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Found 12 results

  1. After playing a while i am wondering if it is possible to reorder my troops. Currently it seems to me that the order of the trops is coming directly from the soldires screen. What I would like to suggest is a possible to change the order of the troops during battle, to have the squads (2-4 soldiers) aside to each other (im means of the shortcuts). Currently its looking like this to me: +--------+---+---+---+---+---+---+---+---++Key | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |+--------+---+---+---+---+---+---+---+---++Soldier | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |+--------+---+---+---+---+---+---+---+---+ What I would like to see is: +--------+---+---+---+---+---+---+---+---++Key | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |+--------+---+---+---+---+---+---+---+---++Soldier | 8 | 2 | 6 | 4 | 2 | 5 | 7 | 1 |+--------+---+---+---+---+---+---+---+---+ Doing so, a player could go trough the squad beeing sure that the teammates are close together. Hope this wasn't noted before, but i was not able finding a thread or post relating to this. Greetz Axel
  2. i went thought the old manual and i have a question.... is there still a panic button?
  3. I am sorry if I am asking something obvious...but how do I use the Buzzard's armor "jump feature"?? I started my turn behind a cement fence, clicked on the other side of the fence, but instead of jumping, the round-about path was highlighted... Is there a "Use" key for the armor? I can't seem to find it anywhere!
  4. Hi, I don't see it. Is there a hotkey for selecting the next (previous) soldier? Instead of mouse clicking or typing different number keys I'd like to simply use one key which would make selecting soldiers/vehicle more reliable for me. TIA
  5. I have to ask this, because I didn't find out how I can flip the rectangle for facility building in 90 degrees - what's the hotkey? TIA.
  6. In the soldier equip screen, would it be possible to have the arrow keys auto cycle through all the soldiers in the current list. i.e. all the soldiers in the dropship. Secondly, could number keys be assigned to auto change and default load-out hot key assigned roles. Then the actual role selection option is more of way of editing roles or assigning them shortcuts for quick customization and involves less faffing about. Given that these asks are not too time consuming to implement I hope others can see the benefits of making life easier for us commanders. =)
  7. In my latest playthrough of X-Com: UFO Defense, I've taken to dividing soldiers into fireteams. In X-Com, I changed their names to add a tag indicating what squad and fireteam the soldier was in, but that meant a lot of back-and-forth changing names and numbers as circumstances changed. With Xenonauts, the number hotkeys could make it easy to keep track of soldiers this way, but as far as I can tell, even though you can reposition soldiers in the dropship, there isn't actually an easy way to change what soldier is assigned to which hotkey. Am I missing something? If not, is this something that could be implemented?
  8. always having to choose disengage from combat seperately for each airplane can unnerve after some time (well it did to me anyway), so a quick button to tell all your aircrafts to disengage might be very useful, especially if the planes are low on fuel
  9. It's very anyoing that every time one's trying to escape from the inventory screes via ESC the Main Menu is displayed. IMO ESC should bring us back to battlefield directly.
  10. Is anyone else slightly annoyed every time you get zoomed out after hitting the SPACE bar? I'm used to the game speed being reduced to the lowest setting, but I find the zoom-out feature to be counter-productive. Any thoughts? I know it's possible to re-map the keys to have SPACE only lower the game speed, but I was wondering if others find the zoom-out feature useful.
  11. Hi, I recently became aware of this project a little while after first hearing about the new X-COM game (the TBS one) coming out and then learning about certain aspects of it that are causing me to have severe doubts about the direction it is taking. This post is based on the assumption that this game is an attempt to re-make the original X-COM as well as update it to utilize a greater level of functionality while contemporizing it. That aside, I'd like to request that work be done on this game that will allow for in-depth control of the game using the keyboard. The keyboard can help to increase the input speed at which a player can control the game, something that the original X-COM game lacked. Having to click button after button can become highly tedious, but if there is at least an option to utilize the keyboard, message pop-ups, especially ones that are expected (by the player in consideration to their experience with the game) to show up, can be closed much quicker, allowing a player to get to what they want to see in a much more efficient manner, while still being informed of in-game developments. As an example I will use the original X-COM. Whenever a UFO is detected on the Geoscape, a message pops up asking the player to select an option: CENTER ON UFO or CANCEL Normally, the player would have to move the mouse to close the window, regardless of which option is required. I should point out at this point that such a window would be a 'common-place' message and a (experienced) player would only need to glance at the layout of the message to know what it entailed. In this case, I would like to propose that both those options be tied to separate buttons such as the '1' and '2' button to correspond with option 1 or option 2. In other words, pressing '1' would choose (CENTER ON UFO) and pressing '2' would choose (CANCEL). Having such a feature implemented would allow a player to keep the flow of the game moving at a manageable and efficient pace instead of having to point and click every pop up message, which the original X-COM had many of, mostly within the Geoscape. The next example will be in the scope of the Battlescape. In the original X-COM, the GUI had many buttons that needed to be clicked in order to tell a soldier how to act. Not including the left/right hand options, there were 14 buttons split into 2 rows of 7 along the bottom of the screen. I propose mapping those GUI buttons with the keyboard buttons [A S D F G H J] for the top row and [Z X C V B N M] for the bottom row. This will allow for players to select their desired soldier function at an increased pace without having to point and click each one. I believe that by utilizing the keyboard in this fashion, players will not be confined by their control schemes and may be allowed to increase the efficiency of their play through of the game. If at all possible, all for an option to manually map GUI buttons to keyboard buttons either through right-clicking each scape-specific button (ie keyboard mappings will work only in the scape it was mapped in and not in others), thus allowing players to create their own keyboard mappings. I understand this suggestion may not be included in the final product but I truly believe that utilizing the full capabilities of the keyboard and mouse control scheme could only help to increase the value of this game. Ideally, this game should be completely playable using only the keyboard, should that be the prerogative of the player. Thank you for reading.
  12. So I was having a run on the pre-order build on the laptop, without my mouse connected up so just using the mouse pad and wanted to change the running speed. My mouse pad is temperamental and at that moment didn't want to move so I could change the speed. Now in some games the numeric keys 0 (pause), 1 (slow), 2 (normal), 3 (fast) etc are often used as an additional way to control the passage of time, just to test it out I hit "1" and no change. So I thought I'd throw it up as a suggestion of a potentially useful addition and see what other thoughts there may be.
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