Technical support > Bugs in stable version (2.5)
Number of selling items on start game
fireday:
--- Quote from: MonkeyHead on March 02, 2014, 09:30:59 am ---Ok, to what number, and why?
--- End quote ---
It hard question. I newbie in game, and i think i cant give impersonal opinion
I think good resolve be use random and depending on the location (and, obviously, different things in different amounts - depending on the usefulness)
for example (nmb to sell)
* primaryassault rifle 4-6
assault rifle magazine 20-40
sniper rifle 3-4
sniper rifle magazine 16-20
riot shotgun 2-3
saboted slugs 8-12
flechette shells 8-10
* miscmedikit 3-4
IR goggles 2-3
frag grenade 3-5
flashbang 2-3
smoke grenade 1-2
* armourcombat armour 3-4
and price twice more then manufacture
also it can differ by difficulty (on easy - more items for sale, on hard - less)
manufacture to beat in terms of what the world was not enough weapons, and that would take time to get it right (ie, not manufacture as literally, it mean - search for weapons required in world)
it also allows you to add weapons to the store for sale (by twice price)
such a request was made for 3 rifles, found 5 - 2 rifles fall into the shop
Duke:
1. You can always change these values in base/ufos/equipment.ufo and make it a mod.
2. With a little more experience you'll find that it's much easier to make money by selling downed ufos.
fireday:
--- Quote from: Duke on March 03, 2014, 04:10:34 am ---1. You can always change these values in base/ufos/equipment.ufo and make it a mod.
2. With a little more experience you'll find that it's much easier to make money by selling downed ufos.
--- End quote ---
1. yes, but i want see normal number of selling items (not 100 for all, its stupid)
2. what relevance to the topic?
Sandro:
Hmm, you would prefer "infinite" count for mundane items?
Noordung:
--- Quote from: Sandro on March 04, 2014, 09:27:02 am ---Hmm, you would prefer "infinite" count for mundane items?
--- End quote ---
I would. at least infinite ammo.
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