Author Topic: Techtree Quirks  (Read 2041 times)

Offline Sirbomber

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Techtree Quirks
« on: October 13, 2007, 01:53:57 AM »
Interestingly enough, Outpost 2 will not load a mission if a techtree has a tech with a maximum scientists value of 9.
There may be other values that crash, of course. This information may already be on the forums.
But I wanted to vent a bit more than anything...
Apparently Allen McPheeters REALLY hates the number 9...
"As usual, colonist opinion is split between those who think the plague is a good idea, and those who are dying from it." - Outpost Evening Star

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Offline 7842303

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Techtree Quirks
« Reply #1 on: October 13, 2007, 03:43:30 AM »
strange!?!?!?! :ghosty:
« Last Edit: October 13, 2007, 03:43:54 AM by 7842303 »
onword to battle!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
unless your tired, of cource

Offline Hooman

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Techtree Quirks
« Reply #2 on: October 13, 2007, 05:31:26 AM »
Umm, I'm pretty sure there are built in techs with 9 scientists as the max. Maybe it's something else?
 

Offline Hidiot

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Techtree Quirks
« Reply #3 on: October 13, 2007, 11:44:19 AM »
when I made a tech with 20 scientists max, at 18, it would stop researching, whilst there are techs with max 18 scientists that work at maximum efficiency with 18 scientists.
« Last Edit: October 13, 2007, 11:44:50 AM by Hidiot »
"Nothing from nowhere, I'm no one at all"

Offline Hooman

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Techtree Quirks
« Reply #4 on: October 14, 2007, 12:24:26 AM »
Yeah, the table indexing uses both the max number of scientists for the tech, and the current number of assigned scientists when looking up their research efficiency. If you set either value too high, it can jump past the end of the table and you'll get garbage results. Just lower the cap to 18. There is another post floating around somewhere that details it.

You can find the post here.

Max value is 18.