OpenXcom Forum
OpenXcom => Troubleshooting => Topic started by: Sturm on July 26, 2014, 10:03:27 pm
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What should I do to not lose the game?
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What do you mean?
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https://www.ufopaedia.org/index.php?title=Known_Bugs#Cash_Rollover_Bug
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If you really managed to go over 2billion, you can just open the savegame in a text editor and edit your last "funds:" amount.
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Is there any particular reason for this limit?
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Memory allocation. And the space needed to display the funds in the interface.
It should not be hard to increase the memory allocation, but I'd rather put a hard limit on how much the X-Com treasury can hold.
Something like 2 billion :D
How can one amass two billion bucks on this game? I believe I've managed to hit several tens of millions in TFTD, but by then I was tired of Tentaculats and ready to take on T'Leth. Which I promptly did :P
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Memory allocation. And the space needed to display the funds in the interface.
It should not be hard to increase the memory allocation, but I'd rather put a hard limit on how much the X-Com treasury can hold.
Something like 2 billion :D
How can one amass two billion bucks on this game? I believe I've managed to hit several tens of millions in TFTD, but by then I was tired of Tentaculats and ready to take on T'Leth. Which I promptly did :P
I play with more realistic prices - that is going up to 150 mln $ for an Interceptor and funding adjusted accordingly.
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I play with more realistic prices - that is going up to 150 mln $ for an Interceptor and funding adjusted accordingly.
You should perhaps decrease selling prices also, as I am not sure commodities produced by XCom have a lot of "buyers" on earth...
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You should perhaps decrease selling prices also, as I am not sure commodities produced by XCom have a lot of "buyers" on earth...
Why?
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Forget it...
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I kind of think it would be cool to have realistic prices, but it's not really necessary at this point. I actually tried this exact same thing once and got this bug, then I got tired and quit trying to make it work cause, well, I just thought it was pointless.
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Make an enhancement request for this, in the bug tracker. Argument it. I'm sure SupSuper will do it if it's worth it.
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using "real price"/1000 or "real price"/100$ as buy/sell/production value is not conceivable?
whats the cheapest thing? the clip for a pistol?
does it really matter if you pay 5$ or 100$ per pistol clip if your interceptor costs millions?
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It's just a question of how difficult it is (or how likely it is to cause other bugs) to at least up the limit to maybe 9.9 billion and make it stop rather than rollover to -9.9 billion.
If its too much effort that's fine, but dividing by 100 just doesn't look as good and it is a bit of a pain.
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It's just a question of how difficult it is (or how likely it is to cause other bugs) to at least up the limit to maybe 9.9 billion and make it stop rather than rollover to -9.9 billion.
If its too much effort that's fine, but dividing by 100 just doesn't look as good and it is a bit of a pain.
Do you have ever any idea of time and efforts spent by dev team to provide this remake, with all possibilities it offers...
Feel free to ask for any request, but when dev team says no, I'm not sure insisting more and more is a great reward to their efforts...
Have a look at all other possibilities, and I'm sure your frustration could be lowered :)
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Well, if a mod is causing an issue, it is the modder's problem.
Sure, we can ask the devs to unlock something, but if they said no and valid arguments were presented, there's not much we can do...
Well, actually there's one thing: learn to code, make your own branch, then present it to the devs as a proposed solution. That's the only way that seems to be valid.
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if you increase the bitsize of funding you also should increase the bitsize of all prices
manufacture/sell/buy/maintenance/rent/wages/funding/.. also since these numbers now can be bigger you shlould check that there is enough space in all screens where a price/funding related information is visible (seel/buy/manufacture/graph/mainscreen/funding/..)
check all "money"-functions for correct casting of types
i assume the change in bitsize for funding alone/itself is no big deal but the other stuff makes 99% of the work
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I think only variables that store funding need be change to `long long`. Rest can stay same because C++ easy handle adding different types of `int` variables. Only UI change that is need is internal only. Right now number fields store value in normal `int` this should be expand to `long long`.
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if you increase the bitsize of funding you also should increase the bitsize of all prices
manufacture/sell/buy/maintenance/rent/wages/funding/
Could you explain this?
you shlould check that there is enough space in all screens where a price/funding related information is visible (seel/buy/manufacture/graph/mainscreen/funding/..)
On closer inspection UI changes might not be necessary since you could probably still see the amount in the base menu(since it only extends to the right). Also, even if it is obscured by the UI, how is that worse than the money rolling over?
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Could you explain this?
No i wasted enough time in this thread already
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Well, if a mod is causing an issue, it is the modder's problem.
It's not an issue caused by a mod. It's a known bug from vanilla version that was discovered long before modding. Even if there is to be a hard limit on how much cash, it shouldn't be possible to cross it and roll-over into minus.
Well, actually there's one thing: learn to code, make your own branch, then present it to the devs as a proposed solution. That's the only way that seems to be valid.
I remember seeing claims that every single bug from the list I linked was fixed in 1.0. Learn to code and propose a solution? That's how many years to fix one bug?
using "real price"/1000 or "real price"/100$ as buy/sell/production value is not conceivable?
whats the cheapest thing? the clip for a pistol?
does it really matter if you pay 5$ or 100$ per pistol clip if your interceptor costs millions?
I'm using "real price"/10 now. It's ugly. And the game-breaking bug still stays. The bug is listed in wiki, so obviously other people have reached that limit before in vanilla game.
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It's not an issue caused by a mod. It's a known bug from vanilla version that was discovered long before modding. Even if there is to be a hard limit on how much cash, it shouldn't be possible to cross it and roll-over into minus.
I only meant that it probably wouldn't happen on an unmodded game, so it's a modding issue to me. At least I can't imagine having that much money, but well, I could be wrong.
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i had other games that "fixed" the issue in a way that they set the funding to 999999999 and you could not earn more each day or some such it was reset
but this also lead to many outcries of "WHYYY!!! you rob us!"
you never get it right for everyone
such a solution would be easy to do don know if its liked .. and it would not help if you sell stuff for 1500000000 in one swoop
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I'm using "real price"/10 now. It's ugly.
It's nice ! Taking inflation into account, you should be not far away from prices in 1999 8)
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It's nice ! Taking inflation into account, you should be not far away from prices in 1999 8)
Especially spaceship Avenger for 80000$ per unit ;)