OpenXcom Forum

OpenXcom => Suggestions => Topic started by: Ethereal on September 16, 2017, 10:55:50 am

Title: Statistics soldiers
Post by: Ethereal on September 16, 2017, 10:55:50 am
I propose to alter the statistics of soldiers. Who can a bild miniature version of the statistics of soldiers, a separate option, with the excision of the memory of each specific mission? To just how many killed, who and what weapons.
Example -

        diary:
          killList:
            - STR_FLOATER_SOLDIER: 4
            - STR_GILLMAN_NAVIGATOR: 2
            - STR_SECTOID_COMMANDER: 1
          killWeapon:
            - STR_GRENADE: 3
            - STR_PROXIMITY_GRENADE: 1
            - STR_SHOTGUN: 3

Ie - without indicating which specific mission and when each enemy was killed. And any successful action against the opponent, whether psionic, murder, stunning, or killing "improvisation", is saved only for the current battle and until its end, and then recorded in a common heap, as indicated above.

Simply, the current system very slows down the Save / Load process. When you have 250-300 soldiers who have committed 7-10 missions and killed 20-30 opponents each, the Save or Load process can take up to a minute.

Simply put, I propose also clear the memory of each destroyed unit. And you can write them down after the fight with a list in a common heap. This will also free up the memory and the size of the file "sav" will decrease.
Title: Re: Statistics soldiers
Post by: Yankes on September 17, 2017, 04:21:32 pm
Another solution is change way how statistics are stored in save. Similar how battlespace map is saved.
This will speed up process and reduce space used by it. Only thing that could be problematic are is aliens names as strings (arbitrary length string complicate binary formats) but this could be avoided storing unique string used by diary in separate yaml array and refer to it by index from binary representation.
Title: Re: Statistics soldiers
Post by: Ethereal on September 17, 2017, 06:20:48 pm
Another solution is to take all the statistics to a separate file, paralleled with ".sav" (111.sav + 111.stsav), which will not be affected when saving / loading in tactical missions. As practice has shown, even with the statistics disabled, it is still conducted, but only for the current mission. Then it is reset, if it continues and loads after the battle. Could save the current statistics in a separate file, at the end of the battle, which is activated only when accessing the soldier's statistics in the window in base.
Title: Re: Statistics soldiers
Post by: Yankes on September 17, 2017, 08:18:41 pm
This would need lot more work to do because when you save in battlescape you save geoscape too. All state need be loaded and saved even if it in separate file.
Changing this would require rebuilding whole logic responsible for changing states.
Title: Re: Statistics soldiers
Post by: SupSuper on September 17, 2017, 10:33:27 pm
You can disable soldier diary saving in the "soldierDiaries" option in options.cfg, I've been meaning to expose this in the game somewhere.

The problem with just getting rid of the individual stats is that medal mods depend on this minutae, and they can use any combination they want. So the simplest saving optimization is an "all or nothing" approach.

That isn't to say stuff couldn't be trimmed down, there are probably a lot of redundant/obsolete/inconsistent stats in there, stuff you can just deduce or calculate on the fly, etc. But the developer of soldier diaries doesn't have time to work on it anymore, and I doubt anyone else wants to take it apart and implement it more efficiently.
Title: Re: Statistics soldiers
Post by: Ethereal on September 17, 2017, 11:21:58 pm
You can disable soldier diary saving in the "soldierDiaries" option in options.cfg, I've been meaning to expose this in the game somewhere.

Well, have to play without statistics, because in the form in which it is at the moment, it is not workable.

I understand that in the first months everything looks wonderful, but when it comes to building up the eighth base, the month on the twelfth, everything is not so happy anymore. The saturation of statistical data begins to create problems for the game process.

Anyway. We played before OpenXcom in UFO 1-2 without any statistics and did not complain. Probably not destiny.
Title: Re: Statistics soldiers
Post by: Countdown on September 18, 2017, 07:44:30 am
Is this slow saving/loading issue a common problem? I haven't ran into it and my current TFTD campaign is extremely long (89 missions so far, 388 soldiers recruited). Although I have way less kills than 20-30 each, so maybe that is why I haven't had an issue.

I don't think it's very common for soldiers to have 20-30 kills each ... probably only my select few top guys have broke the 20 kill barrier. Most die with 1-2 or even 0 kills to their name, haha  :-[. But I'm playing a vanilla TFTD campaign so I'm sure experience with different mods can vary wildly. I haven't played Piratez, but from what I've read the campaigns are much longer.
Title: Re: Statistics soldiers
Post by: Ethereal on September 18, 2017, 11:09:35 am
Quote
I don't think it's very common for soldiers to have 20-30 kills each ... probably only my select few top guys have broke the 20 kill barrier. Most die with 1-2 or even 0 kills to their name, haha  :-[

If you fight like this, you can stay without money for a second month. Tell me, you not lose zrbit interceptors? : D

All the same, probably in the concept of my mod. Those. once the aliens have a a society of a bee swarm, then they are fighting more quantity, not quality.Therefore of their number on missions from 20 to small UFOs, to 60 on terror and bases. In the second year of the game, the number of killed aliens reaches 10,000. So, we get an overload of statistics. But since no one is interested in this problem, one has to play without statistics at all.
Title: Re: Statistics soldiers
Post by: Meridian on September 18, 2017, 11:27:21 am
2855 aliens killed, 424 soldiers recruited... that's 6 per soldier... not 20-30.

Also... 0 soldiers lost ?? ??
Man, you must be save scumming like crazy... do you even enjoy the game? No wonder you're complaining about slow save/load if you're doing it every 2 minutes.

EDIT: sick days: 1 ?? ?? wtf man? you have a serious problem...

And for what do you need 424 soldiers if you didn't lose a single one?
I can easily play a vanilla game with about 100 soldiers total, 50+ of them lost.
Title: Re: Statistics soldiers
Post by: Ethereal on September 18, 2017, 12:01:49 pm
2855 aliens killed, 424 soldiers recruited... that's 6 per soldier... not 20-30.

Also... 0 soldiers lost ?? ??
Man, you must be save scumming like crazy... do you even enjoy the game? No wonder you're complaining about slow save/load if you're doing it every 2 minutes.

EDIT: sick days: 1 ?? ?? wtf man? you have a serious problem...

And for what do you need 424 soldiers if you didn't lose a single one?
I can easily play a vanilla game with about 100 soldiers total, 50+ of them lost.

Smoke and tanks. In addition, the tank - it's TANK! And it's not so easy to kill even with heavy plasma. In addition, there are a bunch of robots and cyborgs, behind which the infantry hides, like a shield. Armored vehicles lost a lot, yes, but for it there are no strings in the statistics.
Title: Re: Statistics soldiers
Post by: Meridian on September 18, 2017, 12:14:29 pm
That's really sad.
Title: Re: Statistics soldiers
Post by: Countdown on September 19, 2017, 11:46:48 am
If you fight like this, you can stay without money for a second month. Tell me, you not lose zrbit interceptors? : D

All the same, probably in the concept of my mod. Those. once the aliens have a a society of a bee swarm, then they are fighting more quantity, not quality.Therefore of their number on missions from 20 to small UFOs, to 60 on terror and bases. In the second year of the game, the number of killed aliens reaches 10,000. So, we get an overload of statistics. But since no one is interested in this problem, one has to play without statistics at all.

Well the reason you're having this loading problem and it seems the rest of us aren't is because you're essentially playing a different game than the rest of us. And with 424 soldiers recruited, 2855 alien kills, but not even one casualty, that game you're playing isn't even XCOM.

Of course, you're free to play whatever game you enjoy, but losing soldiers is part of traditional XCOM. Not that you want them to die, but "permadeath" is one of the most celebrated aspects of the entire XCOM series and you're missing out on it.

You should read Meridian's post here (https://openxcom.org/forum/index.php/topic,3748.msg47840.html#msg47840) about how to make the game harder ... aka enjoy the game more.

Not reloading is the single most effective way of making the game harder. ... Your best soldier dying is part of the game. Your most favourite soldier dying is part of the game ... Soldiers have a life expectancy between 1 and 20 missions. Supersoldiers break the balance of the game. "Allow them to die" for the planet, with honour.
Title: Re: Statistics soldiers
Post by: Ethereal on September 19, 2017, 01:52:49 pm
Well the reason you're having this loading problem and it seems the rest of us aren't is because you're essentially playing a different game than the rest of us. And with 424 soldiers recruited, 2855 alien kills, but not even one casualty, that game you're playing isn't even XCOM.

The point is in tactics. At me the basic blow prinemajut on itself tanks and a different sort cyborgs. They bear losses. But the loss of HWP is nowhere fixed. Incidentally, this, too, must be corrected.
Title: Re: Statistics soldiers
Post by: animal310 on October 14, 2017, 08:03:15 pm
Yeah this function should stay as it is. I love the statistics and think it adds a lot to the game. 
Title: Re: Statistics soldiers
Post by: Ethereal on February 19, 2018, 05:03:42 pm
Comrades programmers, could you make the statistics of soldiers so that the game does not have to store information about each destroyed unit since the start of the game? What would the destroyed units be summed up in statistics and not hammered in memory, since downloads lasting MINUTE (!), on the 11-12 month, are extremely straining. And to play without statistics at all, boring and sadly.
Title: Re: Statistics soldiers
Post by: Ethereal on February 28, 2018, 08:11:57 pm
Loads and save for a minute with a tail. The save file is 4 604 010 bytes in size.

Comrades, there is an offer.
To reduce the time of loading / saving, divide the save file into several parts, like in the original UFO. What would each soldier and his statistics and equipment have a separate file, which is stored in a folder with the same name as the main save file. I think this would solve the problem. Correct me, if I'm wrong.
Title: Re: Statistics soldiers
Post by: Ethereal on June 28, 2018, 04:19:58 pm
I again about statistics. In the file with 6 megabytes of storage, the statistics takes 4 megabytes. Comrades programmers, is not it time to remake the statistics of soldiers, making it less voluminous?
Title: Re: Statistics soldiers
Post by: Stoddard on June 28, 2018, 09:04:20 pm
I again about statistics. In the file with 6 megabytes of storage, the statistics takes 4 megabytes. Comrades programmers, is not it time to remake the statistics of soldiers, making it less voluminous?

Comrade valued customer, can you please upload such a bloated savegame? And also please state which build of the game do you use.

This way at least I can get some hard metrics on time spent parsing/loading the save game file versus other code and get some insights from that.

Title: Re: Statistics soldiers
Post by: Meridian on June 28, 2018, 09:10:12 pm
Comrade valued customer, can you please upload such a bloated savegame? And also please state which build of the game do you use.

This way at least I can get some hard metrics on time spent parsing/loading the save game file versus other code and get some insights from that.

He already did, for example here, using latest OXCE+ (and his mod): https://openxcom.org/forum/index.php/topic,2915.msg95193.html#msg95193

He says it takes minutes to load... but for everyone else it takes only 3-5 seconds.

I believe him... but to be honest I'm not going to care too much, if it's just wrong on his side and everyone else is OK.

Still, would be nice if you could do some statistics/analysis on it...
Title: Re: Statistics soldiers
Post by: Stoddard on June 28, 2018, 10:02:39 pm
He already did, for example here, using latest OXCE+ (and his mod): https://openxcom.org/forum/index.php/topic,2915.msg95193.html#msg95193

He says it takes minutes to load... but for everyone else it takes only 3-5 seconds.

I believe him... but to be honest I'm not going to care too much, if it's just wrong on his side and everyone else is OK.

Still, would be nice if you could do some statistics/analysis on it...

Minutes.. heh. Something must be horribly wrong with the hardware. Parsing the entire 5-whatever-MB savegame file takes on the order of milliseconds on a 10-year-old CPU, and even if we postulate that populating the varios std::vectors and stuff takes 10x time, it's still way below a second.

@Ethereal, comrade, can you please share what's the OS and hardware you're running this on? HDD SMART dump would be most interesting.
Title: Re: Statistics soldiers
Post by: Ethereal on June 30, 2018, 04:39:33 am
XP SP3. Equipment is old. Recently replaced the hard drive and loaded much faster, but the problem is different. 6 MB get in the middle of the game. That in the end will be - it is terrible to imagine. That's what worries me. The file will continue to gain weight and can grow to monstrous proportions.
Title: Re: Statistics soldiers
Post by: Stoddard on June 30, 2018, 07:13:25 pm
XP SP3. Equipment is old. Recently replaced the hard drive and loaded much faster, but the problem is different. 6 MB get in the middle of the game. That in the end will be - it is terrible to imagine.

Okay, so it looks like an I/O problem.  Let's try to reproduce it.

The oldest and slowest drive I have is Seagate ST380817AS, 80Gb from 2005.

Aaand... loading the save you posted took all of about 3 seconds.
Since repeated loading of the saved game took about the same time, it's not I/O bound at all.

So, pray tell what's the actual hardware you use. CPU, MB and HDD models, what kind of RAM and how much you've got?



Title: Re: Statistics soldiers
Post by: Ethereal on June 30, 2018, 08:03:27 pm
What about my system? I told that I replaced the broken hard drive and loaded faster. But, the save file from this increases in size does not stop. That's the main problem. And I wonder when it will reach 50 + megabytes game will be able to load it at all?
Title: Re: Statistics soldiers
Post by: Meridian on June 30, 2018, 08:32:42 pm
What about my system? I told that I replaced the broken hard drive and loaded faster. But, the save file from this increases in size does not stop. That's the main problem. And I wonder when it will reach 50 + megabytes game will be able to load it at all?

For comparison, an end-game piratez save is about 15 MB.

And yes, the game should not have a problem with loading a save of any size.
Title: Re: Statistics soldiers
Post by: Stoddard on June 30, 2018, 08:38:06 pm
What about my system? I told that I replaced the broken hard drive and loaded faster. But, the save file from this increases in size does not stop. That's the main problem. And I wonder when it will reach 50 + megabytes game will be able to load it at all?

The first step to fix any problem is to reproduce it. So far everyone failed.

I am absolutely sure a 60+Mb save file will load with no problems in under twenty seconds even on my crappy windows-for-testing system on that ancient HDD. You talk about minutes. No one can reproduce this. So we ask for additional information. Hell yeah, I even have the original MB+CPU+RAM combo laying around from the time I bought that HDD (2005, remember). It might even still work. But before I dust it off and assemble a test system around that I need to know if the problem isn't somewhere else, and that I'm not wasting my time. So please provide some assistance in solving your problem.

Now if you don't want to work towards solving the problem, that's fine. But then please say so out loud.



Title: Re: Statistics soldiers
Post by: Meridian on June 30, 2018, 08:41:55 pm
He said a few posts above it loads much faster now after replacing HDD.
(don't know how fast that is)
Title: Re: Statistics soldiers
Post by: Stoddard on June 30, 2018, 09:10:21 pm
He said a few posts above it loads much faster now after replacing HDD.
(don't know how fast that is)

Yeah, I saw that. But still if he's not disclosing wtf is his hardware, there isn't anything we can help him with.

Latest MXE builds, 32bit (https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-2d7397146-2018-06-30-win32-lto.7z), 64bit (https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-2d7397146-2018-06-30-win64-lto.7z) with the latest YAML and LTO enabled might help a bit, but not much.

I'm not going to code support for zlib-compressed savegames on no evidence of it being a bottleneck at all.

EDIT: check out the PR
Title: Re: Statistics soldiers
Post by: Ethereal on June 30, 2018, 09:53:37 pm
Yeah, I saw that. But still if he's not disclosing wtf is his hardware, there isn't anything we can help him with.

Latest MXE builds, 32bit (https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-2d7397146-2018-06-30-win32-lto.7z), 64bit (https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-2d7397146-2018-06-30-win64-lto.7z) with the latest YAML and LTO enabled might help a bit, but not much.

I'm not going to code support for zlib-compressed savegames on no evidence of it being a bottleneck at all.

EDIT: check out the PR

CPU 2.93 GHz, 3 GB RAM, 32bit XP SP3. YAML has not updated for a long time (since 2017 approximately). That such "LTO" and at all not know.
Title: Re: Statistics soldiers
Post by: Stoddard on June 30, 2018, 10:47:14 pm
CPU 2.93 GHz, 3 GB RAM, 32bit XP SP3. YAML has not updated for a long time (since 2017 approximately). That such "LTO" and at all not know.

Great, that isn't that far from my current test system - 2.0Ghz, 2Gb RAM, but win7-64 and a Q8400.

Please try this build Extended+-3.10a-2d7397146-2018-06-30-win32-lto.7z (https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-2d7397146-2018-06-30-win32-lto.7z)

Just get the non-debug .exe out of it, copy it into your game folder and see if it's in any way faster.

EDIT: LTO is link-time optimization. I very much doubt it'll make any difference for OXCE+, but still.

EDIT2: in before I fire up the 1.8Ghz Athlon 64 system I mentioned before, can you please share the make and model of your CPU so that we can establish a perfomance baseline? Because maybe a Celeron D at 2.66Ghz would make a better fit.
Title: Re: Statistics soldiers
Post by: Ethereal on June 30, 2018, 11:36:02 pm
Great, that isn't that far from my current test system - 2.0Ghz, 2Gb RAM, but win7-64 and a Q8400.

Please try this build Extended+-3.10a-2d7397146-2018-06-30-win32-lto.7z (https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-2d7397146-2018-06-30-win32-lto.7z)

Just get the non-debug .exe out of it, copy it into your game folder and see if it's in any way faster.

EDIT: LTO is link-time optimization. I very much doubt it'll make any difference for OXCE+, but still.

EDIT2: in before I fire up the 1.8Ghz Athlon 64 system I mentioned before, can you please share the make and model of your CPU so that we can establish a perfomance baseline? Because maybe a Celeron D at 2.66Ghz would make a better fit.

Tried both ."exe " - no differences in load speed were found. The speed is the same as the standard OXCE+ latest version.

CPU Intel Core E7500 so what will... I have on this CPU World of Tanks and a Perfect World - just fly like swallows. No brakes, no lags, no traffic lights. And for openxcom it may lack performance? Not believe!
Title: Re: Statistics soldiers
Post by: ivandogovich on June 30, 2018, 11:43:14 pm
did you try excluding your openxcom directory from anti-virus scan-on-access?  I know that has caused poor performance for me.
Title: Re: Statistics soldiers
Post by: Stoddard on July 01, 2018, 12:10:18 am
Tried both ."exe " - no differences in load speed were found. The speed is the same as the standard OXCE+ latest version.

CPU Intel Core E7500 so what will... I have on this CPU World of Tanks and a Perfect World - just fly like swallows. No brakes, no lags, no traffic lights. And for openxcom it may lack performance? Not believe!


Yeah, well, the CPU is almost identical to mine wrt OpenXcom. Something's killing I/O and it isn't OpenXcom code, because, well, there isn't anything in it that could.

A clue can be extracted from watching what's happening during a savegame load with something like process explorer (https://docs.microsoft.com/en-us/sysinternals/downloads/process-explorer)

Like, what processes are eating the CPU during the load. I think even the stock task manager can do it, or at least show if CPU usage spikes, and that would be a useful data point, but I'm no windows expert.

I don't actually believe that even a batshit insane antivirus pile of crap can slow down reading a simple text file even if it's 5Mb. I can believe that an antivirus can slow down the startup, since that's when a ton of files get read/parsed. But not on  a savegame load, where it's just one file, whatever its size.

And since you say WoT behaves nice enough, then it's probably not a hardware problem.

Still, no ideas on what could be the problem in OXCE+ code. Please look into what's going on in the system when you're loading a save. You are literally the only set of eyes we have on the problem.
Title: Re: Statistics soldiers
Post by: Ethereal on July 01, 2018, 12:37:40 am
We do not do what is really needed. Statistics of soldiers need to put in order, so that detailed information about each destroyed unit is not kept for the entire game time. To simplify all of it. As in FALLOUT 2-so much of these units destroyed\stunned and how many destroyed\stunned with such a weapon, so many missions performed a certain type, so many times successfully applied panic\telepathic control. Why did need this hemorrhoids with " kill List-turn: - side: - body part: - id:" and other nonsense for each unit, which only clogs the save file with unnecessary information?! Explain to me why the game all this to remember every time you load the game not in combat? Why does the game remember everything that happened in 135 previous battles in every battle?

Can do a couple of tables with numbers, where successfully used weapons, together with the counter of the kills, summed up and displayed in this form in the diaries.

Roughly so:

Code: [Select]
        diary:
          killList:
            - STR_FLOATER_SOLDIER: 4
            - STR_GILLMAN_NAVIGATOR: 2
            - STR_SECTOID_COMMANDER: 1
          killWeapon:
            - STR_GRENADE: 3
            - STR_PROXIMITY_GRENADE: 1
            - STR_SHOTGUN: 3

This will reduce the save file by more than half.
Title: Re: Statistics soldiers
Post by: Stoddard on July 01, 2018, 12:42:14 am
We do not do what is really needed.

I see, you somehow decided on what is needed. That is fine. Now please prove that the save game file size is the root cause of your problem. So far there is nothing that proves that.

EDIT: the file size might be something that triggers the problem on your side. But given that we can't reproduce it, the file size is certainly not the root cause.

Title: Re: Statistics soldiers
Post by: Meridian on July 01, 2018, 12:59:17 am
Why are we even discussing this?

He said it runs faster on his PC already... problem solved. Or am I missing something?
Title: Re: Statistics soldiers
Post by: Ethereal on July 01, 2018, 01:20:23 am
Why are we even discussing this?

He said it runs faster on his PC already... problem solved. Or am I missing something?

Yes, right. But I'm concerned about the amount of unnecessary information in the save file. And, the rapid growth of the file size because of statistics.
Title: Re: Statistics soldiers
Post by: Stoddard on July 01, 2018, 02:02:03 am
Yeah, whatever. If perfomance is acceptable now, we're done here.

If and when it becomes unacceptable, we'll deal with that.

Case closed.

EDIT: yeah, I forgot

 ... bangs the gavel.
Title: Re: Statistics soldiers
Post by: Vakrug on September 03, 2022, 10:23:35 am
Is it possible to access soldier's statistics inside loadout screen?
Looks like no.
I think that the only time you really need access soldier's statistics is when you decide how to equip that soldier.
Very strange that nobody requested that (and I searched for it). So may be there is one hidden shortcut key?
Title: Re: Statistics soldiers
Post by: yergnoor on September 03, 2022, 02:06:08 pm
Click on the emblem of the rank to the left of the name of the soldier. As far as I remember, this is how soldier parameters were opened back in the original UFO game.

I'll add:
But usually the parameters of the soldiers shown in the inventory are enough. Of course, if this is enabled in the settings. Strength, marksmanship and reaction (plus psi-parameters, when they open) - the main thing you need to decide what to equip a soldier.
Title: Re: Statistics soldiers
Post by: psavola on September 03, 2022, 02:25:17 pm
Click on the emblem of the rank to the left of the name of the soldier. As far as I remember, this is how soldier parameters were opened back in the original UFO game.

I'll add:
But usually the parameters of the soldiers shown in the inventory are enough. Of course, if this is enabled in the settings. Strength, marksmanship and reaction (plus psi-parameters, when they open) - the main thing you need to decide what to equip a soldier.

Throwing accuracy could also be a relevant factor if your playstyle includes using a lot of grenades. Unfortunately, throwing accuracy is not listed on that screen.
Title: Re: Statistics soldiers
Post by: R1dO on September 03, 2022, 03:07:34 pm
Throwing accuracy could also be a relevant factor if your playstyle includes using a lot of grenades. Unfortunately, throwing accuracy is not listed on that screen.
On OXC it is not possible to show that stat, on OXCE it is possible via a mod.

See https://openxcom.org/forum/index.php/topic,7515.msg118452.html#msg118452 for the description.
Title: Re: Statistics soldiers
Post by: Vakrug on September 04, 2022, 10:12:11 am
Click on the emblem of the rank to the left of the name of the soldier. As far as I remember, this is how soldier parameters were opened back in the original UFO game.
PARAMETERS and not STATISTICS. This thread is about "what is soldier's favorite weapon" or "what enemy types he successfully captured alive" and so on. That thing that makes save file 10 times bigger.
Right now this info is available only in Base --> Soldiers --> Files (or how modder decided). And not during loadout.
Title: Re: Statistics soldiers
Post by: Vakrug on September 07, 2022, 11:10:38 am
So, nobody can neither confirm or disprove the fact that soldier's statistics can be accessed only in Base --> Soldiers screen?
Am I the only one who actually want to utilize info in soldier's statistics in a game?

There is an option in game settings to enable advanced controls. Apart from other things, it adds new "dropdown" button in soldiers loadout screen where you can change soldier's armor or it's avatar. I think that would be a perfect spot to put soldier's statistics button if you don't want to change existing interface.
Title: Re: Statistics soldiers
Post by: Meridian on September 07, 2022, 11:30:49 am
So, nobody can neither confirm or disprove the fact that soldier's statistics can be accessed only in Base --> Soldiers screen?

Yes, I can confirm the fact that soldier's diary can be accessed only in Base --> Soldiers screen.


PS: to clarify the official terminology:
1. what you call soldier's statistics is actually called soldier's diary
2. what you call soldier's parameters is actually called soldier's info (also soldier's stats or soldier's statistics)
3. what you call loadout screen is actually called inventory screen

For next time, I'd recommend adding screenshots to prevent terminology confusion.
Title: Re: Statistics soldiers
Post by: Vakrug on September 07, 2022, 07:51:49 pm
Yes, I can confirm the fact that soldier's diary can be accessed only in Base --> Soldiers screen.
Thanks. Now can you please tell why it is so? What went wrong in my life that I am the only one that think that soldier's diary should be accessed in inventory screen, otherwise it is useless?

PS: to clarify the official terminology:
1. what you call soldier's statistics is actually called soldier's diary
2. what you call soldier's parameters is actually called soldier's info (also soldier's stats or soldier's statistics)
Oh well, but I just used the terminology already present in this thread "Statistics soldiers"...