project-navigation
Personal tools

Author Topic: Feedback 2.2-dev  (Read 3398 times)

HaJo

  • Guest
Feedback 2.2-dev
« on: September 13, 2007, 07:28:24 pm »
Since UfoAI does not run currently on my own computer,
I tried the 2.2-dev (2007-09-04) on a friends laptop
(WinXP-Home, 512 ram, 2.4 GHz), and I managed
to do 2 missions in one afternoon, and I kept some notes:

Base:
* missing (red) picture for 2nd containment building
* Base-summary: a button for "save game" on this screen would be nice

* Ufopedia: cursor up/down scrolls text, but left/right does nothing -
 it would be nice to select next/previous article.

* Rename soldiers: name can be edited only in the hire-screen,
 not in the equip-screen.

* Initial equipment: only 1 assault gun, 1 machinegun, 1 flamer,
 not enough armor, IR-goggles and flashbangs for everyone.
 I think, at least 2 of each should be available.

Automatic equipping:
* puts 2 medikits on the first 3-4 soldiers, and none on the rest
* Not all types of grenades are distributed to the soldiers

* Equipment-screen / Object-info: the two bottom lines
 get overwritten when showing some of the ammo / weapons

* Production: Storage is listed as 10000/2000, i.e. the wrong way around

* Battlescreen: using a touchpad for a mouse, scrolling around
 the map is too sensitive. I.e. if you want to move the map
 just 1-2 squares with the mouse-cursor, you mostly move
 like 1/2 a map in each try - very annoying.
 Without a keypad, there is no obvious workaround.
 A control in the options to tune this sensitivity would be nice.

* RF-Menu: it is not obvious how to remove the open rf-menu
 from the screen - a right click turns the soldier, and ESC goes
 to the option-menu.
 (My workaround: click a fire-button in rf-menu, then right-click to abort)

* Reloading weapons (RL, GL) with a specific type of ammo is not obvious,
 as you cannot move the ammo onto the weapon-slot,
 and clicking the reload-button gives no choice if several types of
 rockets / grenades etc. are available
* TUs for reloading are not shown - would be nice as a tooltip
* Typo: "cannot peform action" (not enough TU for reloading)
* The times for in/out of the backpack are poorly visible

Animations:
* Shooting the GL triggers a wiggle-animation (old bug)
* Using the IR-goggles turns the soldier in the east-direction

* Research: no pictures for research-topics of alien weapons

* No indication when the alien round is still running,
 but nothing is happening on screen.
 Maybe change the 'end round'-button to disabled.

* Logmessages: after lines with "Alien activity" it would be nice
 to also have a message like "Mission won/lost", so you can
 later (after loading a game) see that it has already been dealt with.

* Suggestion: in-mission-status, to list some stats like
 civilians / soldiers / aliens killed/spotted (and lost sight of),
 weapons seen, etc.

* Crashes: I had some crashes when clicking around in the ufopedia,
 and no message about it in the logfile
« Last Edit: September 13, 2007, 07:54:29 pm by HaJo »

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Feedback 2.2-dev
« Reply #1 on: September 13, 2007, 07:48:00 pm »
some answers:

Quote
* Base: missing (red) picture for 2nd containment building
Yes, known, the base map tile is not 100% ready - so making a shot right now is not reasonable

Quote
* Rename soldiers: name can be edited only in the hire-screen, not in the equip-screen.
Intended - why should you be able to rename the soldier that often? If you want to hire him, you can rename him, i really think that is enough.

Quote
* Battlescreen: using a touchpad for a mouse, scrolling around
 the map is too sensitive. I.e. if you want to move the map
 just 1-2 squares with the mouse-cursor, you mostly move
 like 1/2 a map in each try - very annoying.
 Without a keypad, there is no obvious workaround.
 A control in the options to tune this sensitivity would be nice.
There is one - see game options - camera rotation and camera movement bars

Quote
* RF-Menu: it is not obvious how to remove the open rf-menu
 from the screen - a right click turns the soldier, and ESC goes
 to the option-menu.
 (My workaround: click a fire-button in rf-menu, then right-click to abort)
true


Thank you very much for the feedback

HaJo

  • Guest
Re: Feedback 2.2-dev
« Reply #2 on: September 13, 2007, 07:50:58 pm »
Intended - why should you be able to rename the soldier that often?
I like to put notes about his equipment after his name.

Punkiee

  • Guest
Re: Feedback 2.2-dev
« Reply #3 on: September 14, 2007, 03:54:05 pm »
Quote
* Base-summary: a button for "save game" on this screen would be nice
Why exactly there? I imagine that having access to the options at any point in game is convenient though.

Quote
* Suggestion: in-mission-status, to list some stats like
 civilians / soldiers / aliens killed/spotted (and lost sight of),
 weapons seen, etc.

Your soldiers are counted by glancing at the numbers on the top. civillians arent interesting and the number of aliens spotted is also on top of the screen. The number lost sight of shouldnt be visible for you dont know if that alien is the same as the one before or not. The comp knows, but you merly suspect it and spoiling that suspension would be a shame.

HaJo

  • Guest
Re: Feedback 2.2-dev
« Reply #4 on: September 19, 2007, 12:53:50 pm »
Why exactly there?
This screen has no other controls, so another button here would not clutter the screen-layout

Quote
the number of aliens spotted is also on top of the screen.
The number lost sight of shouldnt be visible
During the alien turn, some aliens may appear briefly, but at the start of your turn,
the number spotted aliens is zero again, and there are also no markers
where they have been seen.
So the player already has the info 'at least 2 more aliens' (if he watched very closely),
but it is not displayed anywhere.

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
Re: Feedback 2.2-dev
« Reply #5 on: September 19, 2007, 01:20:45 pm »
During the alien turn, some aliens may appear briefly, but at the start of your turn,
the number spotted aliens is zero again, and there are also no markers
where they have been seen.
So the player already has the info 'at least 2 more aliens' (if he watched very closely),
but it is not displayed anywhere.
Frankly, that's how I'd want it to behave. Having markers would be too convenient. It's more exciting if you know you saw an alien but can't be sure where unless you paid attention. Having markers would essentially mean you'd get information for free.

In fact the player already does get free information: the information that there is at least one more alien. As long as the mission isn't over, there are still enemies to be found.