semisemite Posted January 16, 2012 Share Posted January 16, 2012 V. 8.61 Base – I have an additional 20 (it’s coming up as 48/28) scientists that showed up after I finished my first research project. Upon reload, after project was completed it doubled the amount of scientists available for the next project, but the personnel count reads what it’s supposed to be. Quote Link to comment Share on other sites More sharing options...
Sathra Posted January 16, 2012 Share Posted January 16, 2012 Someone else reported this a long while ago. Do you have any idea how it happened? Also, name your reports properly. Version number and part of the game (geoscape/Baseview/Ground Combat) in the title. Quote Link to comment Share on other sites More sharing options...
semisemite Posted January 16, 2012 Author Share Posted January 16, 2012 I'm not quite sure how it happened in terms of everything else that would have been happening at the time, but I think I was either on the way to or flying back from a mission, and I had just finished completing the research on whatever the alien 'element' is. Alenium or something. Quote Link to comment Share on other sites More sharing options...
semisemite Posted January 16, 2012 Author Share Posted January 16, 2012 Ok, it didn't happen my next research step was the plasma pistol, but it happened when I researched Alien Alloys - which has nothing for a project description (in case that's somehow relevant). Quote Link to comment Share on other sites More sharing options...
Matthew Posted January 17, 2012 Share Posted January 17, 2012 I've tried to reproduce it but I couldn't. If you could attach your save game please, it would help Us out a lot. Thanks. Quote Link to comment Share on other sites More sharing options...
OJSlaughter Posted January 17, 2012 Share Posted January 17, 2012 I have had this a few times. It seems to me that the amount of scientists that are extra comes from the amount used in research. Ie, if I was using 20 scientists to research something then I end up with an additional 20 when the research completes. I will try and reproduce it now... Quote Link to comment Share on other sites More sharing options...
stx Posted January 17, 2012 Share Posted January 17, 2012 I think I have found two savegames of mine that could be useful to you. In the first one, the number of scientists is correct. In the second one, I have twice the number of scientists I should have. Between the two saves, only a day has passed. I completed a research project and started a second one. [ATTACH]340[/ATTACH] ----------------- By the way, I think you should improve save file naming. 1) It is not possible to easily find a specific save file in windows explorer. The ntfs file name does not match the Xenonauts save name from the file. A simple counter or index used as the beginning of the file name could really help. The same counter should be used in the save/load UI 2) In the save/load UI it could be useful to know if the save was created in Geoscape or Ground Combat. A simple column containing GS or GC could really help to distinguish the save files. scientists bug.zip scientists bug.zip Quote Link to comment Share on other sites More sharing options...
Matthew Posted January 20, 2012 Share Posted January 20, 2012 Thanks for the save game stx. Quote Link to comment Share on other sites More sharing options...
rretzbach Posted January 22, 2012 Share Posted January 22, 2012 I've read that this bug was confirmed already. But please let me give my 2ct :> Here is how I reproduce it: Precondition: [Xenonauts V8.62] Start a new instance of Xenonauts (this is important!) and have a savegame with at least one available, not currently researched Research project ready, also have at least one unassigned scientist 1. Load that save game 2. Start the research project (lets use Alenium as concrete example) 3. Assign at least one scientist to Alenium 4. Load the previously loaded save game AGAIN (yes the previously game is unsaved and will be lost) 5. Start researching the project Alenium again 6. Observe that the number of already assigned scientists is exactly the same as in the previously unsaved game 7. Observe that the number of unassigned scientists is the correct number for that save game 8. Close Xenonauts and reload the savegame, everything works as expected Conclusion: a) When starting Xenonauts and loading a savegame, both the number of assigned scientists and unassigned scientists is correct. b) When switching between game states by loading a savegame the number of assigned scientists is "remembered" for each project but should be changed by loading a savegame Best regards Robert Quote Link to comment Share on other sites More sharing options...
Matthew Posted January 23, 2012 Share Posted January 23, 2012 (edited) Very nice report! Thanks It's also crashing in debug mode Edited January 23, 2012 by Matthew Quote Link to comment Share on other sites More sharing options...
Mr.Prayer Posted January 26, 2012 Share Posted January 26, 2012 I have a save that reproduce this bug even after restarting the game. It has no research started but when adding a new research (2 out of 3 available) it automatically gets 10 scientists. So there are 20 scientists researching and 20 out of 20 unassigned (or 40 researching and 0/20 unassigned): My recollections of the events: 1) Finished combat mission and saved 2) Started 3 researches 3) Hired 10 more scientists 4) Assigned 10 scientists to first 2 projects each 5) Played some more, reloaded save from (1) [ATTACH]377[/ATTACH] Version 8.9. First time play. 2012-01-26_23.23.28.zip 2012-01-26_23.23.28.zip Quote Link to comment Share on other sites More sharing options...
Mr.Prayer Posted January 26, 2012 Share Posted January 26, 2012 Playing further i got the number of scientists up to 80 (with only 20 legal). Every time a research was done i got extra. Quote Link to comment Share on other sites More sharing options...
Matthew Posted January 27, 2012 Share Posted January 27, 2012 The next patch will fix it. Quote Link to comment Share on other sites More sharing options...
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