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UFO: Alien Invasion
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icon_project.png UFO: Alien Invasion / Closed Bug report #3015 Base Goods Transfer
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This issue has been closed with status "Closed" and resolution "Not determined".
Issue basics
  • Type of issue
    Bug report
  • Category
    Campaign
  • Targetted for
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  • Status
    Closed
  • Priority
    5. Important
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  • Type of bug
    Not triaged
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Affected by this issue (1)
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Description
[http://sourceforge.net/p/ufoai/bugs/3015 Item 3015] imported from sourceforge.net tracker on 2013-01-28 19:58:38

Build: 1316676934
Transfer of goods between bases doesn't take into account goods already in transit.
Example..
Lets say Base B is holding 900 Antimatter...
Base A can transfer 100 x Antimatter to Base B, to bring Base B's storage to maximum. (1000)
Exit Transfer Screen.
Re-Enter Transfer Screen (Base A) and the same amount (100) can be transferred again to Base B (which exceeds Base B's maximum)
Move on to a different Base (C) and enter Transfer Screen.
Base C can also transfer 100 x Antimatter to Base B, up to Base B's maximum storage. (1000) - but goods are already in transit from Base A.
...and it also happens with additional transfers from any other base, to Base B.
===== Comments Ported from Sourceforge =====

====== darkrainx (2011-09-29 02:24:37) ======

Transfer of employees and aircraft shows the same behaviour, excess employees are un-hired and aircraft destroyed upon arriving to the destination btw.
====== tlh2000 (2011-09-29 05:23:28) ======

this is intentional - you can send your on-transit-aircraft to another base while is transfers stuff.
if the second aircraft with 100 antimatter can transfer the antimatter to base b after the first aircraft already did that (and thus the second aircraft goods would exceed the antimatter storage capacity of base b) that is a bug. but it is no bug to order different aircraft to transfer something to base b - because base b has the space in its storage. maybe we should offer a warning message in the case a second transfer would exceed the limits, but that would be a feature request, no bug.
====== tlh2000 (2011-09-29 06:50:09) ======

the stuff about aircraft and employees must be discussed. assigning this to geever - he might know more about it.
====== gren01 (2011-09-29 07:34:45) ======

I wouldn't have thought for a moment it was an intentional design feature that a shipment of Anti-matter would just disappear repeatedly without any kind of error_trap notification to the player. The transfer process already checks the destination Anti-matter storage facility for free space and both issues a warning that the destination base storage facility is full and prevents further quantity being added to the current transaction. . I'm sure it could also take into account, transactions from other bases at the given time of preparing a transfer. (one of the basic considerations of any stock control system - goods in transit)

If any of those transactions should be destroyed in transit (en-route) it still should not affect the calculation of free storage space for the current transaction, being as it is a future event.

"if the second aircraft with 100 antimatter can transfer the antimatter to base b after the first aircraft already did that (and thus the second aircraft goods would exceed the antimatter storage capacity of base b) that is a bug."

Well this is what is happening, apart from the fact that the first shipment hasn't arrived at base B yet.

Offering warnings about a "black-hole" event like this, where things just disappear, that affects the core of game-play, should as a matter of course be a standard implementation and not a feature request in my opinion, but you are the developers and I'm just reporting a small difficulty.
====== tlh2000 (2011-09-29 08:57:36) ======

as i've said, that is an error then - but that is not the initial error description.
====== geever (2012-09-27 20:45:57.814000) ======

I think you misunderstood eachother or I don't get what you were speaking about.

But anyway, I know this behaviour which is not good, I plan to prevent loss on transfers, but it's not a bug but a missing feature.
Unfortunately this new tracker doesn't seem to offer any possibility to reassign this ticket to the feature request queue.

-geever
====== geever (2012-09-30 13:51:07.817000) ======

- **status**: open --> closed

====== geever (2012-09-30 13:51:08.005000) ======

Done. Reimplemented "baseinfo" part of the Transfer UI. It now counts capacities of the destination base and prevents starting transfers that would overload the capacity.

one minor "bug" is known: As dead aliens doesn't use up capacity they can be transfered to any base even where there is no containment. But this is another problem which could be fixed by either removing bodies from game (keep only the tech entry) or convertin them to items.

-geever
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