As for experience, stats, etc, I'd just like a little more clarity on how good my individual marines might or might not be. I can only vaguely decipher what all the metals mean, and I'm sure that the Sargent would have a pretty good feel on the capabilities of his squad, and the Captains would have their opinions about everyone, etc.
As a manager of people in my day job, I'm a little more cynical on this point. :-D
But, fair point. I do think, longer term, I'll probably do something for regular marines that you can currently see with scouts in the recruitment window. Part of what I'll need to wrestle with is the idea that the bar should probably go up as the chapter matures and gains experience over the years/centuries. For now, the medals are basically all bronze/silver/gold, and align with:
Sword: Hand to hand
Marksman: Shootin'
Voice: Leadership potential
Banner: standard bearer (which is mostly about the ability to take a lickin' and keep tickin', for now)
One minor problem I'm seeing is how to divide up the Apothecarys among the various attachments. Unless I'm fielding the Chapter en masse, they need to be assigned individually instead of by their department.
Yeah, apoths aren't nearly fleshed out yet. I want apoth count to impact marine healing rates, potentially get marines standing again on the battlefield (though right now, they basically only fall over when you shoot a leg off), etc. None of the chapter specialists are fleshed out yet. (Techmarines feel like the biggest handwave I'm making, right now, given how long they're actually supposed to spend on Mars.)
Also, game tends to lockup/not save/fail to load after ordering ship movement. Can't pinpoint it, no error log is being generated. Anything else I can send next time I encounter issues?
EDIT: I can see that if I don't see "SAVED!", then the save hasn't worked. If I'm really lucky, it'll go back to the last time that I saved, but usually I'll hit the save button again and completely destroy the save.
I'm currently trying to replicate the "make org changes, end turn, buttons don't come back" error you reported, with no success. I though Unity automatically logged exceptions, but that's clearly not happening, so I'll take some time this weekend to get some proper error logging in place. I'll fiddle with ship movement next. Does it seem to matter whether you've loaded marines onto the ships or not? Whether you're sending the whole fleet or breaking it up?
Also, the ship movement screen blocks the right side of the screen, disallowing any travel to planets in that area and keeping me from playing the game should my starting planet be in that area. Simple workaround might be to just put more dead space around the outer edges of the system, so I can always move the map to put the planets outside that area.
d'oh. Yeah, I think adding padding to the outside of the map is the way to go; it'll be easier and about the same result as making the location edge of the map move left when that screen is open.
EDIT2: Overall, my biggest problem is finding something to fight. I understand there is an intelligence system at work, so I need to scout out enemies, but I haven't found anything yet. Maybe I'll just cover the system in Scout Marines and Ships. I certainly start with enough Scout Marines...
The pink systems (there should be at least a few around) have some small Tyranid armies to go up against. Once you blast them out, nothing new is getting made in the current build. I'm most of the way through implementing Genestealer cults next, but those will develop slowly and rarely, for now, so there's not nearly enough excitement in the universe yet for more than a handful of battles.
EDIT3: Bottom screen buttons disappeared again. I'm thinking it may be because the game triggered some sort of message, and the message made the buttons go away. It would explain why they seem to go away randomly after hitting the next turn button.
I hide the buttons at the end of the turn because, when you have a battle pop up, if they're still there, you can get the UI into a bad state. When the battles are all done, they should reappear to start the next turn. The fact that they don't come back makes me think an exception is getting through in the end-of-turn battle logic.