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r4m0n

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  1. I was reading the reports of frequent misses and was wondering about the quality of the RNG, and this confirmed my suspicions. The default RNG that ships with most C/C++ standard libraries isn't actually all that good, and it's prone to streams of numbers that actually aren't all that random. There are some tests you can run on a RNG to measure the quality, but I'd just suggest that you get an implementation of a Mersenne Twister and start using that. If the RNG was the source of the problem, it will just go away, and we get a more reliable death distribution for our soldiers
  2. I've observed a few times, while building things using Alienium, that the amount is deducted from the storage room and when you go back to Geoscape, you get a message saying the production was interrupted due to the lack of Alienium. More specifically, what seems to happen is that if you have enough to build 1 of the craft/armor, but not enough to build 2, it will consume the resource without doing anything. If you have enough for 2+, it will just consume enough to produce the single unit requested. Practical example: Start with 15 Alienuim in the store. Enqueue an aircraft consuming 10 Alienuim, the store drops to 5. Return to Geoscape, and a message pops saying the production was stopped due to a lack of Alienuim.
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