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nawoa

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Everything posted by nawoa

  1. We've been waiting for a fix for this BASIC USER INTERFACE ISSUE for too goddamn long, fix the arrows so I can move things ONE AT A TIME by clicking on them ONE AT A TIME. Allocate engineers to a project? CLICKING THE ARROW DOES NOTHING SO YOU BETTER HOLD THE ARROW DOWN AND HAVE LIGHTNING REFLEXES TO RELEASE IT EXACTLY WHEN YOU'VE ONLY MOVED ONE. Hire soldiers? CLICKING THE ARROW DOES NOTHING SO YOU BETTER HOLD THE ARROW DOWN AND HAVE LIGHTNING REFLEXES TO RELEASE IT EXACTLY WHEN YOU'VE ONLY MOVED ONE. Move items between bases? CLICKING THE ARROW DOES NOTHING SO YOU BETTER HOLD THE ARROW DOWN AND HAVE LIGHTNING REFLEXES TO RELEASE IT EXACTLY WHEN YOU'VE ONLY MOVED ONE. DO ANY GODDAMNED THING INVOLVING AN ARROW? CLICKING THE ARROW DOES NOTHING SO YOU BETTER HOLD THE ARROW DOWN AND HAVE LIGHTNING REFLEXES TO RELEASE IT EXACTLY WHEN YOU'VE ONLY MOVED ONE. IT'S A STRATEGY GAME, FIX THE UI
  2. I appreciate the support you've provided for the game so far, you've done better by your customers than a lot of "AAA" developers. However, the most irritating usability issue I experience still hasn't been fixed: when you're changing the number of scientists/engineers/production/etc, a single click does nothing. You need to hold down on the button and have lightning reflexes to add/remove just one or two from whatever you're adjusting. I've seen so many people complain about this... here on this forum, on the Steam forum, in YouTube videos/LPs, everywhere. It seems like a minor thing but a large part of the game revolves around managing production, research, purchasing, selling, etc. A minor UI issue you experience frequently is a big problem, and in a strategy game it's a huge problem. Adding insult to injury (at least as of the last version I played) if you accidentally set something to 0 while you're trying to set it to 1 (or even 2), you lose all your progress on that project and don't get any refund. I can't imagine it'd be a hard thing to fix and it's such a pain in the neck. User interface in a strategy game is possibly the most important thing after general unit/gameplay balance. Graphics, sound, etc, it's just window dressing for the interface. I'm begging you, PLEASE fix this before you call it quits on further official development.
  3. You're on a ground mission, you cycle through your soldiers. You probably don't remember them by name but you'll have assigned appropriate armor for various roles or based on how valuable a soldier is... at least, this is what I do. I'm certainly not giving Rookie #83727 my single suit of Wolf Armor, only Lt. Shotgun Murderface gets that. So it would be nice if I could tell just by looking at a soldier's portrait what type of armor they're wearing. The equipment screen armor overlays should be simple enough to reuse.
  4. I last played Xenonauts in either 1.05 or 1.06 so this may have been fixed, but if a soldier is injured then only their weapons are released to be equipped on other soldiers, not their armor. After a mission with a lot of close calls you can easily end up with 5+ soldiers all injured and needing a week in the hospital, during which time you'll have to send 5+ soldiers onto the battlefield wearing sponge armor.
  5. Possibly related? http://www.goldhawkinteractive.com/forums/showthread.php/11145-Soldier-trapped-on-a-rooftop
  6. On several occasions I've had a soldier who can climb up to a rooftop but can't get back down. I'm using the map pack you recommended in the Steam announcement, sorry if it's the thing at fault instead of Xenonauts, I have no way of telling the difference. I've attached a save where there's a soldier stuck on a roof. trapped on a rooftop.sav trapped on a rooftop.sav
  7. - Laser pistol tooltip says it can hold 15 shots, it can only hold 9. - After you start any research project, the research description changes to "A preliminary study of the composition of the alien invasion fleet" even though no project is selected anymore. - In one mission (downed carrier), I was able to see through the front of the UFO, both looking in and looking out. I apologize if this is an issue with a custom map, I have the pack that you recommended installed. Here are two screenshots: http://i.imgur.com/uaO31Eh.jpg http://i.imgur.com/hGLyqQz.jpg - In another mission, the UFO's texture was above that of my soldiers: http://i.imgur.com/KgPe4CW.jpg Again, I apologize if this is an issue with that map pack. - I need to be able to delete soldier classes, including the standard ones. I need to be able to define what the default class is. Some additional icons would be great. The ability to sort classes in the menu would be very nice. At the very least, make the window larger so I can see more classes and make the size of each listing 50% smaller so I can have 10 or so visible at all times. - Any accidental mis-click in the base view results in you spending half a bloody million dollars on a radar dish, and even immediately canceling the construction means I still lose half of my unintentional investment. UFO did this properly, you had you click on an item to build AND THEN select where to build it. I strongly doubt the use cases where the ability to immediately build a radar dish outnumber the times where you don't want to blow half a million dollars by having your finger slip. - The scroll wheel behaves slowly and/or inconsistently in menus. Why do I need to wait so long between scrolling? Scroll... wait... okay now I can scroll again, scroll... wait... scroll. One example of it acting inconsistently is when I select a soldier, add them to a ship, then scroll. Sometimes it seems like I end up scrolling through soldiers assigned to the ship, or maybe it's ALL my soldiers, but it's definitely not the soldier below the one I just had selected in the unassigned list, or hell, maybe it'll scroll the list itself as well. Scrolling should either scroll the box or it should scroll through soldiers, not both. Why is that box so bloody small anyway? This is UFO/XCOM Xenonauts, where soldiers die by the dozen, and my soldier list can display a whopping 10 at a time without scrolling? The entire list gets about 1/20th of the screen dedicated to it? In UFO this little tiny box was its own entire screen! - The arrow buttons to allocate/deallocate scientists/engineers/etc are atrocious, I can't describe how big of an impact this issue is having on my impression of the game because it's impossible to have not been discovered prior to release and it's sloppy as hell. This is how it needs to work: CLICK -> THING HAPPENS. Not CLICK AND HOLD -> MAYBE SOMETHING WILL EVENTUALLY HAPPEN AND IT'LL PROBABLY BE WAY MORE THAN YOU WANTED UNLESS YOU HAVE THE REFLEXES OF A CHEETAH. This is ludicrous. Embarrassingly terrible. I haven't even seen a console port screw up something so basic in a very long time. - I'm pretty sure if I accidentally set my number of workers on a project to zero it also resets construction and I permanently lose all the time and resources that were allocated to that project. Combined with not being able to assign people ONE AT A TIME because the interface design was (I assume) outsourced to a potato farmer in Siberia who had to write the code using punch cards, I've lost a shitton of time, money, and resources. Speaking of which... - Am I correct in thinking that if I cancel a project (or even just temporarily unallocate all workers from it) I lose all the resources I've invested? This seems like a bit of unnecessary punishment. If I invest 20 alien alloys in a project and cancel it half way, I can understand if I lose 50% of that, but 100% means that if I even so much as accidentally mis-click on something I immediately lose a potentially game-ending amount of resources. ----- Finally, an issue that's strictly a matter of my personal preference: I'm surprised that you made the choice to have all weapons in each class ("rifle", etc) have identical accuracy regardless of their tech level. I think at least a 5% upgrade with each tech level would be good considering a) how incredibly costly weapons are in Xenonauts, and b) weapons in the original game got progressively more accurate and this was one of the most important reasons and obvious rewards to spending the time and money to research/manufacture/acquire them. I can swallow that for balance reasons we're not allowed to keep anything we gain on a mission, but an M-16 having identical accuracy to a laser... I don't get it. If anything it makes me feel a bit disappointed that you let weapons remain simply "better" at each tech level rather than trying to differentiate them in a meaningful way. For example, basic rifles could provide the baseline, laser weapons could be slightly more powerful but with much better accuracy and smaller magazines, plasma weapons could be much more powerful but with only slightly better accuracy than basic rifles, and mag weapons could be good generally (not quite as accurate as lasers, not quite as powerful as plasma) but also heavy and with relatively small magazines. edit: Adding a little more to this topic of odd balance changes, I found myself using burst fire in UFO (original game) around 50-75% of the time once I had lasers while in Xenonauts it seems only effective if you happen to be standing directly adjacent to your enemy, but even then you're liable to miss 1-2 times with a soldier of decent accuracy. I understand this is a reimagining rather than a remake, but burst fire seems to have been nerfed excessively. Perhaps this is in large part due to the aforementioned lack of accuracy improvement with tech level. If nothing else, it should be virtually impossible to miss someone with a burst shot when you're standing 1 square away, regardless of any considerations.
  8. These were issues I experienced while playing 1.05 HF but they probably still apply in 1.06. Issue 1: In one science popup, I think the one before you're able to research stun batons, it says something like "prolonged exposure to earth's atmosphere causes oxygen toxicity in aliens, which means they'll need to be kept in a special environment for them to stay alive for interrogation." Then the research entry for Stun Batons says "[...] The second is oxygen starvation, where higher brain functions shut down due to lack of oxygen. This can happen incidentally via smoke inhalation, or can be induced via a "stun gas" that temporarily binds with the victim's blood and prevents it from carrying oxygen around the body, generating a powerful disabling effect without ultimately being fatal if sufficient amounts are inhaled." So is oxygen toxic for aliens or do they need it to stay alive? --------------- Issue 2: When too many things on the geoscape happen at once, like for example having 5 buildings complete all at the same time, the text overflows the text box and there's no way to see it all. There needs to be a scrollbar or something. --------------- Issue 3: This may be a bug with the map pack you recommended in the Steam news page when Xenonauts came out of early access, or it might be an issue with the standard maps. I don't know how to tell them apart ingame, sorry if I'm reporting this in the wrong place. I have to assume a "UFO" is a predefined object so it shouldn't matter whether it's a custom map or not, but maybe I'm mistaken. Anyway, I have a soldier north of a UFO and he can "see" an alien inside. There's no apparent line of sight and if I attempt to target the alien it says he's completely blocked and I have a 0% chance of hitting. I'm attaching a savegame. It's the soldier at the top of the map. [ATTACH]4311[/ATTACH] bug.sav bug.sav
  9. If it's repeatable you should attach a save just prior to the crash.
  10. I read in the news post you might want help from the community building maps. Sounds like it might be fun. Is there a map editor people can download for this purpose?
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