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Praetorian

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Posts posted by Praetorian

  1. On 1/25/2021 at 5:57 PM, Chris said:

    Yeah, but it indicates a problem someone else will experience at some point and they might be less chilled out about it than you. If you include free giveaways I think there's something like 600,000 people who have played Xenonauts 1 around so I tend to view any problem raised on the forum by even one user as the tip of an iceberg lurking below the surface.

    We'll probably not be looking into it urgently, but it's something I'll take a look at eventually.

     

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

  2. 17 hours ago, Chris said:

    Yeah, there's something badly wrong with that text, particularly on the base labels. What screen resolution are you playing at? I have quite a large 1440p screen so I wouldn't be surprised if the text is less readable on smaller screens / resolutions.

    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. 32 minutes ago, Bayonet12 said:

    Its not me who wants to reduce the amount of crash site missions. I prefer to run every mission but the new stress mechanic design and purpose is to prevent players from grinding every mission /sad face.

    Development wants to discourage players from running every crash site so they put stress into the game. But im against stress since it can be bypassed and hinders freedom of gameplay. Plus the stress mechanic can by easily bypassed so players can run every crash site mission anyway.

    So if the purpose behind stress is to reduce players grinding crash site missions but its not working, then i would rather see development simply reduce the amount of crash sites by: implementing a chance for alien ships shot down to explode on impact. Players receive small amount of resources from the crash and all aliens died on impact. Afterall if the purpose is to prevent grinding crash missions, then simply prevent players from grinding crash missions.

    -

    Side note, even though stress would hinder my game style therefore im against it, I will look at ways to bypass stress by using 2 teams of 4 soldiers instead of 1 team of 6. This' why im against it because your goal is to reduce missions, but all you're doing creating something that people will seek to bypass.

    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.

  4. 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.

    825687339_Snapp0213622021-01-0112_24_47.thumb.png.a52a94f0b490b18656e2f58510681805.png

     

    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 ?

    1970324282_Snapp0214942021-01-0218_09_32.thumb.png.4f28abdfb4cf1577143195ff0ec5fd68.png

    See the "I" in the name of my base ? Maybe "blurry" wasn't the right term when I first wrote the post.

     

    1518204690_Snapp0217542021-01-0516_58_35.thumb.png.0907e20f01fe76e4f155f50ea9630ee1.png

  5. 23 hours ago, Bayonet12 said:

    If the purpose of stress is to stop people grinding crash site missions, but people are easily able to do it: then the system is flawed. All you do is hire more men and rotate them.

    Stress isnt reducing the amount of crash site missions, so simply simply remove the amount of crash sites.

    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.

  6. 11 hours ago, Alienkiller said:

    We all don´t have such Problems, because we use the correct Hard- and Software (PC, Monitor, Operation System, Updates for the Hard- and Software).

    Your Problems result on your TV, not the Game.

    First: Update your PC first (newest Drivers for Graphics Card, Operation System, Sound etc. etc.)

    Second: Update your TV and other systems there like a Subwover-Sound-System (the same like your PC)

    Both will need time and are absolutely necessary. My TV, PC, Recivers inform me when it´s time for an new Update. Only the Subwover-Sound-System I have to check Manually for new Updates. And if necessary you have to make the correct Adjustments for the TV, which get forgotten very often.

    If it´s done and you have the same Issues again, you have to play with the correct PC-Hardware on your PC directly then. There you don´t have such Problems.

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

  7. 13 hours ago, MrAlex said:

    Once I already wrote about it, but apparently developers didn't have time for it. Or just forgot. That problem also worries me. It is better to play without an autoroll than with an unsuccessful autoroll which does not allow the player to press it in time.

     

    I completely agree with you.

  8. 5 hours ago, Chris said:

    Thanks for the reports, I'm glad you think it's getting smoother and more stable. Plenty of work left to do but we're getting there.

    In general it's easier if you report them in individual posts but when you've got this many I guess having them all in one post works fine too, as that way the forum doesn't get flooded. Thankfully, a number of those more serious bugs have already been dealt with and will be fixed in the next patch, including that Andron hang you experienced and the fact soldiers aren't gaining TU properly.

    I'll remove the name Ilya from the Russian ladies, move Toronto, and get that tooltip fixed too, as those changes won't take long.

    I'll investigate units not rotating from melee damage and the Advanced Laser Sniper issues for the build afterwards, I think. The mid to late game UFO invasion and air combat stuff isn't balanced yet so I'll leave that a bit longer, but thanks for the reports anyway.

    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.

    • Like 1
  9. 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.

  10. 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.

  11. On 1/11/2021 at 7:16 PM, Chris said:

    Thanks. Yeah, something kind of zoom functionality should be easy enough to implement. The rebreather etc is likely to be included when we revamp the soldier models and put the final assets in place.

    The staff assignment stuff does need better UI if we use it, yeah - right now I'd actually forgotten it was enabled, I think I should probably remove it until we actually have proper UI for it.

    And yeah, some ability to temporarily control civilians etc might be interesting, I'll speak to the coders about how easy it is. It's a feature that gets requested a lot.

    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.

  12. It's from the build from 24/12/2020. I don't know if it's V16 or V16.1 but I'm positive about the date. I uninstalled more than a week ago which is why I'm not checking it now.

    I read the bug report format. I'll try my best, but I got about 10 bugs I wanna unload, I'm not sure if you actually prefer a new singular thread for each of them or a list, so since it's 1:30 am I do the list ok ? Don't kill me (just this time, first time I write here lol). 

     

    GEOSCAPE / IN-BASE

    Toronto, Canada is next to Beijing, China. 

    Stress mouseover tooltip in soldier screen displays Time Units tooltip instead.

    Ilya is a guy's name only, never a girl's name. If you manage to get a girlfriend named Ilya, run. Or you'll have a surprise. You'll find it in the Russian soldier's names section. I had 2 female soldiers named Ilya and 1 male so the name is coded for both genders ingame.

    Downed Battleships first give 500'000 cash then 150'000. Not sure if it's a bug or intentional.

    Retaliation Cruisers do not generate a crash site. 

    TUs not growing during training at base. I have 2 training rooms, 100% efficiency and all that, but all my 36 soldiers remained with the same total TU for the entire length of the game, all of them. There is that dark green color that indicates improvement but it doesn't stretch like with the other stats, instead it eat at the light green. All other stats' training seems to work fine. 

     

    AIR COMBAT

    Firing Arc of autocannons : it doesn't seem to register a UFO is in it (thus doesn't fire) for maybe half a millimeter in. I other words the UFO just entered the tip of the tip of my firing arc (or the very edges) yet autocannons aren't firing until the UFO is one millimeter (or something like that) further in. I seem to remember the same problem but at very close range also but I'm not 100% sure because I played more than a week ago. That's very dangerous when you're trying to shoot a Battleship from behind going slowly and all. All I know is something wasn't right about the autocannon's firing arcs. Missiles work fine. X1 didn't have that problem so I assume it's a bug. 

     

    GROUND COMBAT

    The green Androns, oohhh the green androns. If they shoot at me or a civilian during their turn, alien turn never ends (game breaking, I was forced to abandon a terror site which resulted in +50 panic). If they shoot at me during their overwatch when I'm moving during my turn, game doesn't freeze but there's nothing you can do, can't open menu, can't select soldiers, it stays during enemy's overwatch phase forever. The only thing I'm able to do is to open Task Manager and close the game. Then restart the game. This happens everytime without fail. Also the attack crosshair doesn't appear when I target them with my mouse.

     

    Enemy overwatch doesn't activate when I'm behind them (or on their sides - 90 degrees) while beating them with stun batons and knives. I manage to get behind them when they have their backs turned, and when I beat them like a policeman they don't turn and shoot me. I'm positive that they did not already spend their TUs because if I run in front of them with another soldier (beater is still behind them) during the same turn, I receive a plasma blast to the face.

     

    Advanced Laser Sniper ammo doesn't diminish when my soldiers fire. I killed 95 reapers in that base in Iceland, yet all my soldiers had 5/5 ammo at the start of every turn, without a single reload. I am not sure if this applies to normal Laser Snipers also or if it's an Advanced Laser Sniper bug only.

     

    This is all that caught my eye so far (apart from the obvious medbay crash) so I cannot begin to imagine how many bugs you've already fixed. Well done, you guys have come a seriously long way. Genuine heartfelt Applause.

  13. Stress mechanic was fine in the build from 24/12/2020. Besides, you don't wanna do every UFO crash because you're gonna be so short on money while trying to open 2 more bases (not counting your HQ) to cover the rest of the continents. With how the balance is right now, if I didn't miscalculate, early UFOs seem to be less financially rewarding when you send troops. When you "delegate" them you get more money (the equivalent of "Air Strike" in X1). So what was best was to Ground Combat only those new UFOs that you haven't seen before to unlock research options, and delegate/air strike the rest.

    When bigger UFOs appear, it seems to me that they start to become more financially rewarding via GC. Then I had 3 teams of 10 good looking soldiers lol (great art) that I rotated. Battleships give you 500'000 at first, then weirdly 150'000 (which does not match the gymnastics I have to do to take one down omg I even started sweating during Air Combat one time) but if I send in my soldiers I brought back 1'700'000 worth of things after I sell them from my storage room. Though battleships, that's an endgame thing so you can't rely on that because they come in too late, I just mentioned them here to give an example. But the midgame ships seem to be somewhat rewarding via GC.

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