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BlackObsidian

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Everything posted by BlackObsidian

  1. Hmmm I like that the style is consistent with the other new UIs and the functionality better, but I do think it could do with being darkened a bit (the ocean in particular, even if the old black ocean was a bit severe). Any there any plans for it to change over time as the tech level improves, as I think was being planned for some of the other UIs?
  2. Also had the sound bug, and did in fact have two civilians run through fire from a rocket blast (which counted as two xenonaut-caused casualties ). Perhaps the civilian AI needs a tweak?
  3. Same here - the workshop space is also not freed up after any project is completed.
  4. This would be really helpful, as would movement paths remaining between turns so that if the movement path you click would take the soldier three turns, it would continue to be visible in the two subsequent turns.
  5. Agreed - I also can't now research alloy fabrication and I was very sparing with the number of saves I made before reaching that point.
  6. Not sure if this is a bug or not but the autosave feature seems to stop working in mid-June. There were three autosaves made, which I guess relate to early interceptions and successful ground combat, but when I had a crash in early-July nothing had autosaved for weeks despite a number of ground missions, etc.
  7. Had it happen to me as well - no save game I'm afraid... Have all of the previous glitches introduced by saving during ground missions been fixed? I've been reluctant to do it given all of the problems it caused in earlier versions.
  8. There are - try looking at the bottom of page 4 of this thread. http://www.goldhawkinteractive.com/forums/showthread.php?808-Build-V8.9-Released!/page4
  9. I think Steam pretty much insists that games only/mainly distributed through Steam, especially indie titles, must have achievements. Not certain though, and I expect it will come up when Chris started talking to them.
  10. Try to post bugs separately and in the same format as everyone else: one bug per thread labelled with the details. Also most of these are reported multiple times already if you search through the bug reports forum; try to post in a thread that already exists if you also experience the same bug.
  11. I think everyone's experienced the issue with two-handed weapons where after completing one mission the weight of the weapon effectively doubles, usually bringing some kind of AP penalty in subsequent missions unless the soldier is particularly strong. Just wanted to flag its still present in V8.9 and ask whether its due to be fixed in V9? Its a minor issue and - for anyone who didn't know - can be fixed easily by going through the inventory for each solider and clicking on the weapon itself. That said, its a pain to have to do this for a dozen soldiers between each ground mission.
  12. Is it worth starting a new master bug thread, as Matthew is now leading and the current one is quite out of date?
  13. The ability to capture aliens alive hasn't been implemented yet. Not sure whether it will make it into the next build but it is a known issue.
  14. I really like this, big improvement over the (already pretty good) interface. My two cents: 1. Swap the end turn and map buttons to reduce the chance of hitting end turn when trying to click on the camera controls or soldier 15/16. 2. I like the big clear AP reserve selector, but will this now be consistent for each soldier between turns? I don't use it at the moment as you have to reset it each turn. 3. Maybe instead of the thumbnail bars sinking into the GUI or being greyed out you get a very clear red X through them when dead and maybe a grey X when just unconscious. This stops the 'castle' look suggested above but still makes it very obvious when soliders are unavailable. Also, just having health and AP on these bars would be fine as they are far more important than morale for quickly scanning your squad. 4. If you only take say 7 soldiers on a mission, will the 1-7 thumbnails be centred or still aligned with the left hand side like they are in the image? I think they should be centred or it will look lopsided. 5. Is the map going to be implemented in the next build? 6. Grenade quick throw = awesome
  15. Well reported - I experienced this but could not manage to work out how/when it happened.
  16. Really strange - I encountered this in every game I played in earlier builds but not in V8.9. Didn't play any different in the latest build but just found that the research projects became accessible as they should this time.
  17. Thanks Chris - I guess the question that will settle it is: 'do the early projects each take a sufficiently similar research to complete that the diminishing returns effect is minimal?' If not then using more than say 20 scientists on a single project is pointless, as the 'value added' by each extra scientist does not shorten the research time by a meaningful amount. Zinn's explanation make sense, although each project must have some kind of relative value associated with it so that end-game projects take longer than early-game projects (Chris - can you comment on how long each of the early projects should take with 1, 10, 20, etc scientists?). Therefore with a flat-ish diminishing returns curve, allocating 20 scientists to one project and 10 to another should mean the project with 20 finishes first but perhaps not in half of the time with 10 scientists. If we can know the relative times/research effort values of the projects in the current build it should be easy to test whether the diminishing returns effect is working properly.
  18. Try to list different bugs in their own thread so Matthew can identify each rather than try to split and discuss several in a single thread.
  19. Right - recreated it. Load the attached save (saved immediately after laser weapons project has completed) and do the following: 1. Go to workshop screen and start building 2x precision laser, 2x laser rifle, 2x laser carbine and 15x laser cell (in that order without allocating any techs away from the wolf armour manufacturing between starting each); 2. Reduce the number of technicians working on wolf armour to 20; 3. Allocate those 19 techs all to the 2x precision laser project; 4. Exit to geoscape and watch the cash vanish and the pop-ups appear. If you try to use 'm' on the geoscape the pop-ups reappear instantly. If you go into base view and use 'm' to increase cash reserves to $20mil+ then exit you can see the rate it disappears. 2012-01-25_20.10.06.zip 2012-01-25_20.10.06.zip
  20. As original post: two of each of the laser weapon types as they became available plus about a dozen of the laser cells. I also had 10 units of wolf armour part manufactured. I switched some of the techs from the wolf armour to manufacture the two precision lasers but left all the other projects with no techs assigned. The popups back on the geoscape that gave the 'suspend due to lack of funding' only appeared for the projects with no techs assigned (one for each project in immediate succession), which is why I went back and deleted the ones without any technicians assigned. I'll see if I can recreate...
  21. 1680x1050 which is what it defaults to for me (probably because that's my desktop resolution). New savegames as well, not carried over from earlier builds.
  22. Precisely, but assuming two early research projects take roughly the same amount of research 'effort' (if not then ignore this whole thread) then assigning lots of scientists to one so it jumps to 'excellent' should mean it finishes way before the other project with 25% of the scientists. No?
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