aliens

Author Topic: General stores' space bug  (Read 4117 times)

Offline JConstantine

  • Sergeant
  • **
  • Posts: 22
    • View Profile
General stores' space bug
« on: July 27, 2015, 08:47:31 pm »
When we start the game and go to "Bases" -> "Base Information" let's take a look at "Stores".
As we can see Space Used = 40, Space Available = 50. But that is not actually so.
Let's click the "Stores" button and look at the list of all goods that we have in our general stores:

  • Stingray Launcher      ( quantity:1, space used:0.8 )
  • Stingray Missiles        ( quantity:25, space used:10 )
  • Avalanche Launcher   ( quantity:1, space used:1 )
  • Avalanche Missiles     ( quantity:10, space used:15 )
  • Cannon                      ( quantity:2, space used:3 )
  • Cannon Rounds[x50] ( quantity:1, space used:0.1 )
  • Pistol                          ( quantity:2, space used:0.2 )
  • Pistol Clip                   ( quantity:8, space used:0.8 )
  • Rifle                            ( quantity:2, space used:0.4 )
  • Rifle Clip                     ( quantity:8, space used:0.8 )
  • Heavy Cannon           ( quantity:1, space used:0.3 )
  • HC-AP Ammo              ( quantity:6, space used:0.6 )
  • Auto-Cannon             ( quantity:1, space used:0.3 )
  • AC-AP Ammo              ( quantity:6, space used:0.6 )
  • Rocket Launcher        ( quantity:1, space used:0.4 )
  • Small Rocket              ( quantity:4, space used:0.8 )
  • Grenade                    ( quantity:5, space used:0.5 )
  • Smoke Grenade        ( quantity:5, space used:0.5 )

If we add up all "space used" numbers the result will be: 36.1, which is not 40.
It's because we have some equipment on our crafts. Let's unequip our skyranger and 2 interceptors.
After that we'll have Space Used = 51, Space Available = 50 in our "Stores" which is impossible.
Actually we don't even need to unequip our skyranger, we get 51 just after disarming out interceptors.
It would be really nice if somebody from OpenXcom developers' team fixed that bug.


Online Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 8631
    • View Profile
Re: General stores' space bug
« Reply #1 on: July 27, 2015, 09:13:06 pm »
And what exactly do you propose to fix this "issue"? Not allow disarming the interceptor?

Offline JConstantine

  • Sergeant
  • **
  • Posts: 22
    • View Profile
Re: General stores' space bug
« Reply #2 on: July 27, 2015, 09:23:19 pm »
Of course not.The problem is that the general stores' capacity is 50. Not 51 as we have when we start the game.
And if we won't disarm out interceptors and just unequip our skyranger it won't have any effect and we'll still see "space used" : 40. I'm not sure how exactly to do this for now, I just payed attention to that fact.

Online Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 8631
    • View Profile
Re: General stores' space bug
« Reply #3 on: July 27, 2015, 09:50:26 pm »
There are two things, which are different compared to original.

1/ we all hated the 80 item limit on skyranger... so we decided that there will be no limit... but then we could abuse it for unlimited storage... and therefore the items on the skyranger count towards the total storage... that's why if you unload the skyranger the total storage number doesn't change

2/ in original you couldn't disarm the interceptor... but it is a nice thing to do... so we decided to allow it... which may cause storage overflow as you described... btw. stuff in/on the interceptor doesn't count towards the total storage

Solution A: don't allow disarming interceptor... is possible, is even truer to original... but it sucks

Solution B: if storage limits are enabled (in game options), at the end of each mission you need to sell excess stuff before you are allowed to do anything else... this could be done also when disarming interceptors... but that just sucks even more

In my opinion, we don't need to do anything... there is no abuse of this (at least I can't think of any right now)... 99.99% of people didn't ever notice it and 99.999999999999% don't care (even if they noticed). Exception (you) proves the rule ;-)

Offline JConstantine

  • Sergeant
  • **
  • Posts: 22
    • View Profile
Re: General stores' space bug
« Reply #4 on: July 27, 2015, 09:59:18 pm »
You think it's bad that I've noticed it?:)
I just like that game so much that I want everything to be perfect in it:)

Online Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 8631
    • View Profile
Re: General stores' space bug
« Reply #5 on: July 27, 2015, 10:09:17 pm »
It's not bad... it's actually pretty impressive.

But don't let it bother you... just let it go ;-)

Offline JConstantine

  • Sergeant
  • **
  • Posts: 22
    • View Profile
Re: General stores' space bug
« Reply #6 on: July 27, 2015, 10:35:55 pm »
 :)

Offline Warboy1982

  • Administrator
  • Commander
  • *****
  • Posts: 2333
  • Developer
    • View Profile
Re: General stores' space bug
« Reply #7 on: July 28, 2015, 12:57:37 am »
if a missile launcher is attached to a craft, it's not in storage.
if a missile is loaded into the launcher, it's not in storage.

you HAVE to be able to go above available storage in some cases (ie: recovering a battleship), it was never a "hard cap" it only prevented you from BUYING/TRANSFERRING more stuff