1. Maybe. But i need someone to write them in english.
Well, at the beginning all shortcuts should be enough.
2. If you read ufopedia, you will know that XCOM was near full shutdown and now operates as third-class agency. So they need to do tons of bureacracy.
That's true, but is Terror from the Deep a game about bureaucracy? Would I'd like to play such game I'd install "Papers, please!" rather.
3. These numbers displayed automatically with game engine.
So these can't be made accurate to what is really seen in battle? A pity.
4. This is done right for that. Because normal game ends with tons of unused aquaplastics.
While I was preparing the feedback I was at early stage of the game, where enemy UFOs were pretty rare, and there were only mission like "Suspicious activity" and "Church pirates raid" available. Now, as the time progressed I have reserve around 1000 of Aquaplastics. Point no longer valid.
5. Engine limitations.
Oh that's sad
Such feature would be most useful.
6. If cormorant will be a thing, then what barracuda needed for?
With 2 cannon slots Cormorant will be better at putting down small/maybe medium UFOs, whose now usually run away after few shots taken. Barracuda, which has 2 torpedo slots and 1 cannon slot still will be better, especially to fight those annoying enemy interceptors. But path to research Barracuda is not short, we need something till then.
7. Maybe something to add into ufopedia articles? But what?
Well, it should be enough to add links in the tech viewer like:
Church Data Bank -> now it is only "Affects game progression", it could be mentioned here "SORESO Crash Site", from which there is link to Khimtar Black Box, and then Barracuda.
8. Nah. They must be one-shot scouts. If you want combat support - use SWS.
Nono, I didn't expressed myself precisely. It's perfectly fine they are one-shooted, I meant these should be harder to spot, and harder to hit.
12. Not really understand a question. Most melee attacks use fixed amount of time - so newbie and top leveled soldier will use same amount of TUs. And firearms use percentage.
Well, that probably was your goal, but something went wrong, as Amoebka rightly says.
14. Best balance i can done.
15. For bigger ships and shielded fighters they are not effective enough.
16. So you need to chose where to invest your limited resources. I think it is good.
Hmmm...assuming Dolphins require Aquaplastic both for launcher and ammo maybe it should have its range increased to something like Squall? It'd make usage of these worthwhile.
But still I think ammo for Aquaplastic Cannon should be the same as ordinary Gas Cannon.
17. Not my part. You can ask Yankes or Meridian for such feature.
What would be the best way to contact them, via PMs or some kind of feedback thread?
18. Google "Sid Meier's Alpha Centaury"
Found it
Nice, I suppose these was inspiration?
19. Maybe i can change pistol production to 2 pistols per 1 navigation.
Hmmmm, I'm afraid it still won't be enough :/ Magnetic Navigations are very hard to acquire at the early game, and every one piece counts. I think you can safely drop requirement of 1 Mag Nav for Gauss Pistols, as these have only 55 power, more or less similar level to what Hydrojet Cannon and Jet Harpoon + SC Ammo offers. This way it'd make sense to manufacture them before getting later Gauss weapons.
20. Shard weapons are done for aliens. They are not too useful for X-COM.So late research is not really a problem.
What do you mean by 'Shard weapons are not too useful for XCOM'??
21. You mean biolab? It is allready there.
Well, if biolab allows to put aquanauts into a treatment to say increase TU/whatever by some amount then yepp, I meant Biolab.
22. First report of such problem. Never experienced such thing myself. Hmm...Also facility moving was removed by OXCE authors.
Well, now as it turned out I won't be able to manufacture sonic weapons and clips the issue becomes even bigger, as selling all that alien stuff should be avoided. Technically speaking, how hard it'd be to add another floor to current grid? Even one extra would help immensely.
Bugs:
3. Dont mess autopsy and live specimen research. This is vanilla game mechanic.
I'm not messing. The medic gave me dead Hallucinoid Autopsy. Then, after killing another Hallucinoid in mission I have "Hallucinoid Corpse" on possible research list. Looks like some kind of flag has not beet set.