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BlackObsidian

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Posts 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. 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.

  3. 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 :cool:

  4. 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.

  5. 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

    2012-01-25_20.10.06.zip

  6. 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...

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