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XCOMUFO & Xenocide

Ah... Yes, The Magical 255 Strikes Again


Tiruas

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I ran into this programming limitation / blunder in Xcom 1

 

but naively assumed it would have been fixed by 2...

 

I have currently in my employ 200 scientists at my original base of operations,

 

I thinking i would strip down & clear my tech list, decided to hire 200 more...

 

Well when they finally arrived JOYOUS DAY!!! now get to work boys! discover stuff!!!

 

as i go about merrily assigning them to their tasks, i was both surprised & confused at the -56 scientists available & 200 work space.

 

when i maxed out my work space, i have -256 scientists available...

 

then a nagging memory from Xcom 1 returned to me, @#$&^%@#$ !!!! i can't have more than 255 scientist / engineers at any one base :(

 

SON OF A BISCUIT!!!!

 

i just spent 12 million on new hires, just to have to sack 145 scientists, & then if i wanted the extra "5" scientists i had to have an extra lab for those 5

 

sigh, so i sacked 150 & now have 5 labs,

 

i doubt that there is a solution,

 

but if there is a fix for this, plz let me know :/

 

i cannot believe i fell for this stupid blunder again!!!

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there's no fix. Part of the reason is the variable type they used when programming. They used signed INT where they should've used unsigned INT. It produces a bucket overflow if exceed or falls below the range. Naturally, the programmer could've run a function to do a check everytime, but it's not in this case.

 

You can use a game editor to get your refund back :(

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there's no fix. Part of the reason is the variable type they used when programming. They used signed INT where they should've used unsigned INT. It produces a bucket overflow if exceed or falls below the range. Naturally, the programmer could've run a function to do a check everytime, but it's not in this case.

 

You can use a game editor to get your refund back :(

 

 

*shrugs*

 

call it cost of doing business

 

or call it cost of forgetting shizzle from xcom 1

 

in any case at this point i'm dominating the aliens,

 

i can't be bothered by mistakes (even huge glaring ones LOL)

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One way to work around it is to have multiple teams of 250 scientists at separate bases. That's probably overkill though, and will be very costly to maintain. ;)

 

- NKF

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I thought having scientists and running researches in different bases was not a good idea. Apparently you have to research all over again in the new base, and they do not "unlock" researches and products to manufacture between them...
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There is only one PRODUCT.DAT file (for manufacturing) and one RESEARCH.DAT file (for research, obviously) so it doesn't really matter where you are performing the actions, the respective file will be updated accordingly. The only thing you have to worry about is having the requisite materials/objects/items in your stores before research and/or manufacturing actually begins. At least, that's how I think it works. ;)

 

I wouldn't research the same topic at two different bases though, as each research "instance" will occupy a different record in PROJECT.DAT. You would thus be wasting scientists because one of the topics will end before the other one.

 

- Zombie

Edited by Zombie
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