Technical support > Feature Requests

Possible Errors in RC4

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Jonny:
Hi ufo-people,

big thanks for that game, it gave me some entertaining hours. Here some errors i found (sorry sometimes i don't use the original descriptions/terms, i'm playing the German version):


Possible game errors:

[list=1]
[*]After loading a savegame, all research in progress is set to 0%.

[*]Is there a UFO on the world screen, i want to pursue it. I click on the UFO to select the Interceptor to bring it down. But no matter which i chose, its always the team carrier following the UFO (and of course its too slow).
Both planes are equipped, manned & fuelled.
new: I tried to investigate the problem further: I demanned the team-carrier and i wanted to chose the interceptor to start a (terror) mission, but there is written i have to sign a team to the ship (the interceptor is equipped with 1 guy).
Then i tried to put 2 soldiers to the team carrier but chosed the interceptor to start the terror mission. Now it works, but when the mission starts i have the 2 soldiers i signed to the carrier. It seems no matter what i chose the carrier is chosen anyway.

[*]During missions i can't pick up dropped plasma guns (middle & heavy) left on alien bodies. Tried on several missions, hands and/or backpack are free. Other items work fine.

[*]After starting a mission (mapname village07d) i couldn't select any of my soldiers. None of them was visible on the screen and the soldier select buttons (1-8, on the top of the screen) were all grey. It was possible to end the round or to just abort.

[*]new: Mission on map pdi08d: teams seems to be changed. I'm in alien position with just 4 of my soldiers, aliens are behaving like civilians. After i end the round, there is just 1 other team. If i kill 1 "alien" civilian the mission ends succesfully with 1 civilian loss.

[/list:o]

Possible logical/minor errors:

[list=a]
[*]Not all items dropped by aliens seem to appear in my hq storage after i finish a mission, but it seems i could buy them. A statistic "salvaged artifacts" after the mission would be helpful (including all dropped artifacts would be salvaged automaticly).

[*]Why is it possible to buy alien artifacts at all?

[*]Why is it far more expensive to produce weapons than to buy them?

[*]Why is there a limit of how many standart weapons/equipment (non alien technology) are avaible to buy?




[/list:o]


Other Info:

Game Version: RC4 / WindowsXP
Players PC: Athlon Thunderbird 1400 / 512 MB RAM
Players hair color: blonde


Thanks again for your great job, i hope you'll keep on!

ubequitz:
Thanks for the bug reports and questions.

Issue 1 you identified is fixed in the current development version. I suspect issue 2 is as well but this would need testing (since I know that a very closely related bug was fixed which I believe would also fix this).

Issue 3 looks like a bug which is likely to still be present in the development version... I will investigate.

Issues 4 & 5 I'm not sure about. Both those maps have undergone heavy bugfixing since RC4 though.

The items that you collect on missions are meant to go to the marketplace for purchase. After a mission you should notice that you are awarded the value of those weapons.. so buying them back is essentially free. It might be better if the weapons went into storage and then you could sell them... but this could get annoying after a while (you would have to manualle sell a bunch of things after every missio to get money).

Your artifiact salvage stat screen is a great idea. Hopefully we can implement something like this.

I agree with you that more standard equipment should be available at the start of the game for purchase.

Jonny:
Hi ubequitz,

thanks for your reply and help.

The idea to sell all items automaticly is great and comfortable for me, even if its confusing just in the first moment. The game gives such a fantastic X-Com feeling that even small differences should be more evident (i.e. with salvage stat screen you could give a hint what will happen with the items the players just collected).

I tried different things to bypass problem number #2. One of them was to build a second base with a new interceptor. But it didn't help. The second interceptor is signed to the first base (hq), even if it should be impossible (there is just 1 interceptor hangar in hq).

Bandobras:
Thank you for the reports and analysis. Is the scarcity of human weapons at the beginning fun or woe? Is the problem that  it's different from XCom, or is the problem elsewhere? How quickly should the human weapons and ammo be available in great quantities (currently it's probably a month or two into the game)? Does the ammo scarcity lead to trying out all weapons and fun or to nervousness and trying to spare each shot? Would an explanation at the game start, that ammo will be more and more plentiful as the base organization is getting better, resolve the anxiety?

Jonny:
Hi Bandobras,

the scarcity of human weapons isn't a gameplay problem, the player is more or less forced to use most types of weapons avaible, which is good. Using them he discovers the fun of the lesser usual weapons as the flamethrower i.e.. I can talk just for myself: I don't spare any shot in the game (except from far range shootings) - when there is an alien to shoot, i'm going after it (isn't that the fun of the game?).

But besides this its a question of logic: Why shouldn't an organization like Phalanx (its military, isn't it?) be able to buy more than 5 rifles? The answer could be high bureaucracy inside the organization. ;)

An idea could be to have all human weapons avaible in high numbers from the beginning, but when the player tries to buy more than a few, there could be a message like "You reached the yearly weopon limit given by the government".


--- Quote ---[...] Is the problem that it's different from XCom? [...]
--- End quote ---


In my opinion ufoai is as much as the X-Com games as it should be, i like the new ideas and details. Important is the basis analogy as the world screen, the base managment, the tactical missions and the atmosphere.

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