment (which is the most important thing).
Just w8 a few plz for proves, i haven't finished yet this guide ^^.
- Nainbuss likes this
#4
Posted 14 July 2013 - 06:41 PM
maybe theres just really few pro lumbers to compete with u
oh and one more tip to add..
these formations work best when you have alchemist hero OR custom hero with mass transmute.
regular alchemist unit's mana simply can't keep up with even much more basic factory patterns (i have out-used 3 alchs on smaller factory amplification than what you propose)
this guide presumes that pro lumber has some rank and can at least get alchemist hero (+ rank gives mana regen bonus for hero so you don't run out!)
If you are less than lvl11 and need to take position of lumberer then ..
- Ask to get control of your team mates hero if it has mass transmute. this will be almost as good as your own custom hero but will drop minified mills on ground (can add up to a lot of time wasted if you place them after every cycle, keep in mind the first rule: keep worker buildings mills as much as possible, and avoid worker idle time)
- always use hero to place mills (or any unit EXCEPT the worker)
- if you can't get control of transmute-enabled-hero then increase the amount of mills you build in one batch. this reduces the rate at which you consume mana (as mana will most likely be THE limiting factor) make a factory to build 6(or more, as long as you get to transmute them in a single cast of the spell) mills instead of four. keep in mind this will reduce your factory amplification ( pro guy with many alch units and regular 4-spot mill-factory will pwn you later in the game) (80w for alch is actually very cheap since pro-s make over 100k lumber per game, its just hard to get many of them in the first minutes of the game)
Btw, thx again for the nice guide.
and thx for taking the trouble to actually test and find out which is faster
- Nainbuss likes this
#5
Posted 14 July 2013 - 09:38 PM
I like the guide, but I have to disagree with focusing only on one t7 at a time. Having to wait 6 minutes and 15 seconds for each t7 to start upgrading from lvl 1 mills is a lot of time lost. I think that getting all of them to level 3, and then focusing the lvl 4->5 upgrades on one at a time would be faster, and the mills would produce an overall higher amount of lumber in the meantime.
I'll give it a shot though, just to see if I'm wrong.
Also, like waffle said, you should give some advice for people that can't access the alchemist hero, or can't use him because they need a more damage based hero. Someone soloing in 6.3 would need a different hero, since the alchemist uses magic damage and the final bosses go immune to magic when in their avatar form.
- Nainbuss likes this
#6
Posted 14 July 2013 - 10:38 PM
Nice guide!
I think it gives more lumber at the end of the game if you focus on upgrading the first t7 before other stuff. I tried both ways a bunch of times in 6.10 ( the build times have changed slightly since then). Like you said you will have less lumber early on but end up with a bit more. It doesn't really matter that much either way, it's a small difference. The much more important thing is to build the most t1 mills possible, as this is the only limiting factor after the first t7 is done, which is like 3/4 of the game.
Also, if you factor in the opportunity cost of lost production, the total costs are:
t2 = 6-7 wood
t3 = 22-23 wood
t4 = 80-83 wood
After t4, it depends on how close together you complete the fusing mills and is impossible to give a general value.
If you don't have a transmuting hero, get a large base (at least the size of the Summer Cottage). Make rows of factories with 4 spaces in between, and build full sized t5 lumber mills in between the factories. You can upgrade those to t6 for 320 lumber. One mercenary alchemist can fully handle all the necessary transmuting. I have made over 100k lumber making only t5->t6 solo with a commander.
Totally unrelated, but how much down time does your peasant have in between batches with only 4 spots to build mills? I usually make 8 spaces so there is no down time, but then you have to make 16 extra factories with 4-5 factories working on each.
- Nainbuss likes this
#7
Posted 15 July 2013 - 05:34 AM
Totally unrelated, but how much down time does your peasant have in between batches with only 4 spots to build mills? I usually make 8 spaces so there is no down time, but then you have to make 16 extra factories with 4-5 factories working on each.
Well i think there is maybe 3-4 sec of down time. I never make more than 4 spaces as more space is needed and most of the time it becomes hard after to manage space inside common bases. I just think 4 spaces is the best compromise ...
- Nainbuss likes this
#8
Posted 15 July 2013 - 05:59 AM
i commonly have anywhere in between 0.5-2s down time.
it takes a moment for mass transmute to take effect.. so i usually cast it bout .5 sec early.. and then allready select builder so i can place next 4 mills.
this has the risk: if you cast too early your last mill will be left unfinished and cost you anywhere between 2-10 sec depending if you are prepared for such event.
basically the only factor you should care about is keeping your worker occupied as close to 100% of the time as possible (once you have a good factory pattern)
the other things are all minor in comparison.
i usually use a 10 factory pattern for sake of saving space (6 or 8 factories per mill depending on location..) (spec in team bases)
having low worker down time can compensate for slower building .. (and higher factory amplification can compensate forslow mouse..) but when you DO have the space.. try to have a little better amplification..
unfortunately most of the mills on a high amplification base can only help build 1 mill and take some time to build..
so if you need early lumber.. you can delay building them(factories that dont have direct contact with a mill) a little to get first lumber earlier.. (will lose u end game lumber tho)
- Nainbuss likes this
#9
Posted 15 July 2013 - 08:11 AM
Yeah, i agree
It is just we have all mass spikes when playing, that's why i don't speak about the best possible efficiency but i always add a few seconds needed. I don't want to give false hope to players.
More important guys, i have made some tests with and without lvl 7 focus. And as i finally expected after seeing good arguments, focusing mass levels 3 seems to be the best way.
I made 2 games with the 2 differents ways. I began to create mills at 50min, i reached as fast as possible 3 lvl 7 mills whithout creating other mills after the first 96 (3x32) and upgrading other mills during last level 7 upgrading.
Here are the results of 2 test games :
Game 1, Focusing 1 level 7 then another and using all possible wood to up mills until level 3 of the 2 last levels 7 :
3rd level 7 mill reached at 30min20sec with a total produce of 8570 wood.
Game 2, Up all mills level 2 then level 3 as fast as possible. When extra wood, then i focus on level 4 mills to prepare the 1st level 7 mill, then the other etc.
3rd level 7 mill reached at 30min20sec (lol ...) with a total produce of 8920 wood (+350 total wood).
Conclusion : make mass lvl 3 mills first as krehara and waffle said.
However, even if it is more efficiency, i have found harder to manage this technique as you need all the time to upgrade mass mills. Maybe more difficult with spikes but all pros have to use it i think.
- Waffle(est) and Nainbuss like this
#10
Posted 15 July 2013 - 04:14 PM
YAY.. just did a game with 266,700w team inc..
(till eternia finally killed us..)
(was the only one who built any mills)
- Nainbuss likes this
#11
Posted 15 July 2013 - 09:12 PM
That was a good game
And good job on your guide, it's really nice!
- Nainbuss likes this
#12
Posted 27 July 2013 - 08:43 AM
8 Factories is my build... And i believe its fast..
not in building lumber mills but in producing
the explanation of mine is simple and not calculated
> Why i prefer this that having that number of factories than the one suggested?
- 8 repair factory is enough for me
- 9~14 (the time used for building those is a waste)
and i believe instead of using that time building another 5 factory should be used for mills
ive been doing it since i become a 11 ranked and i believe im doing well
Edited by Tyrande.PH, 27 July 2013 - 10:39 AM.
#13
Posted 27 July 2013 - 03:35 PM
with 10 mills (5+5) you can get a significant increase already with barely any room waste. (33% extra repair rate from factories)
with a personal lumber total of nearly 280k (max diff) i can say that 1 mill less(or placed less than optimally, from a 8 mill formation id say you have crappy placement that already costs you) WILL have a very significant effect.
#14
Posted 24 August 2013 - 09:56 AM
waffe, when did u reach that 280k lumber? by the time tyrant killed or in certain level of endless?thx
#15
Posted 25 August 2013 - 02:21 AM
You don't need full hp factory to make lvl 7 mill. Concerning myself, i'm used to build this factory when lvl 5 mills are soon ready. I've saw many guys who lost precious early time to make first full hp factories instead of focusing on building mills...
Just want to confirm. You need to build the factory before the last lvl 5 lumber mill is complete or it will not transform.
Edited by k9mancer, 25 August 2013 - 02:23 AM.
#16
Posted 25 August 2013 - 10:48 AM
yes, you need start construction of the repair before last lvl5 finishes upgrade.
280k was on eternia attempt it was the number that was left after eternia killed all my lumber production capacity..
( if you want comparable results then we would have to measure at the time when trojan spawns.. because all the following checkpoints change depending how fast u kill end bosses.
eternia attempts they usually die really fast tho
#17
Posted 06 September 2013 - 07:21 PM
I propose this build could be more effective:
Attached Files
#18
Posted 12 September 2013 - 08:01 AM
Nice , ty erdam for the advice
#19
Posted 14 September 2013 - 03:46 AM
Hu guys, thanks for your support. I really appreciate it !
Waffle(est), I would comment your last reply about your proposed repair units area.
post-90106-0-58484500-1378513272_thumb.jpg 2.79KB 2 downloads
First of all, did you test the effectiveness of mechanics/engineer/techniciens compared to factories ? I'm pretty sure that these repair units are not more efficient than a simple factory when you are building mills. I just don't trust the "repair rate" of these units when you have to build mills. I have just noticed it so maybe moderator guys can tell me how these repair units work. What is the mathematic rule behind this repair rate ?
Thus, i just don't understand when i see people using repair units instead of factories ! According to me, it's just a huge mistake so maybe you can tell me why...
According to my opinion, It means : Factory = Master mechanics = Engineer = Legendary Technician
Conclusion : Always make simple factories as mills support buildings. Other repair units cost time, wood and have exactly the same efficiency ...
It seems i didn't mentionned it in my guide so i'll add it right now + others updates since 6.42 has been released ! So guys, if you look this reply, you can go check the "Give me noob" guide for more usefull tips about lumbering. It will really interest you as i learned many things during the last months .
#20
Posted 14 September 2013 - 10:04 AM
Actually .. "repair units" are more effective than Factories.. but setting them up takes another 5 minutes i think .. i have a problem with that ..because u need to have a decent amount of wood before Stealer at minutes 28 .. if u build the repairs as Waffle did .. by the time "Stealer" comes u can;t have produced more than 2k - 2.5k
but with factories if ur even idle for a bit between each transmute u should have between 3-6k wood depending on ur concentration and not keeping ur working idle. and upgrading continiously .
however by game end person using "repair units" should be able to produce more mills than someone using repair factories. Producing more mills doesnt mean higher wood.
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