New board
I have an UFO Fighter on my main production base. It's being disassembled (the same one) for the 4th time now. Production seems to be keeping track of it as it has a negative number on it (should be 1 on first disassemble, -1 for each additional one, so now -2). I'm some hours away from fulling an antimatter storage with a single fighter. On another base it disassembled a (single) harverster twice, then game declared disassemble was finished.Very weird...
The initial problem was fixed in r24885 and r24886.There is still an issue: If you add ufo to production queue you can store another one, then you can stop disassembling => you store more than you could.. This part of the code is really bad. -geever
Well, considering that upon disassembling the UFO is actually moved from hangar from workshop, current behaviour seems intended. But the store more than u can hold issue is really weird. Maybe it should be a prompt upon canceling a disassemble (if UFO hangars r full) that the UFO will be destroyed (or more realistic: bring up the sell or replace UFO screen. Same as after a UFO recovery. That should solve it and it is already coded).
Won't UFO hangars system make it on 2.3? I was hoping it would.