UFO:Alien Invasion

Technical support => Bugs in stable version (2.5) => Topic started by: fireday on February 28, 2014, 10:55:12 pm

Title: Number of selling items on start game
Post by: fireday on February 28, 2014, 10:55:12 pm
I download 2.5-dev and start new game, and...

(http://f6.s.qip.ru/AD7h3P2W.png)
(http://f5.s.qip.ru/AD7h3P2Y.png) and etc

Only Aircraft have not 100 items on pack to selling
(http://f6.s.qip.ru/AD7h3P2X.png)
Is it normal?


Also i see one problem - after uninstalling game folder in windows start menu (test on win7) dont delete
(http://f5.s.qip.ru/AD7h3P2Z.png)
maybe its problem only on my PC

// why is not there spoilers? (
)
Title: Re: Number of selling items on start game
Post by: Duke on March 01, 2014, 03:51:38 am
Yes, it's normal.
eg. "Stiletto I" is the one in your hangar (with all it's weapons etc.), so it can't be on the market.
Title: Re: Number of selling items on start game
Post by: fireday on March 01, 2014, 04:17:08 am
Yes, it's normal.
eg. "Stiletto I" is the one in your hangar (with all it's weapons etc.), so it can't be on the market.
I did not mean it
I'm talking about the number of things available for purchase
the items are available for purchase in big amounts (100)
and have price equally produce on base. no reason to produce this items
Title: Re: Number of selling items on start game
Post by: Duke on March 01, 2014, 05:50:03 am
That is also intended. Production is for UFO disassembly and items you can NOT buy on the market.
Title: Re: Number of selling items on start game
Post by: fireday on March 01, 2014, 03:08:40 pm
That is also intended. Production is for UFO disassembly and items you can NOT buy on the market.
I dont understand what u mean
You mean the sale of 100 items is normal?

When I talked about disassembly alien spacecraft
I meant that in the production on based, as in 2.4, no reason, becouse there (in 2.5) are many things for sale in the amount of 100 pieces, and costs of production

(Sorry for my english)
Title: Re: Number of selling items on start game
Post by: Duke on March 01, 2014, 04:39:55 pm
The 100 items on market is the new standard in 2.5
Title: Re: Number of selling items on start game
Post by: fireday on March 01, 2014, 05:01:41 pm
The 100 items on market is the new standard in 2.5
why?? its stupid
becouse it is a game moment
had an interest in the production, transportation of arms with an initial base for other new base
Now everyone just bought
What is the standard - it saddened me, it was my favorite gameplay - the distribution and production of things

propose to revise the point - many things are not balanced with each other that they would stand in equal amounts
You can increase the initial amount of things for sale, compared with 2.4
And to reduce the time for the production of weapons, ammunition (but not for equipment, etc.)
Title: Re: Number of selling items on start game
Post by: MonkeyHead on March 01, 2014, 08:33:29 pm
You need to realise that the items that are at a market stock of 100 are readily availiable mass produced human items. There should NOT be a global shortage of basic items like assualt rifles and fragmentation grenades at game start - that would be immersion breaking.
Title: Re: Number of selling items on start game
Post by: fireday on March 02, 2014, 12:34:38 am
You need to realise that the items that are at a market stock of 100 are readily availiable mass produced human items. There should NOT be a global shortage of basic items like assualt rifles and fragmentation grenades at game start - that would be immersion breaking.
Yes, u right
But, why all items by 100 ?
I suggest change number items to sale to different values
Title: Re: Number of selling items on start game
Post by: MonkeyHead on March 02, 2014, 09:30:59 am
Ok, to what number, and why?
Title: Re: Number of selling items on start game
Post by: fireday on March 02, 2014, 07:07:40 pm
Ok, to what number, and why?
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)
assault 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
medikit 3-4
IR goggles 2-3
frag grenade 3-5
flashbang 2-3
smoke grenade 1-2
combat 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
Title: Re: Number of selling items on start game
Post by: 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.
Title: Re: Number of selling items on start game
Post by: fireday on March 03, 2014, 07:59:57 pm
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.
1. yes, but i want see normal number of selling items (not 100 for all, its stupid)

2. what relevance to the topic?
Title: Re: Number of selling items on start game
Post by: Sandro on March 04, 2014, 09:27:02 am
Hmm, you would prefer "infinite" count for mundane items?
Title: Re: Number of selling items on start game
Post by: Noordung on March 04, 2014, 12:44:19 pm
Hmm, you would prefer "infinite" count for mundane items?
I would. at least infinite ammo.
Title: Re: Number of selling items on start game
Post by: fireday on March 04, 2014, 04:08:40 pm
Hmm, you would prefer "infinite" count for mundane items?
hmmm... why not for widespread things?
Title: Re: Number of selling items on start game
Post by: fireday on March 09, 2014, 01:33:18 am
how society to make such decisions?
vote? or approval of the prominent members of society?

i know programming vb6, pascal(delphi, lazarus) - i can try to do it, but i very bad know eng and dont know the prgramm Git
Title: Re: Number of selling items on start game
Post by: ShipIt on March 09, 2014, 03:40:09 pm
If you cannot code yourself and commit a patch for this, file a feature request in our tracker (http://ufoai.org/bugs/ufoalieninvasion). Then you can try to convince one of the team members to do the coding stuff.