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Praetorian

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Praetorian last won the day on January 14

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About Praetorian

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  1. Praetorian

    Readability Issues (Xenopedia mostly)

    Fair enough. If I was a game dev I would think about it the same way.
  2. Praetorian

    Readability Issues (Xenopedia mostly)

    I am playing at 1333 x 768. I wrote this post in case everybody had it but considered it normal. I've had many games with things that really pissed me off but when I read the negative reviews on steam nobody mentions it and it doesn't seem to bother anybody, so I thought this might be the case with this game. But since it's only me, it means the game doesn't need fixing so it's all good, since no one else said anything. I'll tolerate it if it's like that in the final release, no problem. You're busy enough as it is.
  3. Praetorian

    [v 16.1 Ground combat] Army of Reapers

    55 ? I killed 95 then quit assuming it was a base for dev-testing with infinite reapers. Don't know if it's the case though. Kudos to the guy who cleared that infernal place.
  4. Praetorian

    The last transport - Valkyrie

    Thanks for making me laugh with those screenshots.
  5. Praetorian

    Readability Issues (Xenopedia mostly)

    I forgot to say. On the screenshot you sent me, Lagos Nigeria looks perfect to me and is perfectly readable.
  6. Praetorian

    Xenonauts-2 December Update

    I like how you explained things. But to be honest, when I played the game, it didn't feel like stress was there to discourage grinding. It didn't feel like that at all. It felt like "well my soldiers are getting stressed due to combat, let's give these brave human specimens a rest". They can say it's to discourage, but it doesn't feel like that in the game and it doesn't feel like you need to bypass anything, for which I'm glad. It's feels exactly like the fatigue mechanic in XCOM Long War. Your chinook at the beginning can carry only 8 soldiers, so hire 8 more on day 1 and it's all fine (or less because you seem to prefer teams of 6 instead of 8 - why is that by the way ?). They cost 10'000 each I think - it's all good. Just look at the stress mechanic like tiredness, not like the devs want to discourage us, and you won't mind it and it will actually make sense to have it ingame. But I get your point about removing it if it is flawed. Flawed things don't belong in Xenonauts.
  7. Praetorian

    Readability Issues (Xenopedia mostly)

    This is how I see the Xenopedia. I just noticed that some letters are darker in contrast than others. In other words in a sentence, the contrast varies/jumps from light (normal white I guess) to darker to white to darker. For example, do you see the 2nd word on the first line "Destroyer" - if you zoom in you'll see that the letter "r" is dark, "o" is 2/3 white 1/3 dark, "y" is white. On the 1st line again you have the word "than" which is almost completely dark. My point is the entire text has these variations. The same words and letters will be white in some places and dark in others. Maybe that's why I have trouble reading it. But if you guys don't see it like I do then it's all good because it's only on my end. Here I just noticed the same contrast problem both in the log and the "Communications disruptions" on the world map. As much as with the green letters in the log as everywhere else, really. Do you have these contrast variations ? See the "I" in the name of my base ? Maybe "blurry" wasn't the right term when I first wrote the post.
  8. Praetorian

    Xenonauts-2 December Update

    Reduce the amount of crash sites ? You don't want that. And that's not gonna work because of the Terror mechanic. You start with 1 base, thus covering about 1/3 of the world with a small radar diameter. This means that if 4 UFOs spawn each wave (for example) then you're gonna see only 1 of these per wave if you get lucky, 2 if you get really lucky. And you really need money. If they reduce the number of UFOs that spawn each wave, it's less likely for anything to enter your radar range for the longest periods of time, which means that the 2/3 of the world you are not covering is getting more and more terrorized because of the UFOs doing their genocidal activities over there. You need more crash sites, to get more cash, to open more bases before you Game Over due to continental terror reaching over 100. In other words if they reduce UFO counts, you'll never accumulate enough money on time and then Game Over.
  9. Praetorian

    The aliens are here! Gathering intelligence on us!

    They're not gathering intelligence because they already know everything they wanna know about us. They've had thousands of years. Unless some new race of aliens is late to the party and just found its way to Earth. I'm pretty sure some have finished inventing their hyperdrive today lol.
  10. Praetorian

    Readability Issues (Xenopedia mostly)

    Thanks for taking the time to reply. I'm glad it's only me.
  11. Praetorian

    Air Combat Autoroll

    I completely agree with you.
  12. Praetorian

    [V16] A Bit Of Every Species Of Bugs

    I'm happy you found it useful. Thank you for the reply. That's what I like about you (based on X1, X2, forum...), you like to do things well and care about providing quality. Unlike most devs nowadays that just provide minimum quality required to make sales. I've been playing PC Games since 1997 and you're probably the only developer (on big projects) left that I trust both in quality end-product and design/features choices. Also while I'm at it, I like that in your games, you don't include any unnecessary mechanics that are annoying. In other words in your games I never find myself thinking "this is so annoying, why did they include it when they could have left it out and it wouldn't have changed anything". lol the Russian devs are pros to include those in their games.
  13. I can't put my finger on it. Is it the font, its size, its color, the pixel spacing between letters, I don't know. I can't read the Xenopedia without squinting (I got no eye problems and it's only in this game so it's not my TV) and I end up giving up after a paragraph. Over and over. I didn't have this problem in X1 (which I played 2 months ago for the last time so my memory's fresh) which means despite the Xenopedia being similar in presentation in both games, something has changed in X2. I hope it's only me. But I humbly think it's a real problem. While I'm at it, I'd like to seriously compliment whoever wrote X1's xenopedia. He nailed it so hard that even I who hates reading blocks of text ever since I was 5 ended up eating the entire Xenopedia up. Back to the issues. It's not just the Xenopedia. Those hints during loading screens seem to be slightly blurred, not perfectly crystal clear to read, as if a mild fog was in front of the sentences. I don't know how to say it. I also noticed that the events in the Geoscape are also blurry and the fact that they're written in very small font size doesn't help. I'm talking about "Electrical Blackout, Train junction bombed, Crop circles etc". The text which appears on the map itself, not on the log down there even though that one is kinda small too. And my TV is a meter in diameter sitting 1.5m in front of my face. Yes yes dont tell me its bad lol City names on geoscape are also very slightly blurred. While I'm at it, I'm not complaining but the blue squares that indicate the location of a city aren't as nice to look at in comparison to the red circles in X1, according to my personal preferences. But this here is entirely subjective, I realize that, and people have different tastes etc etc. Thank you for reading.
  14. I don't know about this guys. I appreciate the feature because it's helpful against fighters and early UFOs but it's getting me in trouble against midgame UFOs and especially against Battleships. Those things are no joke. The planes roll too early sometimes and end up getting missiled (sometimes). Not the dev's fault, it's a good and useful feature, but maybe a box during air combat that we untick to disable/re-enable it at will would be useful as well. After all in air combat we control everything, where to go, authorizing release of missiles, who to target. I think we should be able to control exactly when to roll for those tight situations that demand it.
  15. A zoom would be very, very appreciated. This one is a subjective personal preference, I just write it here just in case if you think it's a good idea. I find the portraits on top during GC to be a tad too small, and I tought maybe a 5-10% increase in diagonal size would do it. Reason is I was struggling a bit to see how much TUs I have left, especially when I spend 80-90% of the TU then decide to make a move with my other soldiers and coming back to that one to finish the turn, yet when I'm done calculating and moving the other 11 soldiers I forgot about my plans for that one because I thought I spent all his TUs (couldnt see) and hit end turn. Then "oh no". About the zone creating and the civilian order giving, it's a good idea and a useful one. It's great to tell civilians to get out of my line of fire. But I'm not sure it would *feel* like it belongs in a Xenonauts game. In Xenonauts and XCOM civilians run around uncontrolled and it adds a bit to the game. Maybe an automatic zone near the cockpit of the chopper that the player doesn't define himself, for unarmed civilians only because that grandpa with the shotgun has to shoot at an alien and die a turn later instead of running for the chopper. I can't say what would be best overall.
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