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[4.9.1 experimental - strategy] Corpse analysis can't be completed if stores are full


Skitso

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This is not an actual bug, but decided it's worth reporting anyways: it doesn't make much sense that I can't complete corpse analysis if my storages are full. Are the test shootings performed in the storage? To add insult to the injury, completing those analyses would free the storage capacity as the corpses are moved into the shooting range and after that, to the dumpster.. 

 

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On 6/23/2024 at 1:09 PM, Skitso said:

This is not an actual bug, but decided it's worth reporting anyways: it doesn't make much sense that I can't complete corpse analysis if my storages are full. Are the test shootings performed in the storage? To add insult to the injury, completing those analyses would free the storage capacity as the corpses are moved into the shooting range and after that, to the dumpster.. 

 

image.thumb.jpeg.ff72a56c27753e4982267d009e243644.jpeg

Yeah, I believe this was reported before but iirc fixing this would involve making a lot of changes to the way engineering projects are currently done so this was postponed later for us to return to once the game is in a more completed state. I'll bring this up again with the rest of the team though and see what they think

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On 6/23/2024 at 6:09 AM, Skitso said:

This is not an actual bug, but decided it's worth reporting anyways: it doesn't make much sense that I can't complete corpse analysis if my storages are full. Are the test shootings performed in the storage? To add insult to the injury, completing those analyses would free the storage capacity as the corpses are moved into the shooting range and after that, to the dumpster.. 

 

image.thumb.jpeg.ff72a56c27753e4982267d009e243644.jpeg

It's not a bug - it's the punishment for going over stores capacity.

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4 hours ago, Chris said:

It's not a bug - it's the punishment for going over stores capacity.

Haha! This is no way a deal breaker, but seriously, you don't intend to keep it that way, do you?

I've understood the Xenonaut franchise is supposed to be a semi-serious "simulation", where realism should be prioritized where possible.

Keeping it like that makes no sense to me.

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On 6/24/2024 at 2:01 PM, Skitso said:

Haha! This is no way a deal breaker, but seriously, you don't intend to keep it that way, do you?

I've understood the Xenonaut franchise is supposed to be a semi-serious "simulation", where realism should be prioritized where possible.

Keeping it like that makes no sense to me.

We can fix it by making the Stores screen pop up every time you go over capacity and refuse to close until you sell back down under capacity like other games do, but I think you'll find that far more annoying tbh.

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1 hour ago, Chris said:

We can fix it by making the Stores screen pop up every time you go over capacity and refuse to close until you sell back down under capacity like other games do, but I think you'll find that far more annoying tbh.

Actually I think I would prefer that. Makes a lot more sense that when my strike team returns to the base chopper full of Sebillian corpses, you just have to clear some fridge space to fit them. Or dump the loot.

And I think it happens rarely enough that it wouldn't be too annoying. Is it a large change? Could we test it at least?

Edited by Skitso
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