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Anssi

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  1. This also reminds me of a Community Edition bug report about getting massive amounts of TU by opening some doors (which could cause alien turn to get very long)... but I guess it could be entirely unrelated: http://www.goldhawkinteractive.com/forums/showthread.php/12232-0-30HF1-TU-Bug
  2. I can reproduce the endless alien turn with the save game he provided, by just immediately pressing End Turn. I have no mods of any kind. I'm on Steam experimental branch and the version is shown as "V1.5 Stable (09 Dec 2014)".
  3. Just a shot in the dark here, but is it possible to research fusion explosives before plasma explosives? If so, I guess this could happen then? If that is the case, I guess it might make sense to make fusion explosives depend on plasma explosives or something (and do the same with other explosives as well)...
  4. When the Rifleman default equipment consist of non-unlimited items A, B, C, but there is no free C available when hiring a new recruit, you still lose A and B. Example: 1. Rifleman default equipment: Jackal armor, Plasma rifle, Plasma pistol (random example) 2. Have 5 Jackal armor, 5 Plasma pistols, 0 Plasma rifles in store. 3. Recruit 5 new soldiers. 4. There was not enough equipment for new soldiers so they got the basic default load-out of Ballistic rifles instead (with no armor or pistol). 5. All your 5 jackal armors and 5 plasma pistols have now vanished regardless. So far I have been able to always reproduce this, but a testcase save game is nevertheless attached. Rifleman default equipment is set to mag rifle + jackal armor, and there are 0 mag rifles and 4 jackal armors. If one recruits a new soldier, you lose 1 jackal armor. equipmentbug.sav equipmentbug.sav
  5. Still valid with 0.30. Attached also a save file just in case (to reproduce, set rifleman default equipment to a mag rifle + jackal armor, make sure there are no free mag rifles, recruit a new soldier => 1x jackal armor will be lost when the soldier arrives but the new recruit only has basic armor). kas67bship.sav kas67bship.sav
  6. Best explained with an example: 1. Set Rifleman default equipment: Jackal armor, Plasma rifle, Plasma pistol (just for the case of this example). 2. Have 5 Jackal armor, 5 Plasma pistols, 0 Plasma rifles in store. 3. Recruit 5 new soldiers. 4. Wait for it... 5. There was not enough equipment for new soldiers so they got the basic default load-out of Ballistic rifles instead (with no armor or pistol). 6. All your 5 jackal armors and 5 plasma pistols have now vanished, congrats I must have lost dozens of Wolf armors this way before I noticed they weren't actually destroyed in combat but just when recruiting... I guess the code which adds the default equipment for a new recruit doesn't restore the already reduced store counts when it notices not everything is available and falls back to just using the basic load-out of 1 rifle + 1 magazine.
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