Outpost Universe Forums
Projects & Development => Outpost 2 Programming & Development => Topic started by: Sirbomber on October 13, 2007, 01:53:57 AM
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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...
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strange!?!?!?! :ghosty:
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Umm, I'm pretty sure there are built in techs with 9 scientists as the max. Maybe it's something else?
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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.
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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 (http://forum.outpostuniverse.net/index.php?showtopic=3315&view=findpost&p=54440).
Max value is 18.