General > Discussion
Fix for bug #1890695 -- what should be the desired behaviour
nemchenk:
--- Quote from: Mattn on February 20, 2008, 08:06:01 pm ---imo the market bid value - but i haven't looked at the code
--- End quote ---
Well, the quick'n'easy hack is just to multiply the price by the BID_FACTOR. Shall I do this as a WIP-type solution?
It seems aircraft are not handled as part of the market -- is there a reason for this other than it has not been implemented yet? It seems odd to exclude them like this -- shall I have a look at adding them?
kracken:
--- Quote from: nemchenk on February 28, 2008, 05:27:39 pm ---It seems aircraft are not handled as part of the market -- is there a reason for this other than it has not been implemented yet?
--- End quote ---
What do you mean ? What would you want to do ? Sorry, I don't understand
nemchenk:
Oh, sorry :) I'll explain more.
Aircraft don't behave like craftitems or items -- they are not specified in campaign_market (in equipment.ufo), their costs are not adjusted in cl_campaign.c#CL_CampaignRunMarket(), there is always MAX_AIRCRAFT of them, etc.
kracken:
--- Quote from: nemchenk on February 28, 2008, 11:53:54 pm ---Oh, sorry :) I'll explain more.
--- End quote ---
no problem ;)
--- Quote from: nemchenk on February 28, 2008, 11:53:54 pm ---Aircraft don't behave like craftitems or items -- they are not specified in campaign_market (in equipment.ufo), their costs are not adjusted in cl_campaign.c#CL_CampaignRunMarket(), there is always MAX_AIRCRAFT of them, etc.
--- End quote ---
Yes, it should probably be changed so that number and prices of aircraft are adjusted during the game.
Zenerka mentioned that he wanted to remove aircraft from objDef_t. So you should ask him what he plans to do, to make sure that you don't code something for nuts ;)
nemchenk:
SF Feautre Request #1904561 posted.
Should I commit my "nasty hack" to SVN?
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