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Suggestions / Re: [SUGGESTION-UNCUT][#052] UFO chasing, is it above the sea or above the land?
« on: July 12, 2014, 01:08:10 am »
+1
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I also have another question: is there a map editor which doesn't require you to rename the files and put it in the UFO directory? It's a bit bothersome...https://openxcom.org/forum/index.php?topic=2184.0
Wait, did you manage to log in? I can't.Nope, I can't either, says "Login temporarily disabled due to site maintenance."
Well, it does do something -- if the soldier list is longer than one screen's worth, the mouse wheel scrolls the list. If the changeValueByMouseWheel option is set to a value greater than 0, then scrolling is usually disabled when over the up/down buttons and it changes the values instead. What you are suggesting is similar enough to this feature that it might fit in, but even changeValueByMouseWheel is controversial due to the "unexpected" behavior of not causing the list to scroll "sometimes". Moving soldiers with the mouse wheel has the same potential for confusion.Yeah, you're right, it does do something in the screen itself, it scrolls the list - UNLESS the cursor is over the arrows that move the soldiers up or down. THEN it does nothing. I have changeValueByMouseWheel set to 4 and still the mouse wheel does not scroll my long soldier list when I'm over those arrows, and that's fine, besides I'd also not want a soldier moved 4 spaces per wheel-spin. I'd rarely want to move a soldier up or down by any more than 1 at a time ever, but scrolling up or down by 4 is helpful. I recently learned of the right click function in that screen (never even thought about it until Aldorn mentioned it) and that adds something, but not the quick precision I'm after. My idea involves the mouse wheel moving a soldier one space up or down exactly like a normal click on the respective arrow and ONLY when over the arrows (like how scrolling the mouse wheel up a notch over an up OR down arrow in the buy screen will increase a value but otherwise scroll the list).
This idea has been floating around here for ages. I am not against it, but it raises a question of whether craft is being repaired when Engineers are busy with something else, or not present al all.I see it taking Engineers away from manufacturing for a small economic hit when you need extra hands to fix your planes. Of course, only extra/unassigned Engineers can help fix a plane. Currently, aircraft heals one point of damage every hour automatically, presumably using non-combat Hangar personnel, since this happens when no other paid personnel is on base. Adding engineers could increase healing by 1 (or 0.2, 0.5) extra point an hour each. I am asking this because the Avenger can take 1200 damage before it goes down, 1% damage to an Avenger is 12 damage, taking 12 hours to heal, so 10% damage to an Avenger takes 5 days to heal. 20% damage takes longer to heal than it takes me to build a new Avenger.
You'll probably be asked to provide a mockup screen to show where it would fit. But I think it'd be very useful.It already fits in there just fine when Storage Limits is ON. I am asking for this because I used "Alien Containment Limits" when it didn't enforce item storage and stopped when it did for one main reason: I like to wait for my transport to return to base before I sell off captured alien equipment. I can't do that reliably with Storage Limits enforced, as I would often be forced to sell off anything extra I had immediately after a mission. Too much force I think, feels like babysitting to me. I can't leave the screen or even access the options screen until I've sold off enough stuff to bring it back under the limit, and forget about transferring stuff to other bases. I like to manage my storage on my own, vanilla already disallows purchasing or transfer if a base's stores are full. With it OFF, I can actually sell live aliens to make room for new ones coming in instead of having to kill them, I just can't use the Base Info screen to see where my alien containment storage is at.
Perhaps just not forget this was not possible at all to change soldier sequence before that great improvementWell, you have an excellent point there. Being able to move them at all is pretty awesome and pure vanilla had not this invaluable feature. I just thought I'd throw the idea out there since it occurred to me, but it does seem superfluous, just extra unnecessary coding for another time perhaps. I don't hate clicking and the system that's in place currently works great and I love it. I didn't even notice before what right-click did there, that's awesome. I just noticed that the mouse wheel doesn't currently do anything over those soldier placement arrows, and I wondered how hard it would be to make it do something useful there, not that it's particularly needed.
IMHO, may be improved a bit in the future, but to be considered at low priority, as current solution, combined with use of right clic, is very, very comfortable as is