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.
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