Guest g33k Posted June 9, 2005 Report Share Posted June 9, 2005 I have a problem where the amount of MC disruptors I have continues to fluctuate rapidly, resulting in a problem where they take up all my storage space and I can't even sell them as they have a negative number on the sell/sack screen...sorry if this is a repeat, had a look but couldn't find the same problem... http://img54.echo.cx/img54/8771/xcom12zp.jpg http://img54.echo.cx/img54/1719/xcom20dd.jpg Link to comment Share on other sites More sharing options...
dan2 Posted June 9, 2005 Report Share Posted June 9, 2005 You can use an Xcom2 base editor to put a decent number for MC Disruptor. I'm not sure how the number got #$% up, but it will return to normal with an editor.It appears one table is seen as unsigned words while the other as signed integers. Programmers with their wacko nonsenses Link to comment Share on other sites More sharing options...
jman4117 Posted June 9, 2005 Report Share Posted June 9, 2005 You may have over flowed something..what happens when the ammount in storage passes 65536? Link to comment Share on other sites More sharing options...
[Blehm 98] Posted June 9, 2005 Report Share Posted June 9, 2005 that looks hauntingly similar to the bit bug in xcom 3.... Link to comment Share on other sites More sharing options...
Exo2000 Posted June 17, 2005 Report Share Posted June 17, 2005 jman; I don't think 65535 storage is possible without hacked base facilities OR a base that is nothing but General Storages. And even then it'd be a long shot. Link to comment Share on other sites More sharing options...
jman4117 Posted June 17, 2005 Report Share Posted June 17, 2005 jman; I don't think 65535 storage is possible without hacked base facilities OR a base that is nothing but General Storages. And even then it'd be a long shot.<{POST_SNAPBACK}> Well he does have just short of it...maybe it will loop back... Link to comment Share on other sites More sharing options...
[Blehm 98] Posted June 17, 2005 Report Share Posted June 17, 2005 Maybe somehow the game managed to get multiple values stuck in there, and they all want control.... Link to comment Share on other sites More sharing options...
g33k Posted June 18, 2005 Report Share Posted June 18, 2005 Meh, well I just had to use an editor in the end, and it hasn't increased since *shrugs* Link to comment Share on other sites More sharing options...
[Blehm 98] Posted June 18, 2005 Report Share Posted June 18, 2005 oh yeah, don't sell too much if it stays that high ever again, once you get to a certain amount of money, the game goes into negative money Link to comment Share on other sites More sharing options...
Exo2000 Posted June 19, 2005 Report Share Posted June 19, 2005 I know it does this in the original. If you go over, like, 100,000,000 or so (as soon as it hits 1,000,000,000 possibly) it goes into negatives. Link to comment Share on other sites More sharing options...
middlefinger Posted July 14, 2005 Report Share Posted July 14, 2005 i have had this problem in my games also and i have ben playing with it... here is the deal....it happens when you are manufacturing1 item that is auto selling and u manufacture something else at the same time.manufactur 1 item at a time...or use 2 diferant bases Link to comment Share on other sites More sharing options...
Jonaleth Irenicus Posted July 14, 2005 Report Share Posted July 14, 2005 BTW, it couldn't be the overflow bug. I think TFTD uses 32 bit numbers (2^32), so you'd need 2,147,483,647 of something before it went back to -2,147,483,647. I think this is the case with both the cash and the items in storage. Of course, reaching either that cash level or item level would probably be hard (or an extremely long game) Link to comment Share on other sites More sharing options...
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