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Author Topic: Feedback and bugs on the 2.2.1 version  (Read 3843 times)

kh

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Feedback and bugs on the 2.2.1 version
« on: August 24, 2008, 11:18:46 pm »
Hello,

I downloaded this game yesterday and I have to congratulate you guys for a very awesome take on the classic X-Com game. It's really awesome what you have accomplished so far. Please do continue the development and don't forget the single player mode in this. I have finished playing now because it seems that it's not possible to complete the game yet, and I really really hate to replay whenever a new version comes out because the savegames are no longer working (please try to keep savegames intact between versions! shouldn't be that hard with simple states of your bases and stuff you have, no?), so I'll list some of the things that I found while playing. Since I was using the current stable 2.2.1 Windows version, which isn't the current developmental version, somebody please add the bugs that are still present in the latter to the bug tracker if possible.

First off, when I created my second base, I somehow had lots of stuff that I never saw before in there, it might have been caused by an initial transfer between bases, I'm not sure, but I had lots of things with about 60 items each which are very expensive, like plane equipment and UFO aircraft, and stuff I never saw before like Miniguns. Since the number of savegames is limited, I have since long overwrote the savegame where this occured for the first time. The things registered in the storage, I could even transfer them to other bases, but somehow the storage space was busted/affected, too, because I had a negative storage space value, and after I sold/transferred a number of things, it was at zero and stayed zero for the longest time, until I bought some more stuff. Then it was at under hundred storage space, with LOTS of stuff in it.

Next, something that I can always reproduce: Have more lab space than room in your staff quarters. Then try to hire more scientists than your quarters can hold. You'll get a notice that it isn't possible to add the scientist, but the lab counter will still increase and you'll have a ghost who occupies lab space. It's not possible to get this lab space back unless you reload a savegame. I would assume that the same is true about workers.

It isn't really necessary to transfer stuff between bases, it seems, because you can transfer it instantly by selling it in the old base and buying it back in the new one. AFAIK this nets in a zero loss of credits, and the things are there instantly, same for personell, just delist and enlist it.

I would assume that you could cheat on the monthly payday by delisting all the personell and then enlisting them again afterwards, if you're REALLY strapped for money, somehow.

Some things still had a zero credits price, for example alien materials. I was able to buy about 250 alien materials for free.

In the military convoy map, it is possible to get on top of the plateau from behind the second truck, which you'll have to find out about by chance, it's not visible at all from the terrain. There should be a ramp of some sort like at the end of the road, but instead, your soldiers just jump up.

Something that was reported here before, which I encountered, too: After some mission my troops had higher health listed in the aircraft roster than their maximum value, and the value bar was thusly overflowing. I thought this was because I got shot by that nasty plasma and it permanently dropped my HP to lower values than before, because I remember that some troops had > 100 HP before, and all of them had < 100 HP after, but I might be wrong on that.

As reported elsewhere, too, medkits are overpowered, compared to the infirmary, useful as they are. Instead of having people in the infirmary for a month, just send them to a battle, pump them up with a medkit one or two times, and the soldier will be good as new! Why can't those specialist doctors with all their gadgets work wonders like my soldiers with their stim patches?

I think these aren't bugs, but just not implemented yet: The googles, they do nothing! Not even the icon, if you have them equipped! And I think there aren't any bionics in yet, are there? I'd love to enhance my soldiers like it was done in the Syndicate series.

A request: there should be simple up/down or plus/minus buttons for hiring non-soldier personell since it doesn't differ in ability at all, and for stuff you plan to ship in the Transfer screen. And some way to sort soldiers by a skill you select, like the best in a specific firearms. And/or simple up/down buttons for the soldier roster, so I don't have to click on all of them when I look for good new candidates from the new recruits that have been sent to me.

Thanks for this amazing game, keep it up!
« Last Edit: August 24, 2008, 11:46:12 pm by kh »

SlowThinker

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Re: Feedback and bugs on the 2.2.1 version
« Reply #1 on: August 25, 2008, 01:02:33 am »
(I play 2.2.1 too)

It isn't really necessary to transfer stuff between bases, it seems, because you can transfer it instantly by selling it in the old base and buying it back in the new one. AFAIK this nets in a zero loss of credits...
I noticed you obtain 5% or 10% less (I don't remember exactly) when you sell.

As reported elsewhere, too, medkits are overpowered, compared to the infirmary, useful as they are. Instead of having people in the infirmary for a month, just send them to a battle, pump them up with a medkit one or two times, and the soldier will be good as new! Why can't those specialist doctors with all their gadgets work wonders like my soldiers with their stim patches?
Maybe healing with medikit in a battle should be temporary only? And maybe injury should renew, for example 5% each turn (edited and added) of the maximum injury in the current battle.

A request: ...And some way to sort soldiers by a skill you select, like the best in a specific firearms.

I would like to be able to assign soldiers to specific numbers in the squad.

edit: "each turn"
« Last Edit: August 25, 2008, 07:13:01 pm by SlowThinker »

Offline TrashMan

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Re: Feedback and bugs on the 2.2.1 version
« Reply #2 on: August 25, 2008, 06:12:20 pm »
I partially agree with the scientists/worker recruitmnent - they don't differ in skill at all so the same recruitment screen as for soldiers isn't needed - altough I see how it's easy to re-use the same one. I don't really see the need for them to even have names...

Offline bayo

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Re: Feedback and bugs on the 2.2.1 version
« Reply #3 on: September 25, 2008, 07:01:35 pm »
About the recruitmnent, i think its better to use the same screen. Its not a question of real content of the game, but a good roleplay. That why scientists/worker with a name is not really the problem, plus it is a good base to improve the game with more information about the personnel for real influances into the game (as we can see in another X-COM clone, i dont remember the name, sorry).

The problem is it's a little harder to recrut/fire a lot of scientists/worker... checking, checking, checking, checking, checking, checking, checking, checking, checking... moving screen, moving screen, moving screen, moving screen, moving screen, moving screen... checking, checking, checking, checking... And maybe its easy to improve this thing.