Nameless Voice on 18/2/2007 at 22:25
I think you misunderstand.
Each map has its own set of obect IDs, from ~473 upwards.
The space under that seems to be reserved for items being transferred between maps.
Early levels don't have lower object IDs than higher levels.
Medsci1 can have an object # 583, and Medsci2 can have its own object with #583.
If an object moves between maps, it is assigned a new ID to fit into an empty space in the destination map.
Ultraviolet on 18/2/2007 at 23:54
Quote Posted by Bjossi
Thanks, it's nice to know that. :)
So you just gave me an idea for yet another way to exploit bugs in my favor. :p
It's more like a workaround for an annoying bug than a cheat.
Quote Posted by TheCapedPillager
That explains why earlier in the game batteries only seemed to charge a maximum of about 46% but later on I noticed them charging 100% almost every time. So as far as anyone knows, is there a 'sell by' date bug? It would be a pretty cool "unintended feature" as batteries do lose charge over time in real life.
A battery you just picked up a minute ago gets renumbered low after you enter a new map, so it's not even reminiscent of battery expiration in any consistent way. The renumbering affects the whole stack in the same way.
Thanks for the explanation, NV, I'll have to start doing that.
Vigil on 19/2/2007 at 00:09
This is the craziest goddamn bug I ever heard of. Why didn't they just use a property?
Bjossi on 19/2/2007 at 00:19
That was my thought too, basing charge amount on an item ID number seems very odd to me. :o
Nameless Voice on 19/2/2007 at 00:34
For some reason, the battery sends its ID number along with the 'recharge' message that gets sent to the item.
The PSI recharge power sends the maximum power to charge to, instead.
The scripts that listen for recharge think that this extra data is the maximum charge. I can only assume that whoever wrote the scripts was originally going to send the object ID of the battery along with the message for the script to process, and forgot to change it when they used that parameter for something else - though why exactly they would want to send the ID, considering that each message has a source object ID anyway...?
MightyMouse on 20/2/2007 at 02:53
Yep, sounds just like a mistake.
I actually like the way that works. It means that there is some pseudo randomness to the amount of charge a battery has and can keep.
Let's face it, on a space ship that has been through what these have there probably isn't a high standard of quality control as far as batteries are concerned and just like in real life, if you find a battery on the ground it may not hold a good charge when you recharge it.
It's more realistic than a standard game type function like "Batteries will always charge x% of your maintenance skill" :p
ZylonBane on 20/2/2007 at 07:06
According to the game fiction, those batteries are defective anyway--
Quote:
The ElectroSim Type 2 portable battery contains enough power to recharge virtually any powered device. A small flaw in the discharge terminal prevents the battery from being used more than once, as it fully discharges upon use. ElectroSim has issued a recall for this particular type of battery.
So I guess it all works out!
Bjossi on 20/2/2007 at 11:45
Looks like it yes. But they still shouldn't magically change their charge when going through bulkheads. :p
Kolya on 20/2/2007 at 11:53
It seems more and more a wonder that these devilish thingies don't randomly explode in your fusion cannon...
Nameless Voice on 20/2/2007 at 12:00
But the fusion cannon uses prisms, not portable batteries...