Jump to content

Search the Community

Showing results for tags ' improvements'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • NEWS & UPDATES
    • Release Announcements
    • Development Updates
    • Off-Topic
  • XENONAUTS 2
    • Xenonauts-2 General Discussion
    • Xenonauts-2 Bug Reports
    • Xenonauts-2 Features
  • XENONAUTS 1
    • Xenonauts General Discussion
    • Xenonauts: Community Edition
    • Xenonauts Mods / Maps / Translations
    • Xenonauts Bug Reports / Troubleshooting

Categories

  • Complete Mods
  • Xenonauts: Community Edition

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Biography


Location


Interests


Occupation

Found 4 results

  1. -*Remove* The Quick Reload Slot, there is no reason for it; if a player wants they could empty their soldier's weapon, move that magazine to the ground space (costing their soldier NO Time Units), select a magazine from the soldier's inventory to load into their weapon, and in the end it has the same results as the Quick Reload Slot with the added benefits of NOT LOSING the magazine that was in the weapon to start with and to load another magazine of the PLAYER's CHOOSING; it will also simplify in solving one of the bugs in the game, my other post explaining the bug can be found here in my other post: (Reloading weapons in Ground Combat bugs/ http://www.goldhawkinteractive.com/forums/showthread.php/13555-Reloading-weapons-in-Ground-Combat-bugs) -*Remove* the "Snapping" feature when the mouse cursor to objects when a soldier is being ordered to attack (shoot, throw grenade, etc.) something (to the enemy ship, to the player's transport, an object on the field, the alien craft door, etc.), let any tile on the map be target-able (only if the tile cannot be attacked for any reason is a player not able to attack that tile, not because the game wouldn't simply let the player attack there) -Make a separate class edit menu; this is the (only) place classes can be created, renamed, edited (loadout wise), and deleted; this will help make sure classes are not altered by mistake when assigning them to soldiers *Add a cancel button to when creating a new class *Add a delete class option -When a weapon/item/grenade/armor/soldier stat is being hovered over let their description be shown (a rule of thumb to followed that can help for most cases, if hovering over a weapon/item/grenade/armor/soldier stat shows their name it should also show everything else about, not JUST its name) [*In Ground Combat let the descriptions of weapons and items be shown when hovered over with the mouse cursor while looking through a soldiers inventory [*In Ground Combat descriptions of a grenade are shown when INSIDE the quick grenade slot, otherwise the quick grenade slot remains the same only showing the description of the slot itself [*In Ground Combat at the bottom panel where it shows the weapons/items a soldier is currently holding let their descriptions be shown when hovered over with the mouse cursor [*In Ground Combat when in a soldier's inventory, if the player hovers over the soldier's stats let the description of the stat being hovered over be shown [*In the Base when changing the loadout of aircraft or a soldier's weapon or armor let the description of the weapon/armor be shown -Add to the Xenopedia: *A 'Geoscope' tab which explains how the Geoscope works and how to work it *A 'Ground Combat' tab which explains to players how to work Ground Combat altogether; adding to this tab a 'Time Unit' cost chart to show the cost of: -Opening/closing a door -Turning (how much cost per 1 turn (degree)) -Moving (to an adjacent tile connected by its side versus to a diagonal tile) -Croughing/Un-croughing -Vaulting low-barriers -Inventory management (between weapons slots, backpack, belt, ground, and to other soldiers) -etc. -Magazines should NOT be equip-able to a soldier's weapon slot, it makes no sense/reason to be able to do so -Moving a weapon/item/grenade FROM a soldier's BELT TO that soldier's Backpack/Weapon slot should be HALF the Time Units it costs to move a weapon/item/grenade FROM a soldier's BACKPACK TO that soldier's Belt/Weapon slot, and moving a weapon/item/grenade FROM a soldier's WEAPON slot TO that soldier's Belt/Backpack should a THIRD of what it costs in Time Units to move weapon/item/grenade FROM a soldiers BACKPACK; this will REALLY make it more beneficial to have weapon/item/grenade on a soldier's belt rather than in their backpack -Unloading then reloading/ reloading then unloading a soldier's weapon should NOT cost any Time Units as it does not cost any Time Units to move a weapon/item/grenade and then to move it back to where it was before; a rule of thumb should be that undoing ANY action (as if nothing happened) in a soldier's inventory should not cost any Time Units for that soldier -In Ground Combat rework how a soldier's inventory looks to include: *Adding that soldier's class name next to their class emblem *Adding what armor that soldier has equipped *Make it so that a 'Accept' & 'Cancel' option is given to a player to select, this is to REPLACE the current 'Close' button that is only given; this is to help players quickly close a soldier's inventory without needing to undo any changes the player may have made in that soldier's inventory and does not want the changes to save **A crude edited JPEG has been attached to show what a soldier's inventory should more or less look like; OF COURSE, it goes without saying, that the actual rework of a soldier's inventory should be redone by someone who has an understanding and ability to remake the art in this game's regard!** -In Ground Combat when hovering the mouse cursor over the soldier's portrait it should show the soldiers background info (i.e. age, nationality, previous regiment, combat experience, kills, missions, and any other information along those lines) -In Ground Combat, on the bottom panel, a soldier's class (class name & emblem) should be shown, maybe somewhere near (OR even on) the soldier's portrait -For aircraft in the Geoscope make it so aircraft that have already launched can be made into squadrons (if other aircraft are near-by)/ separate from a squadron (granted they are in one to begin with); this will help players in UFO engagements by having more aircraft available per engagement/ retreat certain aircraft (because they are low on fuel/health/ammo, or any other reason) without needing to send the whole squadron back, respectively -When in Air Combat, let there be a clickable option for an aircraft to either evade left or right; this option is already available via hotkey but is NOT available for the player to click; this is useful if the player is a non-hotkey type of player, why not give them the option to play as they want in this regard? -In Ground Combat show an image of a magazine on the ground if there is a magazine(s) on that ground tile; currently there is an image of a weapon/item/grenade if they are on the ground, but not a magazine; this makes it difficult for players to pick-up dropped magazines if they don't remember exactly where they had their soldier drop it -In Ground Combat let soldiers be able to trade weapons/items/grenades with other soldiers, how this works is that the player selects a soldier they want to have trade and then the player (can ONLY) select another soldier that is in an ADJESTANT tile (diagonal tiles count), a screen then pops up that shows the inventory (as it currently does WITHOUT the ground portion) of the first soldier (the soldier that was selected first) on the left and the inventory of the second soldier (as it currently does) on the right so that the inventory of the second soldier replaces the ground portion that would normally show in a soldier's inventory; from here TWO soldiers (ONLY) at a time can trade weapons/items/grenades one or the other may have with each other, BE SURE to add a neutral space to the bottom of the trade screen that can hold ALL the weapons/items/grenades BOTH soldiers can carry so that when soldiers are trading there isn't a conflict because one or both do not have free space to make the trade but do have space to hold the weapon/item/grenade though (total space=[(backpack:25+belt:8+largest weapon shield:~21+secondary to shield:6)*2]=120 tiles), the player can NOT click accept on a trade if there are ANY weapons/items/grenades left in the neutral space (the player would need to either change the trade to fit all weapons/items/grenades into both soldier's inventory, cancel the trade and drop some weapons/items/grenades, or just cancel the trade altogether), the reason a trade cannot be completed if there is a weapon(s)/item(s)/grenade(s) in the neutral space rather than allowing a trade to be completed and all weapon(s)/item(s)/grenade(s) left in the neutral space are just dropped on the ground of the first soldier is to ensure that nothing is accidentally overlooked by the player and ending up being a problem for the player in anyway; the reason for a trade feature altogether is so the player does not need to waste time/ the Time Units of soldiers by having them drop their weapon(s)/item(s)/grenade(s), moving that soldier, moving another soldier onto that same tile, picking up the weapon(s)/item(s)/grenade(s) on that tile, and then maybe redoing the process if the player wants that soldier to drop weapon(s)/item(s)/grenade(s) for the first soldier; when a trade occurs ONLY the first soldier needs to face the second soldier; the cost of a trade can be the same as when a soldier is giving/taking from the ground, soldier giving directly to the other soldier's inventory or to the neutral space costs nothing, but a soldier receiving from the other soldier directly or from the neutral space costs as much if taking from the ground depending where the weapon(s)/item(s)/grenade(s) goes (either to that soldier's backpack, belt, or weapon slot(s)), Time Unit costs are calculated for EACH soldier respectively according to what they give/take
  2. Out of curiosity, did anyone notice a slightly fps increase in the latest build (v14.1) versus the previous ones (v14 and v13, mainly)? We did some work on the UI managment code (the best we could do, without having access to the engine's source code), that should have reduced UI refreshing times and lead to a fps increase. Just wanted some feedback on this. Thanks! Edit - just to give the right credits: the original idea behind this improvement was by Gijs-Jan, so thank him (or blame him ) for this!
  3. The Good! Alien Reactions: Aliens don't have ridiculous reactions! I.E. In the last build if I so much as turned a Xenonaut Operative when he was behind an alien, he'd turn around and blast the poor Xenonaut away. Camera: Has been fixed! No longer does it track every single tile that a civilian or alien does when it's their turn (Was pretty trippy on the eyes). It's more like the original X-COM where when the NPC moves to the edge of the screen then it centres itself back on the NPC. Which is a nice feature. Androns!: A new alien species which I assume are alien cyborgs! They look cool and are pretty challenging foes in that they take plenty of shots to go down! Xenonaut Reactions: Finally the troops react more when an Alien tries to murder them in cold blood! So now troops will return fire provided they have the turn units. Female Troopers: Yup this makes me happy because the original X-COM had fem troopers... That is all. The Bad! Female Voices: I hope that there is still more work done to the female troops. Don't get me wrong I like that they share a unisex sprite because they can, but I can't stand hearing male yelps of pain as a WOMAN takes a plasma shot to the face. That could be me just nitpicking though. We got bugs: For some reason I could not hire any new soldiers on the Geoscape base management. This was quite frustrating. Also Xenonauts keeps crashing. Once during a battle, twice during the Geoscape. Also I literally have had no alien activity yet... Which is a little concerning for obvious reasons. The game is centred around stopping an Alien invasion on Earth, yet the aliens seem to have forgot where Earth is... Controls: Considering I do not have a scroll pad on on my mouse pad for my Laptop I am still having troubles with not being able to click and drag the scroll bars at the side of each in-game window (Predominantly the 'Personnel' tab) which can be a little problematic. Window Mode: I can't get the game to work in a Window, personally I prefer playing games in a Window mode. Thanks for taking the time to read and I hope this is helpful in your pursuit to making Xenonauts the best it can be. There maybe more to come but I'll report as I run into it.
  4. So I've compiled this list of the features I like and what I think could do with some improvement for Xenonauts (Alpha version). While I know Xenonauts is still in development and is all subject to change, I surely hope that this grabs the attention of Goldhawk Interactive and that this help contribute to the final product. So without further a do here is my list: Likes: Art style: At first I felt a little lost with the absence of 'Guile' styled jump-suited Rookies running out of the transport vehicle, but this is obviously your own franchise doing it's own thing and X-COM is it's own franchise and doing it's own thing. I really like how it's cel-shaded to create a cartoony effect even though the game has darker undertones. In a way it's doing what old X-COM done back in it's day (feeling a lot like a late 80s/early 90s cartoon!). The troopers look miserable and that emphasizes their lives could be over on the next mission, which they should be dreading. The pixel art is really well done and is looks great, obviously with some of the Alien portaits missing the pixel art really gives me some great imagining of what the enemies look like. Sebilian's (Pardon me if I spelled the name wrong) look like giant lizards, and it'd be pretty hard to mess up a portrait considering their sprite art is so well done! UFO Design: Great work on creating the UFO's I absolutely love the design on them where there is often multiple compartments to breach. The UFO's remind me of Halo's Covenant ships which were well designed and not your average flying saucers which create a different tone from the regular Science Fiction B-Movie putting it on par with some of the more modern and darker toned films. Audio: The music finds the middle ground between Halo Reach and the first Deus Ex. This is a great thing! I was pretty fond of the music so far but I do have concerns at the same time about the soundtrack. (I'll state that in my dislikes) The sound design is generally well done, with gunfire going off and sounding loud. Civilians dying can be a bit odd at times with them just letting out a petty sigh rather than a painful scream. Battle: Battling feels remarkably similar to X-COM, obviously with some changes however most of the core elements are there. Troopers do feel more agile in that they can vault over objects. Tiles can still be destroyed and troopers left out in the open will often die horribly due to sneaky Alien snipers! Which is another thing I like which is part of the Battling system: That no trooper is truly safe. Difficulty scaling: From a medium standpoint I really like how the first battles can feel quite easy to walkthrough and later on the battles can become a real pain in the kneck. My battles right now have been mostly Sebilians (which I can only guess are the grunts of this game). My first battle started with one enemy soon I was facing up to five of the blighters! I can speculate there will be more and from the Quick Battles I have played I have faced very unequal odds! (Quick battle is awesome by the way and I do hope it stays in the final game because sometimes it's good to kickback and just play some quick battles rather than worry if I'll have enough money to pay my troopers at the end of the month) This is also how I have met some of the other Alien forces! Improvements: Reaction Fire: At times reaction fire can feel a bit unfair. In the Original X-COM reactions were limited to where the operatives/enemy were facing however in Xenonauts I could send my troops behind the Alien and as quick as they begin to move they are gunned down by the Alien threat. Sometimes it feels a little unbalanced which, while the game is supposed to be unbalanced technology wise (which I am for), the reaction fire when the enemy isn't facing your troops makes the rules feel a little broken. Geoscape: The geoscape is okay; it has a pretty cool style to it similar to DEFCON II's. However when there are the messages popping up it makes you feel pretty cautious because you may miss the messages popping up (If you are zooming past), Night and Day is nice seeing the shade move over the world but with the sea being represented by such empty black space it can be a little confusing. Also I think UFO's need a different icon to represent whether they are grounded or not. Too many times I have sent my Chinook into a battle and recover a fully intact UFO only to realise that the UFO is still moving (even though it reads as being grounded) and my Chinook is taken down by a very (Pardon my language) pissed off Alien ship! And as you can possibly imagine it can cause great frustration. Audio: Like I said I'm mostly impressed by the audio effects with explosions and gunfire sounding loud and the soundtrack finding the middle ground between both Halo and Deus Ex. However right now the soundtrack is very limited, with only three tracks I have heard and some similarities between two out of the three, I found myself hoping for more variety. I do hope to hear more when newer builds land (as X-COM did have a lot of quite catchy tracks) but again I do believe that the soundtrack so far does well at creating a good atmosphere for a game of this nature. Research: The tech-tree is a bit confusing when I research a gun I do hope that it would be usable once it's been researched. This also ties with the current problem in most cases (I.E. when trying to get better armour) that Alien UFO's are mostly busted up pretty bad that nothing is really worth salvaging for the research team and is really just better to sell off for the extra money. This is slightly annoying because materials are often hoarded so that I can build better things (like better armour). But with technology being locked away in such away it can feel utterly pointless to hoard items. Controls/Laptop friendly: Right now I am having a little bit of trouble due to my mouse pad having the lack of a designated scroll pad, when I'm on the Personel Screen I often find myself thinking a mouse would be better for this due to the scroll wheel as without the ability to scroll I can't check out and assign my troops to where and what they need to be doing. (I.E. If I have a large amount of Rookies I can't send them all to training without great hassle.) I did check the options to see if I could designate a scroll up/down button. However I could not seem to meet great success in my search. Obviously I could use a mouse but it's a bit of a hassle considering I'm using a laptop. So in short, I'm loving the game so far. I do hope that this contribution helps Goldhawk with ironing out the small creases and influences them in creating a fantastic game! Keep up the good work Goldhawk!
×
×
  • Create New...