For example, in Vault of the Galaxy, low level armor, which is sold in RUs, cost less than 1 RU per hit point to repair. This ends up rounding down to 0 and so the price is free.

The internal price calculation code used by objGetArmorRepairPrice needs to be smarter.

assumedpseudonym 22 Feb 2019:

 The same problem exists with refueling.

derakon 22 Feb 2019:

Along similar lines, it's impossible to sell SmartCannon rounds no matter how many of them you're trying to offload.

0xabcdef 22 Feb 2019:

The numbers need to be multiplied before rounding. Should int CArmorClass::GetRepairCost return a float instead?

george moromisato 13 Jun 2019:

Fixed in 1.9 Alpha 1.