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XCOMUFO & Xenocide

Gui List


dteviot

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I thought making a list of Dialogs/Windows/Screens would be useful, so that we can see what they are, their similarities and differences, and how they relate. I’ve used the term GUI to refer to these, until such time as we can figure out exactly what the difference between Dialogs/Windows and Screens is.

 

So, here we go

 

Start GUI

This is the GUI shown when the game starts up.

It covers the whole display.

Currently, it doesn’t use any 3D images.

No “game time” is running while this GUI is showing.

 

Load Game GUI

GUI shown when loading game from a save file.

Probably doesn’t need a 3D image,

Probably doesn’t need to cover the whole display.

Game time isn’t running while the GUI is shown.

GUI can be invoked from where?

Start GUI

Planetscape GUI

Basescape GUI

Battlescape GUI.

Other?

 

Save Game GUI

Similar to Load Game GUI.

 

Options GUI

Used by player to set their game options.

Currently, has a number of “sub GUIs” (windows)

Doesn’t cover whole display

Probably won’t need 3D image.

Game time isn’t running when GUI is shown.

GUI can be invoked from where?

 

 

Transactions GUI

Allows the buying and selling of items.

Could be either full or partial screen. (I’d recommend full screen.)

May or may not need a 3D image. (probably will want one)

Game time isn’t running when GUI is shown.

 

Equip Soldier GUI

Used to transfer items between soldiers, bases and a battlescape.

Currently no sample.

Could be either full or partial screen. (I’d recommend full screen.)

May or may not need a 3D image.

Game time isn’t running when GUI is shown.

 

Equip Craft GUI

Used to equip craft with weapons and soldiers. Might also equip craft with items to arm soldiers when on a mission.

Currently no sample.

Could be either full or partial screen. (I’d recommend full screen.)

May or may not need a 3D image. (Probably want a 3D image.)

Game time isn’t running when GUI is shown.

 

Statistics GUI

Shows player assorted statistics. (Income by region, Alien activity by region.) Do we have a list of the graphs to show?

Currently is a partial screen. Would it be worth making full screen?

Uses a 3D image.

Game time isn’t running when GUI is shown.

 

Projects GUI

Starts/Modifies projects (Research & Manufacturing). Assign personnel to projects.

Could be either full or partial screen. (I’d recommend full screen.)

May or may not need a 3D image. (Probably doesn’t need 3D image.)

Game time isn’t running when GUI is shown.

 

Personnel GUI

Hiring and Firing of personnel.

Could be either full or partial screen. (I’d recommend full screen.)

May or may not need a 3D image.

Game time isn’t running when GUI is shown.

 

End of Month summary GUI

A one page summary giving progress for the month.

Probably a partial screen.

Probably doesn’t need 3D.

Game time isn’t running when GUI shown.

 

XNet GUI

Display of Xnet. (Ufopedia)

Covers the whole display.

Has a 3D image.

Game time isn’t running when GUI is shown.

 

Console GUI

Not sure how to classify this. It’s not really part of the Gaming experience.

 

Planetscape GUI

The image of earth, which allows placing bases, launching missions etc.

Covers the whole display.

Has a 3D image.

“Game time” can be running while this GUI is showing.

 

Basescape GUI

Laying out facilities in bases.

Covers the whole display.

Has a 3D image.

“Game time” can be running while this GUI is showing. (My opinion, this is not necessary.)

 

Battlescape GUI

This is the bit where soldiers fight aliens.

Covers the whole display.

Has a 3D image.

“Game time” is running while this GUI is showing. (Note, may be difference between Battlescape time and Planetscape time.)

 

Battlescape minimap GUI

Like the battlescape, but shows a bigger area, at a lower resolution.

Covers the whole display.

Has a 3D image.

“Game time” is running while this GUI is showing. (Note, may be difference between Battlescape time and Planetscape time.)

 

Aeroscape GUI

The GUI where X-CORP craft fight alien craft.

In X-COM is a window.

In X-COM, 3D is not required. (Although it DID have a simple 2D image.)

Not sure if game time runs while GUI showing.

 

 

Farscape

Brilliant SF that, sadly, is no longer being made. :-(

 

Other possible GUIs (I’m not sure of)

 

Item transfer GUI

For transferring items between bases. (functionality might be part of Transactions GUI.)

 

Personnel transfer GUI

For transferring peopel between bases. (functionality might be part of Transactions or Item Transfer GUI.)

 

Now, would people expand on this.

1. What GUIs have I forgotten.

2. Expand on the functionality the GUIs need to provide.

3. Provide a matrix showing where each GUI can be invoked.

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One that we don't have yet (only outputs to console)

Base Information GUI

Shows base data (facility amount, maintenance cost, capacities used/total, etc)

Covers the whole display? (I'd recommend at least to cover the base rendering area)

Probably doesn't need a 3D image.

Game time isn’t running when GUI is shown.

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Aeroscape GUI

The GUI where X-CORP craft fight alien craft.

In X-COM is a window.

In X-COM, 3D is not required.  (Although  it DID have a simple 2D image.)

Not sure if game time runs while GUI showing.

Game time only runs if the window is minimized.

 

Intercept GUI

Shows a list of all available craft and allows selecting them and giving them targets.

Probably doesn’t need to cover the whole display.

Probably doesn't need a 3D image.

Game time isn’t running when GUI is shown.

 

UFO GUI

Displayed when a UFO is detected or when a UFO is clicked on the Planetscape, shows info on the UFO.

Probably doesn’t need to cover the whole display.

Probably doesn't need a 3D image.

Game time isn’t running when GUI is shown.

 

Craft GUI

Displayed when a craft is clicked on the Planetscape, shows info on the craft and allows change of orders.

Probably doesn’t need to cover the whole display.

Probably doesn't need a 3D image.

Game time isn’t running when GUI is shown.

 

Mission GUI

Shown when a mission (terror site, alien base, etc.) is clicked on the Planetscape, shows list of targets for that mission (and maybe some info on that mission?).

Probably doesn’t need to cover the whole display.

Probably doesn't need a 3D image.

Game time isn’t running when GUI is shown.

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  • 4 weeks later...

Mission Results GUI

Shown when player finishes a mission.

Will show:

1. Mission success/fail (possibly degree.)

2. Aliens killed/captured.

3. Soldiers killed/lost.

4. Items salvaged.

5. Items lost.

6. Other mission specific data. e.g. civilians killed/saved on terror missions.

 

Probably doesn’t need to cover the whole display.

Probably doesn't need a 3D image.

Game time isn’t running when GUI is shown.

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Mission GUI

Shown when a mission (terror site, alien base, etc.) is clicked on the Planetscape, shows list of targets for that mission (and maybe some info on that mission?).

Probably doesn’t need to cover the whole display.

Probably doesn't need a 3D image.

Game time isn’t running when GUI is shown.

Is this the same as the mission breifing GUI? The one you get just before starting the battlescape? If not, we've one more GUI to add to the list.

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Mission GUI

Shown when a mission (terror site, alien base, etc.) is clicked on the Planetscape, shows list of targets for that mission (and maybe some info on that mission?).

Probably doesn’t need to cover the whole display.

Probably doesn't need a 3D image.

Game time isn’t running when GUI is shown.

Is this the same as the mission breifing GUI? The one you get just before starting the battlescape? If not, we've one more GUI to add to the list.

Nope, it's not, so that's another one for the list. I was referring to this one:

/--------------\
|SOME MISSION-5|
|              |
| Targeted by: |
| SOME CRAFT-1 |
| SOME CRAFT-2 |
|--------------|
|     OK       |
|--------------|
\--------------/

 

We also need one when a terror site pops up.

Hmm, that's a whole lot of GUIs we've got so far, maybe we should look into merging some of them. Like a generic Alert GUI for all detected stuff (UFOs, missions, etc.) with a box in the middle with detailed info on what was detected and a button to take you there.

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  • 2 weeks later...

Ohhh, just remembered another one.

 

Psi Training GUI

Shown when the month ends if at least one Psi-Training Facility in built, to view and manage psi training on each base.

Probably doesn't cover the whole display.

Probably doesn’t need 3D.

Game time isn’t running when GUI shown.

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Just a few more GUI's:

 

Planetscape

  • Funding GUI
    Not sure if this is contained within Graphs. If no:
    • Covers whole display.
    • Probably no 3D image.
    • Game time could be running, but as with any Planetscape GUI's I'd say no. (Unless there is a "pause" option for time).

    [*]Base Under Attack GUI

    This happens when a UFO directly attacks your base with defensive capabilities.

    • Whole display (maybe).
    • Probably no 3D image.
    • See game time above.

Base

  • Build New Base GUI
    Allows you to place a base on the planet.
    • Whole display.
    • 3D image.
    • Game time could be running.

Battlescape

Time not running during battlescape.

  • Unit Inventory GUI
    Battlescape GUI for units to access inventory.
    • Whole display.
    • Probably no 3D image.

    [*]Abort GUI

    Allows the option to accept or deny abort condition.

    • Only part of the display.
    • No 3D image.

    [*]Unit Statistics GUI

    Allows you to view the stats of a unit during battle.

    • Whole display.
    • No 3D image.

    [*]Motion Scanner GUI

    For display of unit movement via detector during mission.

    • Part display.
    • Probably no 3D image.

    [*]Medi-Kit GUI

    For helaing/reviving/morale boost of units.

    • Probably part display.
    • Probably no 3D image.

Not sure about winning/losing the game cutscene. In the original game you could skip each scene by clicking any key. Technically, this could be consedered a GUI.

 

I really think this info should be ordered according to where it is found. An outline format would be best. This way, certain GUI's will not be forgotten and sub-GUI's can be defined under the parent. In addition, characteristics common to a group can just be listed under the parent. :wink1:

 

- Zombie

Edited by Zombie
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Just a few more GUI's:

 

[*]Motion Scanner GUI

For display of unit movement via detector during mission.

  • Part display.
     
  • Probably no 3D image.

- Zombie

I'd suggest we don't do this. Instead we er do a homage to UFO:Aftershock, and put a "3D question mark" on the battlescape where the detected unit is.

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Forgot one: Psionic Probe GUI.

Though, it technically uses the same GUI as the Unit Statistics GUI in the Battlescape. Thought I should mention it anyway. ;)

 

- Zombie

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Just a few more GUI's:

 

[*]Medi-Kit GUI

For helaing/reviving/morale boost of units.

    [*] Probably part display.

    [*] Probably no 3D image.

     

    - Zombie

I'm going to suggest that this GUI is also unnecessary. Just equip soldier with a medkit as you would a weapon, and use. Should see the effects displayed on the target's health bar.

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  • 3 months later...
  • 3 months later...

My thought was I should build up a list of the “screens” (and yes, some of these are actually dialogs) in X-Com. Then we can discuss what sort of changes we will be making for Xenocide.

 

I’ve barely started on this, so if others would like to help by chipping in for some of the other screens, that would be nice. But what I’ve got so far.

 

Name: IntroFMV

How you get there:

  1. Start the game

Purpose: Entertain User

What it shows: Prebuilt FMV

Available user actions:

  1. Wait, will go to “SetLanguage” screen.
  2. Hit Escape, will go to “SetLanguage” screen.

Name: SetLanguage

How you get there:

  1. IntroFMV screen ends

Purpose: User can select language to use for interface

What it shows: User’s options

Available user actions:

  1. “English” button. Sets English text and goes to “Start” screen.
  2. “German” button. Sets German text and goes to “Start” screen.
  3. “French” button. Sets French text and goes to “Start” screen.

Notes:

Xenocide will not have this screen. So IntroFMV will go straight to that Start screen.

 

Name: Start

How you get there:

  1. When IntoFmvScreen exits
  2. Selecting “Abandon” on “Options” screen

Purpose: Let user enter/leave game

What it shows: User’s choices

Available user actions:

  1. “New game” button. Goes to “SetDifficulty” Screen
  2. “Load saved game” button. Goes to SavedGamesScreen?
  3. “Quit” button. Exits game

Name: SetDifficulty

How you get there:

  1. Selecting any “New game” option on the Start screen

Purpose: Let user set game’s difficulty

What it shows: User’s choices

Available user actions:

  1. “Beginner” button. Sets difficulty and goes to “CreateBase” screen
  2. “Experienced” button. Sets difficulty and goes to “CreateBase” screen
  3. “Veteran” button. Sets difficulty and goes to “CreateBase” screen
  4. “Genius” button. Sets difficulty and goes to “CreateBase” screen
  5. “SuperHuman” button. Sets difficulty and goes to “CreateBase” screen

Notes:

We will probably consolidate this into the Start screen, by providing a “difficulty” combo box or radio button on the Start screen. Or it might be a setting on the options dialog(s).

 

Name: CreateBase

How you get there:

  1. Selecting any option on the “SetDifficulty” screen.
  2. Pressing “Build New Base” button on the Base screen

Purpose: Create a new base at a position on the globe

What it shows: Globe, with existing bases.

Available user actions:

  1. User can rotate and zoom the globe.
  2. User can right click on position on globe, and globe will rotate to put position in middle of screen.
  3. If launched from start screen. User can left click on a position on the globe. This will put a base there and ask user to give the base a name. Then goes to “Geoscape” screen.
  4. If launched from “Build New Base”. User can press “cancel”, and go to “Geoscape”. If user left clicks on geoscape, OK/Cancel dialog appears with country and cost of base. If user clicks “Cancel” goes back to set base location on geoscape. If user clicks “OK”, user has to name base. Then goes to “BuildFacility” screen and requires user to position the “access lift”. Once lift is positioned, goes to “Bases” screen for the new base.

Name: Geoscape

How you get there:

  1. Create Base, if starting game, or user clicked “cancel” button.
  2. “Geoscape” button, from “Bases” screen.
  3. “Load Game” dialog, if game was saved from geoscape.
  4. Exit from “Battlescape”

Purpose: Observing UFO activity

What it shows:

  1. Globe
  2. Position of Human bases
  3. Position of Human craft
  4. Position of Observed UFOs. (Flying or Landed.) Note different icon to indicate state.
  5. Position of Waypoints
  6. Position of Mission sites: Crashed UFOs, Terror sites, Alien Bases
  7. Game Time
  8. Game Speed

Available user actions:

  1. User can rotate and zoom the globe.
  2. User can right click on position on globe, and globe will rotate to put position in middle of screen.
  3. User can left click on human base on the globe. Goes to the “LaunchInterception” screen.
  4. User can left click on a human craft on the globe. Goes to the “CraftMission” screen.
  5. User can left click on a UFO on the globe. Goes to the “UfoInfo” screen
  6. User can left click on a Mission site on the globe. Goes to ??? screen
  7. User can left click on a Waypoint on the globe. Goes to “Waypoint” screen
  8. Note, if there are two items close to where the user clicks, user will get a list box with the items, and user needs to click on one to resolve.
  9. “Intercept” button. Goes to the “LaunchInterception” screen.
  10. “Bases” button. Goes to “Bases” screen
  11. “Graphs” button. Goes to “Graphs” screen
  12. “Ufopedia” button. Goes to “UfopediaIndex” screen
  13. “Options” button. Goes to “Options” screen
  14. “Funding” button. Goes to “Funding” screen

Name: Waypoint

How you get there:

  1. User clicks on a waypoint in Geoscape

Purpose: Tell user which human craft is heading towards the waypoint

What it shows: The human craft heading towards the waypoint

Available user actions:

  1. “Cancel” button. Goes to “Geoscape” screen.

Name: UfoInfo

How you get there:

  1. User clicks on a UFO in Geoscape

Purpose: Tell user what is known about a UFO

What it shows:

  1. Name of UFO
  2. Size of UFO (Does this show the type of UFO, if we have the hyperwave decoder?)
  3. Altitude (only really interested if flying or landed.)
  4. Heading of UFO
  5. Mission? (If hyperwave decoder available.)

Available user actions:

  1. “Cancel” button. Goes to “Geoscape” screen.

Name: LaunchInterception

How you get there:

  1. User clicks on “Intercept” in geoscape screen.
  2. User clicks on a human base in geoscape screen.

Purpose: Allow User to send a human craft on a mission

What it shows:

  1. If entered from “intercept” button, shows all human craft.
  2. If entered from “clicking on human base” only shows craft “owned” by the base.
  3. Name of each human craft
  4. Status of each human craft (Ready, Out, Rearming, Refuelling, other?)
  5. Home base of each craft
  6. How many weapons each craft has
  7. How many soldiers each craft has
  8. How many HWPs each craft has

Available user actions:

  1. “Cancel” button. Goes to “Geoscape” screen.
  2. User may click on a craft that is in state “Ready”. Goes to “SelectDestination” screen.

Name: SelectDestination

How you get there:

  1. In “LaunchInterception” screen, user clicks on a human craft in “ready” state.
  2. In “CraftMission” screen, user clicks on “NewTarget” button.
  3. Other?

Purpose: Allow User to pick a destination for a craft

What it shows:

This dialog is essentially identical to the “CreateBase” screen except that the text says “Select Destination” instead of “Select site for New Base”

Available user actions:

  1. “Cancel” button. Goes to “Geoscape” screen.
  2. Left click on UFO, will be asked to confirm UFO as target. If confirm, craft heads towards target, and screen goes to Geoscape. If choose “cancel”, goes back to “Select Destination”
  3. Left click on Mission site, will be asked to confirm Mission site as target. If confirm, craft heads towards target, and screen goes to Geoscape. If choose “cancel”, goes back to “Select Destination”
  4. Left click on Geoscape, will be asked to confirm waypoint as target. If confirm, craft heads towards target, and screen goes to Geoscape. If choose “cancel”, goes back to “Select Destination”

Name: CraftMission

How you get there:

  1. User clicks on human craft in geoscape screen.

Purpose: Allow User to change human craft’s mission/target

What it shows:

  1. Craft’s name
  2. Status (essentially, what craft’s target is.)
  3. Base that “owns” the craft
  4. Current speed
  5. Maximum speed
  6. Altitude
  7. Fuel remaining. (Currently is percent. Perhaps we should change to hours or km?)
  8. Weapons craft is armed with
  9. Ammo remaining for craft’s weapons.

Available user actions:

  1. “Return to Base” button. Sets target and goes to “Geoscape” screen.
  2. “Change Target” button. Sets target and goes to “Geoscape” screen.
  3. “Patrol” button. Sets target and goes to “Geoscape” screen.
  4. “Cancel” button. Goes to “Geoscape” screen.

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Incorporated into design document. Could you please write a short overview/introduction to this one dteviot? Only a few sentences to give the reader a general idea. Thanks.

OK,

 

The main idea is we're trying to do a remake of X-COM.

However, the new wrinkles are:

1. We want to use modern, 3D graphics.

2. We want it to be easily modifyable.

3. We want to fix a number of the annoying faults it has.

 

While we are all in agreement over these points, the exact details of what we're planning are not clear. In fact, they appear to differ from person to person. So, I'm trying to nail down the details. That is, specify the user interface, at least down to the level of: the screens, what the screens do and how the screens relate. Obviously this will be tied to the features - e.g How the game will play.

 

So, as a first step, I'm trying to document the screens in X-COM (and to a lesser degree the features of X-COM).

The next step will be to propose what we're going to change in the X-COM feature set, and the different screens.

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Sorry, got me wrong. What I was trying to say, could you give an overview over the screens? Like an introductory sentence we can put over your comppilation in the screens section of the design document.

 

Incorporated into design document. Could you please write a short overview/introduction to this one dteviot? Only a few sentences to give the reader a general idea. Thanks.

OK,

 

The main idea is we're trying to do a remake of X-COM.

However, the new wrinkles are:

1. We want to use modern, 3D graphics.

2. We want it to be easily modifyable.

3. We want to fix a number of the annoying faults it has.

 

While we are all in agreement over these points, the exact details of what we're planning are not clear. In fact, they appear to differ from person to person. So, I'm trying to nail down the details. That is, specify the user interface, at least down to the level of: the screens, what the screens do and how the screens relate. Obviously this will be tied to the features - e.g How the game will play.

 

So, as a first step, I'm trying to document the screens in X-COM (and to a lesser degree the features of X-COM).

The next step will be to propose what we're going to change in the X-COM feature set, and the different screens.

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Sorry, got me wrong. What I was trying to say, could you give an overview over the screens? Like an introductory sentence we can put over your comppilation in the screens section of the design document.

This is a list of the screens in X-COM, what they do, and how they are related.

Eventually it will become a list of the screens that will be in Xenocide. I.e. it will describe the Xenocide UI.

 

 

How's that?

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Sorry, got me wrong. What I was trying to say, could you give an overview over the screens? Like an introductory sentence we can put over your comppilation in the screens section of the design document.

This is a list of the screens in X-COM, what they do, and how they are related.

Eventually it will become a list of the screens that will be in Xenocide. I.e. it will describe the Xenocide UI.

 

 

How's that?

Hm... better. :)

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Sorry for that dteviot,

 

When you read everything from the start, between your comments and Mad's response; the "Mhh better" with the smily looks very funny. Will delete my post in a couple of hours... There wasnt for anything in particular.

 

Greetings

Red Knight

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Name: Graphs

How you get there:

  1. “Graphs” button in geoscape screen.

Purpose:

Allows User to view historical data.

Primary use(s)

  1. Determine where UFO activity is. (And so know which areas might need attention.)
  2. Other?

What it shows (depends on graph selected):

The end of month figures, for the previous 12 months (or less than 12 months, if haven’t been playing for 12 months of game time.)

  1. UFO activity by Region.
  2. UFO activity by Country
  3. X-COM activity by Region
  4. X-COM activity by Country
  5. Income/Expenditure/Maintenance/Balance

Available user actions:

  1. “Geoscape” button. Goes to “Geoscape” screen.
  2. Select graph to show.
  3. Depending on graph selected, the historical information to plot.

Notes:

The interface can be regarded as a set of radio buttons. The first radio button specifies the graph to show. The graph then controls the set of “Y” quantities to show on the graph.

Regions are:

North America

Arctic

Antarctica

South America

Europe

North Africa

Southern Africa

Central Asia

South East Asia

Sibera

Australasia

Pacific

North Atlantic

South Atlantic

Indian Ocean

Countries are:

USA

Russia

UK

France

Germany

Italy

Spain

China

Japan

India

Brazil

Australia

Nigeria

South Africa

Egypt

Canada

 

Name: Ufopedia

How you get there:

  1. “Ufopedia” button in geoscape
  2. “View Reports” button in “ResearchCompleted” screen

Purpose: Inform user about items in game.

What it shows:

  1. Indexes, or info on selected topic

Available user actions:

  1. Select item to view.
  2. ”OK” button, return to Geoscape, if launched from Geoscape
  3. ”OK” button, goes to next screen in “ResearchCompleted” notification sequence, if launched from “ResearchCompleted” screen.

Notes:

I’m not going go into great detail in Ufopedia, however there’s one or two points to record.

  1. In X-COM, the Ufopedia is made up of a number of screens, A top level “subject index”, a “topics in subject” screen, and the individual topics.
  2. In Xenocide, we’re going to have a single screen, with a “tree like” topic list to allow user to select topic, the text of the topic, and an image.
  3. When launching from notification, Ufopedia goes straight to the research topic, without showing the indexes. (So X-Net should also go to that topic.)
  4. The topic list must only show the topics that are currently known to the user.
  5. The tree view should give a visual clue about which topics have been viewed by the player, and which haven’t. E.g. viewed topics appear in a grey font. Unviewed topics are in a white font.
  6. The text needs to show important gameplay information for topic. E.g. for facilities, it should show cost and build time, for weapons, damage.

The “research completed” screen sequence goes like this.

1. Show “ResearchCompleted” screen. Has options “OK”, and “View Reports”

2. If choose “OK” goto step 4

3. If choose “View Reports” open “UfopediaTopic” screen. When “OK” selected, goto step 4.

4. If a new research topic has become available show “We can now Research” screen. Options “OK”, “AllocateResearch”. If no new research available- what?

5. If choose OK, goto step 7

6. If choose “AllocateResearch” open “AllocateResearch” screen. When “OK” selected, goto step 7

7. If we can now produce a new item, open “We can now Produce” screen. Options “OK”, “AllocateProduction”. If no new production available, return to geoscape.

8. If choose OK, return to geoscape

9. If choose “AllocateProduction” go to “Allocate Production” screen. When done, return to geoscape.

 

Name: Options

How you get there:

  1. User clicks on “options” in geoscape screen.

Purpose: Allow User to load/save/quit game

What it shows:

  1. User’s options

Available user actions:

  1. “Load Game” button. Goes to “LoadGame” screen.
  2. “Save Game” button. Goes to “SaveGame” screen.
  3. “Abandon Game” button. Asks Yes or No. If select Yes, goes to “Start” screen. If No, goes to Geoscape screen.
  4. “Cancel” button. Goes to “Geoscape” screen.

Name: Funding

How you get there:

  1. User clicks on “Funding” in geoscape screen.

Purpose: I think it’s a quick look at where X-COM gets it’s money from, and which countries have a problem with alien activity.

What it shows:

  1. The amount X-COM is receiving from each country expected this month, or from last month?
  2. The change in amount X-COM is receiving from each country What is the change is being calculated from? Is it expected change for this month, change in last month, total change since game started?)

Available user actions:

  1. “OK” button. Goes to Goes to “Geoscape” screen.

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But this is Xenocide ;)

 

Greetings

Red Knight

Well, for one the screens list is the UFO screenlist. Second, Why the he!! logistics for the ufopaedia? If any, XNet woule be adequate... :)

Logistics is, IMHO, not the appropiate term.

As Mad I suggest UFOPAEDIA ---> X-NET

And, since we're at it...

EXISTING BASES ---> LOGISTICS, this makes far more sense and sounds more... 'professional' than existing bases.

Edited by Azrael
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But this is Xenocide ;)

 

Greetings

Red Knight

Well, for one the screens list is the UFO screenlist. Second, Why the he!! logistics for the ufopaedia? If any, XNet woule be adequate... :)

Logistics is, IMHO, not the appropiate term.

As Mad I suggest UFOPAEDIA ---> X-NET

And, since we're at it...

EXISTING BASES ---> LOGISTICS, this makes far more sense and sounds more... 'professional' than existing bases.

http://en.wikipedia.org/wiki/Logistics

Um. I think "logistics" probably better fits the "buy, sell transfer" buttons on the base. So if I can compress all three of those into single dialog, logistics is good label.

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But this is Xenocide ;)

 

Greetings

Red Knight

Well, for one the screens list is the UFO screenlist. Second, Why the he!! logistics for the ufopaedia? If any, XNet woule be adequate... :)

Logistics is, IMHO, not the appropiate term.

As Mad I suggest UFOPAEDIA ---> X-NET

And, since we're at it...

EXISTING BASES ---> LOGISTICS, this makes far more sense and sounds more... 'professional' than existing bases.

http://en.wikipedia.org/wiki/Logistics

Um. I think "logistics" probably better fits the "buy, sell transfer" buttons on the base. So if I can compress all three of those into single dialog, logistics is good label.

My idea was that manufacturing, transfers, building and research were in Logistics.

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Name:Bases

How you get there:

  1. User clicks on “bases” button in Geoscape.
  2. Returning from many of the available user actions. (see below)

Purpose: Allows user to manage each base.

What it shows:

  1. The facilities in the current base.
  2. Which facilities are under construction, and how long until they are completed.
  3. Space available for further facilities.
  4. Which craft are in their hangers or out on a mission. (I’m not sure if this is useful.)
  5. Name of currently selected base
  6. Region the currently selected base is in
  7. Total available funds
  8. How many other bases there are.
  9. Free space available in each of the other bases.
  10. Used space in each of the other bases
  11. Space “under construction” in the other bases.

Available user actions:

  1. Show the statistics for a different base. By clicking on the icon for the desired base.
  2. “Build New Base” button. Sets target and goes to “CreateBase” screen. Doesn’t return to this Bases screen. It either goes to Geoscape (if action is cancelled) or goes to “Bases” screen for the new base.
  3. “Base Information” button. Goes to “Base Information” screen. Note that if the user selects a different base while in the “base information” screen, when the user returns the “Bases” screen will be updated to show the selected base.
  4. “Soldiers” button. Goes to “Soldiers” screen. (Will return to bases screen.)
  5. “Equip Craft” button. Goes to “Interception Craft” screen. (Will return to bases screen.)
  6. “Build Facilities” button. Goes to “Installation” screen. (Will return to bases screen.)
  7. “Research” button. Goes to “Research” screen. (Will return to bases screen.)
  8. “Manufacture” button. Goes to “Manufacture” screen. (Will return to bases screen.)
  9. “Transfer” button. Goes to “Transfer” screen. (Will return to bases screen.)
  10. “Purchase/Recruit” button. Goes to “Purchase” screen. (Will return to bases screen.)
  11. “Sell/Sack” button. Goes to “Sell” screen. (Will return to bases screen.)
  12. “Geoscape” button. Goes to “Geoscape” screen.
  13. Dismantle a facility in the base. (Click on the facility, and then click on “yes” in the confirm delete dialog.)

Notes:

  1. I’m assuming the “base icons” buttons change the information that’s being shown on the screen, rather than take the player to a new screen.

Name: Base Information

How you get there:

  1. User clicks on “Base Information” in “Bases” screen.
  2. Return from “Transfers in Progress” screen.
  3. Return from “Stores” screen.
  4. Return from “Monthly Costs” screen.

Purpose:Graphical summary of base’s total and used capacities, allows user to see what extra capacity may be needed or is unused.

What it shows:

  1. Name of the currently selected base.
  2. Icons for all bases, same as ones shown on “Bases” screen. (Probably just a side effect of desire to provide a way to “jump” between the “base information” screens for different bases.)
  3. Total number of soldiers in base
  4. Number of “idle” soldiers (wounded, or not assigned to a craft and not Psi training) in base
  5. Total number of engineers in base
  6. Number of idle engineers in base
  7. Total number of scientists in base
  8. Number of idle scientists in base
  9. Total number of people the base can hold in base
  10. Number of people in the base. Includes people being transferred TO the base, does not include people being transferred FROM the base.
  11. Base’s total storage capacity
  12. Base’s storage capacity that is in use, includes space that will be used by items currently in transit. (Either purchased or transferred.)
  13. Base’s total laboratory capacity
  14. Base’s laboratory capacity that is in use
  15. Base’s total workshop capacity
  16. Base’s workshop capacity that is in use
  17. Number of hangers in base
  18. Number of base’s hangers that are in use.
  19. Base’s defence strength. (It just adds up values for each defence installation. The Grav Shield does not modify this number - it just allows the facilities to fire a second time.
  20. Number of Short Range Detection
  21. Number of Long Range Detection . Includes transmission decoder

Available user actions:

  1. Change the base we show the information for. By clicking on the icon for the desired base.
  2. “OK” button. Goes to “Bases” screen for the selected base
  3. “Transfers” button. Goes to “Transfers in Progress” screen.
  4. “Stores” button. Goes to “Stores” screen.
  5. “Monthly Costs” button. Goes to “Monthly Costs” screen.

Notes:

  1. Capacities do not include facilities under construction.
  2. When the store rooms are overfilled, the stores are only shown as completely full. There’s no indication of how “overfull” they are.
  3. As detection facilities don’t stack, there’s no point in having more than one of each kind. So showing a count of facilities is pointless.
  4. Information that appears to be missing from the display is:

    1. Total “alien containment” space.
    2. Available “alien containment” space.
    3. Gravity Shield (not sure about this, it might be included in “Defence Strength”)
    4. Mind Shield
    5. Name: Transfers in Progress

      How you get there:

      1. “Transfers” button in “Base Information” screen.

      Purpose:Let player know when his purchases/transfers are going to arrive.

      What it shows:

      For the selected base

      1. Each type of item in transit.
      2. Number of items of that type.
      3. How long before the items will arrive.

          Available user actions:

          1. “OK” button. Returns to “Base information” screen

          Name: Stores

          How you get there:

          1. “Stores” button in “Base Information” screen.

          Purpose:Let player know what items are held in the base’s stores, and how much space the items are taken.

          What it shows:

          For the selected base

          1. Each type of item in the base.
          2. Number of items of that type.
          3. Total space used by the items of that type.

          Available user actions:

          1. “OK” button. Returns to “Base information” screen

          Notes:

          The only thing this screen shows that isn’t on the “sales” screen is storage space used by the items. So, if we add that information to sales, we could eliminate the “stores” screen.

           

          Name: Monthly Costs

          How you get there:

          1. “Monthly Costs” button in “Base Information” screen.

          Purpose:Let player know how much the base is costing per month.

          What it shows:

          For the selected base

          1. For each craft type stationed at the base:

              [*]Total monthly rental for all craft.

              [*] For each type of personnel (soldier, engineer, scientist) stationed at the base:

              1. Personnel type.
              2. Number of people of that type stationed at the base
              3. Monthly salary for an individual of that type
              4. Total of monthly salaries of all people of that type

              [*]Total monthly salary for all people in the base.

              [*]Total maintenance cost of all facilities in the base. Doesn’t include facilities under construction.

              [*]Total monthly income. The amount you get from contributing nations, doesn’t include extra income from manufacture or selling salvage from missions.)

              Available user actions:

              1. “OK” button. Returns to “Base information” screen

              Name: Soldiers

              How you get there:

              1. “Soldiers” button in “Bases” screen.
              2. “OK” button in “Soldier Info” screen.

              Purpose:Index to “soldier info” screens. Also give player an overview of what soldiers are doing.

              What it shows:

              For each soldier stationed at the selected base (N.B. does not include soldiers in transit – purchase or transfer)

              1. Name of solder.
              2. Rank of soldier.
              3. What soldier is doing, which is one of:

                  Available user actions:

                  1. “OK” button. Returns to “Base information” screen
                  2. “Click on soldier”. Goes to “Soldier Info” screen for that soldier

                  Name: Soldier Info

                  How you get there:

                  1. “Clicking on a soldier” in “Soldiers” screen.
                  2. Selecting an armour in the “Select Armour” screen.

                  Purpose:Allow player to view stats for a soldier. Also set armour soldier is wearing.

                  What it shows:

                  For selected soldier:

                  1. Name.
                  2. Rank.
                  3. Armour being worn
                  4. Craft assigned to. check or psi training.
                  5. Number of missions
                  6. Number of kills
                  7. If wounded, time to heal
                  8. Starting and current level of all skills:

                      Available user actions:

                      1. “OK” button. Returns to “Soldiers” screen
                      2. “>” buttons. Display stats for a different soldier
                      3. “Armour” button. Goes to “Select Armour” screen.

                      Notes:

                      1. Psi skills don’t show initially. They show after one month of psionic training. Specifically, anytime when psi skill > 0
                      2. We’re probably going to completely re-do this screen, as we want to be able to equip soldiers while in base. (Rather than just before starting each mission.)

                      Name: Select Armour For Soldier

                      How you get there:

                      1. “Clicking on “Armour” button in “Soldier Info” screen.
                      2. “Clicking on a soldier on “Select Armour” screen. (From “Equip Craft”)

                      Purpose:Allow player to set armour soldier is wearing.

                      What it shows:

                      1. Name of soldier
                      2. Type and quantity of armours that are available in base’s store

                      Available user actions:

                      1. Set armour soldier is to wear, by clicking on one of the options. Note that “None” is an option, and that once the armour is set, user is automatically returned to either the “Soldier Info” or “Select Armour” screen

                      Notes:

                      1. We’re probably going to completely re-do this dialog, as we want to be able to equip soldiers while in base. (Rather than just before starting each mission.) so setting armour will probably be a case of “drag and drop” from the base’s inventory to the soldier’s “armour” slot.

                      Name: Interception Craft

                      How you get there:

                      1. Clicking on “Equip Craft” button in “Bases” screen.
                      2. Clicking on “OK” in “Craft” screen

                      Purpose: Let user choose the craft that will be shown on the “craft” screen

                      What it shows:

                      List of craft assigned to the base. For each craft

                      1. Name of craft (which includes craft’s type
                      2. Status: Out, Ready, rearming, refuelling, Repairs
                      3. Maximum number of weapons that can be mounted on the craft.
                      4. Number of weapons that are mounted on the craft.
                      5. Number of soldiers assigned to the craft
                      6. Number of hwp assigned to the craft

                      Available user actions:

                      1. Click on craft in list to go to “Craft” screen for the craft
                      2. “OK” button. Goes to “Bases” screen.

                      Notes:

                      1. We’re probably going to completely re-do this dialog, as we want to be able to equip soldiers while in base. (Rather than just before starting each mission.) so setting armour will probably be a case of “drag and drop” from the base’s inventory to the soldier’s “armour” slot.

                      Name: Craft

                      How you get there:

                      1. Clicking on craft in “Interception Craft” screen.
                      2. Clicking on “OK” in “Craft” screen
                      3. Returning from most of the available user actions

                      Purpose: Let user choose the craft that will be shown on the “craft” screen

                      What it shows:

                      1. Craft’s name
                      2. How damaged craft is (as %)
                      3. How much fuel craft has (as %)
                      4. Number of weapon “slots” craft has.
                      5. Weapon in each slot.
                      6. Ammo carried for weapon.
                      7. Maximum quantity of ammo that can be carried. Note, for plasma, which doesn’t need ammo, gives an ammo “load” of 100 and a max of 0.
                      8. Number of soldiers carried on the craft.
                      9. Number of items of equipment carried on the craft. (Sort of – is an approximate graphical representation)

                      Available user actions:

                      1. “OK” button. Goes to “Interception Craft” screen.
                      2. Weapon pod “1” button. Goes to “Select Armament” dialog.
                      3. Weapon pod “2” button. Goes to “Select Armament” dialog.
                      4. “Crew” button. Goes to “Select Squad” screen.
                      5. “Equipment” button. Goes to “Craft Equipment” screen.
                      6. “Armour” button. Goes to “Select Armour” screen.

                      Note, Available actions depend on the type of craft.

                      E.g. if craft can’t carry crew, then “Crew”, “Equipment”, “Armour” and “HWP” buttons are not present.

                      If craft can’t carry weapons, then Weapon pod buttons are not present. (And if it only has one pod, Weapon pod 2 button isn’t present.)

                      Notes:

                      1. Xenocide will not need or have the “Equipment” and “Armour” buttons. Because soldiers will carry their own equipment.
                      2. HWPs are a bit odd. They are loaded into a craft as equipment, but count against the craft’s crew limit. In Xenocide, HWPs will be treated as crew for craft loading purposes.

                      Name: Select Armament

                      How you get there:

                      1. Clicking on a weapon pod button in “Craft” screen.

                      Purpose: Let user choose the weapons a craft will carry.

                      What it shows:

                      Craft weapons (armaments) in the base’s store. For each type of available weapon

                      1. Armament’s name
                      2. The quantity in the base’s store
                      3. The quantity of ammo in the base’s store.

                      Note, it doesn’t appear to include the weapon the craft is currently armed with.

                      Available user actions:

                      1. Click on a weapon to equip. This also returns to the craft screen.
                      2. “Cancel” button. Returns to “Craft” screen.

                      Notes:

                      1. It’s not possible to equip a weapon pod with “no weapon”. (Generally wanted when we’re scrapping an interceptor, and we want to salvage the plasma beams it’s been armed with.) This is a bug that Xenocide will need to correct.
                      2. Xenocide probably won’t have this screen, instead it will be a “drag and drop” ability in the “Craft” screen.

                      Name: Select Squad

                      How you get there:

                      1. Clicking on a weapon pod button in “Craft” screen.

                      Purpose: Let user choose the soldiers a craft will carry.

                      What it shows:

                      1. Number of soldiers (including HWP’s) craft is currently carrying
                      2. Number of additional soldiers craft could carry
                      3. The soldiers stationed at the base, and which ones are currently assigned to the craft.

                      Available user actions:

                      1. Assign a soldier to current craft. (Click on soldier who isn’t assigned to craft)
                      2. Remove soldier from assignment to this craft (Again, click on a soldier who is assigned to this craft
                      3. “OK” button. Returns to “Craft” screen.

                      Notes:

                      1. Xenocide may not have this screen, instead it will be a “drag and drop” ability in the “Craft” screen.
                      2. Xenocide needs to be able to set the order of the soldiers in the craft, so that they can leave the craft in the right order. (X-Com doesn’t provide this.)

                      Name: Craft Equipment

                      How you get there:

                      1. Clicking on “Equipment” in “Craft” screen.

                      Purpose: Load craft with equipment for soldiers to use

                      Notes:

                      As Xenocide will not have this screen, I’m not going to say anything more about it.

                       

                      Name: Select Armour

                      How you get there:

                      1. Clicking on “Armour” in “Craft” screen.

                      Purpose: Equip troops with armour

                      Notes:

                      As Xenocide will not have this screen, I’m not going to say anything more about it.

                       

                      Name: Installation

                      How you get there:

                      1. Clicking on “Build Facilities” in “Bases” screen.

                      Purpose: Let user add a facility to a base.

                      What it shows:

                      1. List of facilities that user can build.

                      Available user actions:

                      1. Pick a type of facility to build (click on item in list) Goes to “Facility” screen
                      2. “OK” button. Cancels the “build facilities” action and returns to “bases” screen.

                      Name: Facility

                      How you get there:

                      1. Clicking on a facility in “Installation” screen.

                      Purpose: Let user add a facility to a base.

                      What it shows:

                      1. Name of facility selected in “Installation” screen.
                      2. Cost of facility
                      3. Construction time for facility
                      4. Monthly maintenance for facility

                      Available user actions:

                      1. Construct specified facility. (Click on position on base where facility is to be built.) After clicking, we go to “Installation” screen.
                      2. “Cancel” button. Goes to Installation screen, .without placing a base facility.

                      Notes:

                      1. Xenocide may not have this screen, instead it will be a “drag and drop” ability in the “Craft” screen.
                      2. Xenocide needs to be able to set the order of the soldiers in the craft, so that they can leave the craft in the right order. (X-Com doesn’t provide this.)

                      Name: Current Research

                      How you get there:

                      1. Clicking on “Research” in “Bases” screen.
                      2. Clicking on “OK” in “Research Project” screen.
                      3. Clicking on “Allocate Research” in “We can now Research” screen.

                      Purpose: Let user see projects currently being researched.

                      What it shows:

                      1. Number of idle scientists available for research at this base.
                      2. Number of scientists engaged in research at this base
                      3. Laboratory Space “idle” at this base
                      4. List of projects being researched at this base. For each project:

                          Available user actions:

                          1. Start a new project. Click on “New Project” button. Goes to “New Research Projects” screen.
                          2. Change the number of scientists allocated to a project. Click on the project in the list. Goes to “Research Project” screen.
                          3. “OK” button. If launched from bases screen, goes to “Bases” screen. Otherwise continues “research completed” sequence.

                          Notes:

                          1. In X-COM, research is organized “per base”. In Xenocide, research is a “global” behaviour. So it should probably be entered off the geoscape, and give number of busy/idle scientists & projects across ALL bases. (Not quite sure how we would allow for case where a base has more idle scientists than it has idel lab space for.)

                          Name: New Research Projects

                          How you get there:

                          1. Clicking on “New Project” in “Current Research” screen.
                          2. Clicking on “OK” in “Research Project” screen. (If we entered “Research Project” from “New research projects”

                          Purpose: Lets user start research projects.

                          What it shows:

                          List of Research projects that can be started at this base.

                          Available user actions:

                          1. Start a new project. Click on project in list. Goes to “New Research Projects” screen. (Note that if you click on a project, there’s a “confirm start” dialog.
                          2. “OK” button. Goes to “Current Research” screen.

                          Notes:

                          1. In X-COM, research is organized “per base”. In Xenocide, research is a “global” behaviour. So it should show all projects that could be started.
                          2. In Xenocide, we could probably eliminate this dialog entirely, when a project becomes available for research just put it into the “Current Research” list, with no scientists allocated.

                          Name: Research Project

                          How you get there:

                          1. Clicking on a project in “New Research Project” screen.
                          2. Clicking on a project in “Current Research” screen.

                          Purpose: Set the number of scientists allocated to a research project.

                          What it shows:

                          1. Name of project.
                          2. Number of scientists allocated to project
                          3. Number of idle scientists
                          4. Laboratory space available (idle)

                          Available user actions:

                          1. Increase number of scientists allocated to project (if there are scientists and lab space available.)
                          2. Decrease number of scientists allocated to project
                          3. “OK” button. If launched from “Current Research” screen, goes to “Current Research” screen. If launched from “New Research Project” goes to “New Research Project” screen

                          Notes:

                          1. Xenocide won’t need this dialog, if we put the ability to set/change the number of scientists assigned to a project directly into the “Current Research” screen.

                          Name: Current Production

                          How you get there:

                          1. Clicking on “Manufacture” in “Bases” screen.
                          2. Clicking on “OK” in “Production Project” screen.
                          3. Clicking on “Allocate Production” in “We can now Produce” screen.

                          Purpose: Let user see what items are currently being built.

                          What it shows:

                          1. Number of idle engineers available for production at this base.
                          2. Number of engineers engaged in production at this base
                          3. Workshop Space “idle” at this base
                          4. How much money player has available
                          5. List of production projects under way at this base. For each project:

                              Available user actions:

                              1. Start a new project. Click on “New Production” button. Goes to “New Production” screen.
                              2. Change the number of engineers or number of items to produce for project. Click on the project in the list. Goes to “Production Project” screen.
                              3. “OK” button. If launched from bases screen, goes to “Bases” screen. Otherwise continues “research completed” sequence.

                              Name: Produce Items

                              How you get there:

                              1. Clicking on “New Production” in “Current Production” screen.
                              2. Clicking on “OK” in “Production Project” screen. (if we entered “Production Project” via “Produce Items”

                              Purpose: Lets user start research projects.

                              What it shows:

                              List of Production projects that can be started at this base.

                              Available user actions:

                              1. Start a new project. Click on project in list. Goes to “Production Costs” screen.
                              2. “OK” button. Goes to “Current Production” screen.

                              Name: Production Costs

                              How you get there:

                              1. Starting a Production project by clicking on a project in “Produce Items” screen.

                              Purpose: Lets user see the full costs of a production project.

                              What it shows:

                              1. Name of item.
                              2. Number of engineer hours required to build one item
                              3. $ Cost to build one item
                              4. Workspace required for project (in addition to space required by engineers.)
                              5. Additional materials required to build the item. For each additional material

                                  Available user actions:

                                  1. Start a new project. Click on “Start Project” Goes to “Production Project” screen.
                                  2. Don’t start the project “Cancel” button. Goes to “Produce Items” screen.

                                  Notes:

                                  1. If we can get the “Produce Items” screen can be made to show the production costs, Xenocide won’t need this dialog.

                                  Name: Production Project

                                  How you get there:

                                  1. Clicking on a project in “New Production” screen.
                                  2. Clicking on a project in “Current Production” screen.

                                  Purpose: Set the number of engineers allocated to a production project (and the number of items to make).

                                  What it shows:

                                  1. Name of project.
                                  2. Number of engineers allocated to project
                                  3. Number of idle engineers
                                  4. Workshop space available (idle)
                                  5. Number of units to produce

                                  Available user actions:

                                  1. Increase number of engineers allocated to project (if there are engineers and workshop space available.)
                                  2. Decrease number of engineers allocated to project
                                  3. Increase number of units to produce
                                  4. Decrease number of units to produce
                                  5. “Stop Production” button. Cancel the project.
                                  6. “OK” button. If launched from “Current Research” screen, goes to “Current Research” screen. If launched from “New Research Project”goes to “New Research Project”screen

                                  Notes:

                                  1. Xenocide won’t need this dialog, if we put the ability to set/change the number of engineers assigned to a project (and number of units to produce) directly into the “Current Research” screen.

                                  Name: Select Destination Base

                                  How you get there:

                                  1. Clicking on “Transfer” in “Bases” screen.

                                  Purpose: Specify destination base for transfer

                                  What it shows:

                                  1. Current funds
                                  2. Names (and area) of other bases.

                                  Available user actions:

                                  1. Select one of the bases (as destination base) by clicking on base in the list. Goes to “Transfer” screen.
                                  2. “Cancel” setting up a transfer. Goes to “Bases” screen.

                                  Notes:

                                  1. Xenocide won’t need this dialog, if we put the ability to set/change the number of engineers assigned to a project (and number of units to produce) directly into the “Current Research” screen.

                                  Name: Transfer

                                  How you get there:

                                  1. Clicking on a base in “Select Destination Bases” screen.

                                  Purpose: Specify items to transfer

                                  What it shows:

                                  List of items at the selected base. For each type.

                                  1. Name
                                  2. Number of items at current base.
                                  3. Number of items at destination base.
                                  4. Number of items to move.

                                  Note that it only shows soldiers and craft are unique items. (So each soldier and craft appears as a separate item in the list.)

                                  Also, only soldiers that are idle are available for transfer.

                                   

                                  Available user actions:

                                  1. Increase/Decrease the number of items of a given type to transfer (by clicking on the “up” or “down” button for a given type.
                                  2. Commit the transfer, by clicking on the “Transfer” button. Items will be removed from current base and start moving to destination base. Will be shown a message box with the cost of the transfer. The cost depends on the item and the quantity. It also depends on base distance. Go to “bases” screen.
                                  3. “Cancel” setting up a transfer. Goes to “Bases” screen.

                                  Name: Purchase

                                  How you get there:

                                  1. Clicking on “Purchase/Recruit” in “Bases” screen.

                                  Purpose: Specify items to buy

                                  What it shows:

                                  1. Current Funds
                                  2. Total cost of items player wishes to purchase
                                  3. List of items available for purchase. For each type.

                                      Available user actions:

                                      1. Increase/Decrease the number of items of a given type to purchase (by clicking on the “up” or “down” button for a given type.
                                      2. Commit the purchase, by clicking on the “OK” button. Items will start moving to destination base. Goes to “Bases” screen.
                                      3. “Cancel” setting up the purchase. Goes to “Bases” screen.

                                      Notes:

                                      1. In Xenocide this dialog will also show the quantity of the item already present at the base, the space required by the purchase, and the amount of free space at the base.

                                      Name: Sell

                                      How you get there:

                                      1. Clicking on “Sell/Sack” in “Bases” screen.

                                      Purpose: Specify items in base to dispose of

                                      What it shows:

                                      1. Current Funds
                                      2. Total revenue from selling the selected items
                                      3. List of items available for sale. For each type.

                                          Available user actions:

                                          1. Increase/Decrease the number of items of a given type to sell (by clicking on the “up” or “down” button for a given type.
                                          2. Commit the sale, by clicking on the “Sell/Sack” button. Items will be sold immediately. Goes to “Bases” screen.
                                          3. “Cancel” setting up the sale. Goes to “Bases” screen.

                                          Notes:

                                          1. In Xenocide this dialog will also show the space that will be freed by the sale, and the amount of free space at the base.


                                      4. Name
                                      5. Revenue from selling one unit unit.
                                      6. Quantity to in the base
                                      7. Quantity to sell

                                  4. Name
                                  5. Cost per unit.
                                  6. Quanity to purchase.

                              6. The name of the material
                              7. The quantity required (per item)
                              8. The quantity available in the base’s stores.

                          6. Name of project
                          7. Number of engineers assigned to project
                          8. Number of units the project is to produce
                          9. Number of units the project has produced so far
                          10. Time to finish the project
                          11. How much it costs, in $, to produce each unit.

                      5. Name of project
                      6. Number of scientists assigned to project
                      7. Progress.

                  9. Time units
                  10. Stamina
                  11. Health
                  12. Bravery
                  13. Reactions
                  14. Firing Accuracy
                  15. Throwing Accuracy
                  16. Strength
                  17. Psi strength
                  18. Psi skill

              4. Craft soldier is assigned to
              5. Wounded
              6. Psi training
              7. None

          2. The craft type.
          3. Number of craft stationed at the base.
          4. Monthly rental per craft.
          5. Total monthly rental for all craft of that type

      4. Most items (guns, ammo, etc) are 24 hours from time of purchase
      5. Craft 24 hours from time of purchase
      6. Personnel are 72 hours from time of purchase
      7. Transfer time depends on base distance. However, the time it takes is variable: min is 6 hours while the max is 16
      8. Salvage from missions arrives instantaneously.
Edited by dteviot
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Here are some answers for your list, dteviot:

  • Base’s defence strength. how is this calculated? Assume it just adds up values for each defence installation. Does it have a 2 x multiplier for gravity shield?
    Yup, it just adds the defense strength ratings together. The Grav Shield does not modify this number - it just allows the facilities to fire a second time.
     
  • Number of Long Range Detection check includes transmission decoder
    Yes, the Hyperwave Decoder just adds one to the number of long range detection facilities.
     
  • Transfers are 12 hours from time of purchase does it differ depending on distance between bases?
    Yes and no. Transfers do depend on base distance. However, the time it takes is variable: min is 6 hours while the max is 16.

  • Total maintenance cost of all facilities in the base. check doesn’t include facilities under construction.
    You got it. Facilities which are being built do not count in base maintenance fees.
     
  • Total monthly income. check the amount you get from contributing nations, doesn’t include extra income from manufacture or selling salvage from missions.)
    Yes, monthly income does not include selling stuff. It is just the money from contributing nations. The actual amounts differ between countries. Check this post for the specifics.
     
  • Craft assigned to. check or psi training.
    *Nods* It will mention if a soldier is in psi training.
     
  • Psi something Psi something else
    Psionic Strength and Psionic Skill respectively.
     
  • Psi skills don’t show initially. when do they show?
    After one month of psionic training. Specifically, anytime when psi skill > 0.
     
  • Status: Out, Ready, rearming, refuelling, what else?
    Repairs.
     
  • Commit the transfer, by clicking on the “Transfer” button. Items will be removed from current base and start moving to destination base. Will be shown a message box with the cost of the transfer how is cost of transfer calculated? Go to “bases” screen.
    The cost depends on the item and the quantity. It also depends on base distance. More research needs to be done for the exact costs involved.

I think I covered it all. Anything else, just ask. :)

 

- Zombie

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They are fine with me. Most of the changes are just drag and drop so that's a good change. As for the other ones, I'm comfortable with the changes as the original game had some problems with certain screens. :)

 

- Zombie

Edited by Zombie
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  • 2 weeks later...

Name: Aeroscape

How you get there:

  1. Human craft gets in range of a UFO.
  2. Expanding a minimised aeroscape dialog on the geoscape

Purpose: Control a human craft’s combat with a UFO.

What it shows:

  1. Range between human craft and UFO
  2. Human craft’s weapon(s)
  3. Ammo remaining for each weapon in human craft.
  4. Range of weapon(s).
  5. Damage to Human Craft.

Available user actions:

  1. Minimize dialog.
  2. Choose attack type: Standoff, Standard, Cautious, Aggressive.
  3. View image of UFO, with scale. Not sure what this is for.
  4. “Disengage” (cancel attack)

Notes:

  1. This is the only dialog that can be minimized. I believe this is to allow multiple human craft to attack a UFO simultaneously. If we introduce the concept of “wingmen” to human craft, and the mission type “follow UFO” (so we can trace supply ships to enemy bases) we will not need to minimize this dialog. However, we will want to be able to show multiple craft on the screen.
  2. The dialog exits when the UFO leaves the range of the Human craft

    1. UFO outruns human craft
    2. UFO is shot down
    3. Human craft is shot down
    4. Human craft disengages.
    5. check Human craft runs out of fuel?
    6. UFO completes mission. (Assuming mode is standoff/minimized)
    7. Name: Save/Load Game

      How you get there:

      1. “Load”/“Save” buttons on Geoscape’s “options” screen.
      2. “Save Game” button on Battlescape’s “options” screen.
      3. Expanding a minimised aeroscape dialog on the geoscape

      Purpose: Allow player to save/restore a game

      What it shows:

      List of saved games. For each game

      1. Name the player has given the game
      2. The Geoscape’s game time at time of save.

      Available user actions:

      1. Save game. Click on slot, give it name,
      2. Restore game
      3. “Cancel”

      Notes:

      This is pretty much a bog standard Load/Save game screen. However, I would make the following changes.

      1. The list of save files should also include if the save is in the geoscape or battlescape.
      2. If a battlescape mission, should include mission number and turn (or time if real time battlescape.)
      3. There should be no limit on the number of save games. (X-Com has limit of 10)

      Name: Psionic Training

      How you get there:

      1. At end of month, if you have a Psi Lab

      Purpose: Allow player to assign soldiers to Psionic Training

      What it shows:

      For Each soldier

      1. Name
      2. Psi Strength
      3. Psi Strength
      4. Psi Skill
      5. Improvement in Psi Skill from this month’s training
      6. If undergoing Psi training or not

      Available user actions:

      The number of spaces free in the base’s psi labs.

      1. Assign a soldier to psi training. (If there is space available in Psi Lab)
      2. Remove soldier from psi training
      3. Exit, continues with end of month messages.

      Notes:

      This is actually 2 screens, one that lets you pick the base (with a psi lab) to examine, and a second screen that shows you the soldiers in the lab. I’d consolidate it to a single screen, showing the solders, with a list box or similar to allow the player to choose which base they’re looking at.

       

       

      Thoughts on research.

      If research is going to be global, then we could probably simplify the model and the UI.

      Assume all research is pooled. Then

      1. X-Corp researches one project at a time.
      2. All available researchers will be assigned to the project.
      3. The UI for research is a list of the possible research topics, in order to be researched.
      4. When current project is finished, next project in list is automatically started.
      5. When a new project becomes available, it is automatically assigned to the end of the list of available projects.
      6. A project will become available, regardless of where the necessary “prerequisites are stored”.
      7. Thus we can eliminate the “New Research Projects” and “Research Projects” screens, and just have the “Current Research” screen. Which Player can use to change the prioritization of the projects. (Order of list.) It might also show the number of scientists and lab space in each base. (So that player can see if there are idle scientists/labs.)

      Thoughts on screens

      I’m wondering if we could come up with a consistent “look and feel” for the screens. By that, I mean, could we lay them out in a consistent fashion, with a vertical menu on the right of the screen?

      E.g. the Save/Load dialog would be a grid control filling the left pane of the screen, with a menu bar on the right with “Save”, “Delete File”, “Cancel” buttons.

      Same sort of thing with the “buy/sell” screens.

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I believe the aeroscape paused the game, thus you didn't have to worry about running out of or low on fuel while attacking. While minized though I'm sure it still checked for the fuel, which we will probably do as well, since we will just have an order of 'follow UFO' which will be in the Geoscape, which will monitor the fuel levels.

 

Research idea does sound simplified and better. We should make sure it's easy to move projects around, like being able to select one to go immediately to the top or bottom. Though, there is one possible problem I can forsee. If say the pre-requesite item for the current research is only available at a certain base, and that base gets destroyed, what happens? My thoughts are to check the requirements everytime we progress the research (every 'tick' to research). If what we are trying to research doesn't have the item available we put it at the bottom and go on to the next. (If there's nothing that can be researched, it will just keep rotating the list)

 

Another thing to consider on the research though: sometimes there are random 'bonuses' that allow you to get research done very fast, are we going to do anything like this?

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About the items, while a craft interception screen is minimized, the Geoscape functions normally (checking for fuel etc). I'd like to point out that if you follow a UFO around while it is about to leave in minimized form, the UFO disappears off radar and the game puts up a message such as "UFO-x Tracking Lost". This happens even if your craft is fast enough to follow the UFO at it's max velocity. This was how the game "got rid" of a UFO once the mission was complete.

 

About research bonuses, in the original game there were not any (technically speaking of course). Projects had an "average" completion period which depended on the number of scientists allocated. Min time was a function of this divided by 2, while the max was a function of this multiplied by 3 and divided by 2. (Min=Ave/2, Max=Ave*3/2). This only pertains to the scenario where the initial progress of the project was listed as "unknown". Obviously, sometimes you get other initial progress ratings (poor-excellent). I believe this is scientist dependant also, as the more you add to the initial project, the greater the chances it will get a higher rating and finish sooner. (This function has not been determined yet). Finally, there are times where you can add a ton of scientists to a project with low research time and get it to finish immediately (the progress still says excellent though). This usually happens only when a project finishes, or at the end of a month. :wink1:

 

- Zombie

Edited by Zombie
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About the items, while a craft interception screen is minimized, the Geoscape functions normally (checking for fuel etc). I'd like to point out that if you follow a UFO around while it is about to leave in minimized form, the UFO disappears off radar and the game puts up a message such as "UFO-x Tracking Lost". This happens even if your craft is fast enough to follow the UFO at it's max velocity. This was how the game "got rid" of a UFO once the mission was complete.

To be honest, most of my items I've listed are probably very minor implementation details that we just need to make sure we think about when we implement the screens. And in fact, if we implement the aeroscape the way I think we should, the aeroscape todos are completely irrelevant.

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  • 2 weeks later...

OK, I think that's the last of the screens, except for the Battlescape ones, which will be left till later.

I'm now going to go and update the "Project Xenocide Design document.doc" in CTD assets.

 

Name: EndOfMissionBriefing

How you get there:

  1. Complete a Battlescape Mission

Purpose: Tells user how well (badly) they did on the battlescape.

What it shows:

Events that earned (cost) the player points, how many times the event occurred, and total points from the events

  1. Aliens killed
  2. Alien corpses recovered
  3. Alien artefacts recovered
  4. X-Corp soldiers killed (-36 points per death)
  5. X-Corp soldiers MIA. (Not in craft at dustoff, or under alien mind control at mission end. (-20 per MIA)
  6. X-Corp craft lost (-200)
  7. UFO Components recovered

Also, it player may receive a message that there are insufficient supplies at the base to rearm the soldiers.

Available user actions:

“OK” button. Goes to geoscape

Notes:

  • Note, loosing a mind controlled solder at the end of the mission is probably a bug, and should be fixed.
  • Instead of an “insufficient supplies message”, at the end of every battlescape mission, the player should be presented with a list of “materials expended during mission”, and given the opportunity to resupply. i.e. Player gets a “purchase order” saying 10 high explosives, 5 rifle magazines, 4 smoke grenades, 8 heavy missiles, 2 Missile HWPs etc. The Player can then adjust the quantities and either confirm or cancel the order.

Name: EndOfMonthBreifing

How you get there:

  1. Geoscape clock reaches one second past midnight on the 1st of the month.

Purpose: Tells user how well (badly) they did on the previous month

What it shows:

  1. The Month
  2. Total points earned by player
  3. Change in total monthly funding from countries.
  4. Indication of how well countries are doing (very happy, unhappy, lost)

Available user actions:

“OK” button. Goes to Psionic trainging (if you have any labs), otherwise goes to geoscape.

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