Currently testing Destructivator's ufoai_2_3Dev_r23515_m23327 which is indeed very stable. However, whenever I try doing anything to bloodspider - stun it or kill it - the moment it flips over
the app crashes and gives assertion failed error: http://i063.radikal.ru/0903/22/5fdbceeb1c6d.jpgNot anymore. Installed ufoai-2.3-dev-win32-23542. Once i kill/stun a bloodspider, the game no longer crashes to desktop, but the tactical mission terminates immediately and you're kicked into geoscape, where you can play it again just like the first time... until you try killing\stunning bloodspiders again, when it kicks you out again just the same.Minor stuff, most likely known:
- Laser pistol and stun rod images oversized in production/ufopedia, they just don't fit in (same in all prev versions)
- The image of shotgun ammo in equip soldier screen - sometimes it is big, and sometimes it is small (visually only - it occupies 2 squares in any case).
- Some mails in mailclient are displayed without a green border:
http://i037.radikal.ru/0903/23/ed07fd3f1973.jpgHumble feature requests:
0) It might be logical to rework Transfer screen to be more like buy/sell, showing all bases so that transfer can take place to multiple bases from the same screen. I find it often necessary to move stuff from base X to more than one base at the same time, and something tells me I am not unique. It might look as follows:
This way there will be no need for the box listing the transfers
http://i062.radikal.ru/0903/68/4fa74a4782b1.jpg - as they will be obvious
per se. It might look like this:
http://i036.radikal.ru/0903/75/1ab7af75dcc4.jpg1) Adding scientists/workers not by checking 'em one by one, but rather like buying/selling stuff, i.e. using an up-down control. I guess, unlike with soldiers, nobody cares much about their names anyway, and if they do, the can still rename 'em all they want.
2) Speaking of scientist names, would it not be logical to have the emails signed by scientists actually hired? I.e. when first hired, some scientists are marked "chief" and become authors of all future research letters. This one, unlike the first request here, is not big on my personal list.
3) Still asking to have focus on installation name whenever build installation dialog appears, 'cuz the first thing many do is rename it.
4) In the Base\Buildings screen, the number of buildings already existing in the base should be displayed next to each corresponding building button, not in the floating window. This is because sometimes you want to know which building are there and how much of them, and to learn this you have to click each building button consequtively, which takes a lot of time and clicks.
5) BTW, the floating window is very uncool. Yes, it's semitransparent, but you have to move it to put anything in the place it's hovering over. Better to have a fixed pane of some sort, like in buy/sell/production screens
6) Alien craft tracked by radar should be highlighted in a more contrasting way, particularly in 2D geoscape. It sometimes takes too much looking into the screen to pick out a pale green craft over a background of same color. A high-contrast marker and an option to auto-center on new UFO would be helpful.
7) I suggest that with the development of Advanced radar, the player had an option to draw estimated course lines for UFOs that leave radar coverage. These could be turned on and off with a button like the one used to turn on and off showing radar coverage on geoscape. This way, instead of estimating the course of the UFO and guessing where it might reemerge once it enters radar covered area agian, the user will have the track already. Of course, it must be based on the in-the-radar-history of UFOs movement, and noone would guarantee the UFO would not turn 90 degrees after leaving radar coverage
After alien aircraft is shot down, displaying the line "alien activity detected in..." appears to me to be somewhat misleading. Technically, they are indeed active, those bloody LGM, but in the context of the UFO series I got accustomed to separating "enemy activity", i.e. their land-based missions, and "mopping up", i.e. removing any remaining threat after a successful UFO splash.
9) Can anyone tell me what is the purpose of this screen:
http://s42.radikal.ru/i095/0903/9b/5656ab5e303e.jpg? And why is it closed by a _
checkbox_? Why not by an optionbutton?
I'd suggest to cut that one out, it's very disturbing when you zoom in and suddenly pop into it, and can't zoom back out, and the worst thing is, as I said, there is no apparent purpose for the screen in the first place, other than to play a nice music.
10) Science - it is perfectly logical that studying a live alien, or a plasma grenade, or some other artefact should be conducted by the scientists of the base where the object is located. Some research is, however, general in nature, and does not require any specific base to be conducted, i.e. can be done in any base. One would assume logical that scientists from _multiple_ bases could be assigned to such projects. They do have email, after all, to coordinate activity.
11) Science -
http://s45.radikal.ru/i109/0903/2d/4596b08cce5d.jpg - "Unresearchable collected itmes" - it would be helpful if it were more descriptive, i.e specified under the title of the base where it is researchable (in my case this base is Greenfield, so it should sit right there). That way the user would not have to guess which base is the right one to research the thing at. Number two, the text in description is not word-wrapped, while it should be.
12) An autosave feature saving geoscape every minute or two to a single slot (or perhaps even keep a history of the game for the last half-hour or so at 1 minute intervals) would be REALLY helpful in testing the Dev version. This way the testers could stop bothering about saving after each f*rt they make under different names in different slots and concentrate on testing instead.
13) Status messages appearing in the top line of geoscape are not at all helpful. It is almost always unclear WHERE the events happen. In some cases, the line is not word-wrapped, and not all text can bee seen.