XCOM 2
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WC_qUIck_FLGx
   
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36.980 MB
8 Jul, 2020 @ 10:39am
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WC_qUIck_FLGx

In 1 collection by Zyxpsilon
Role-Playing eXpanded
18 items
Description
MOD-ID TAG = #2158964985
DESCRIPTION = Flags & Cities
SUMMARY = National Flags are shown as "Rectangular Buttons" in the Strategy Layer and for Armors, as "Elliptic" symbols during Tactical missions.


This Mod combines each previous (initially created back in FEB:2017) Vanilla/XCom2 packages (qUIck_FLG+FP2+3+4+5) into a single big structure that assembles everything (somewhat adding an indirect "FP6" component) for swift processing. As a result, it's now possible to introduce alternate features and gameplay systems -- much more easily.

PS; It is highly recommended that if anyone has the previous "oldish" versions installed.. they should all be de-activated if you intend to use this one.


ALTERNATE GAMEPLAY CONDITIONS

If necessary assets are present.. Role-Playing (RPx) magic can be developped in a logical manner to add cool situations within many Storyline concepts. The first three columns on the All-Flags Preview above are indicative of such potential for various events which can be driven by Character Pool'ing steps too!

Sooooo.. to demonstrate these campaign situations, i'm giving you a Pool of 115+ custom Characters (some of them mine like the ST-Voyager crew & variable "CovertOps" duo Teams, etc) along with a rapid "XComStartingSoldiers.INI" file to edit (( From this mod; (WOTC) Starting Soldiers .. by Jace the Ace )) as you see fit. Some swift BIN(s) are also supplied individually or everything is still into the complete set file named ZyxRPx-ALL.bin.

Instructions & List references are included in this Drop-Box link
(( FLGx Role-Play assets[www.dropbox.com] )) to a complete ZIP of essential files.

Secondly, the last seven Preview images (Sarah Connor:SkyNet .. SEVEN of Nine:ST-Voyager .. DATA:ST-TNG .. etc) give visual hints of how custom Squads can be created and managed.. at least in terms of LongWar-oTC ruleset principles & RPx campaigns.


CURRENT ISSUES

1) The Nationality list for Character customization still (although a bit less so than before) has weird parsing methods between Vanilla Nations (36) and what's newly inserted by me (nearly 190+). Basicly, the Alphabetic cycle begins as expected with "A-nonymous" but not after having dumped the first 11 defaults (Argentina to Greece). Then.. the RPx package starts (with "-Antartica-") near "Sweden" by embedding the whole gang (41) until the list completes at "Zimbabwe".
That's a very tricky code-fix to attempt.. so i can't promise anything.

2) I had reasonable plans to offer FOUR new custom Regions; Balkans, Scandinavia, Caribbeans and Middle-East. But the default array and subsequent effects on risky mysterious Vanilla functions refuse to validate such wacky elements. Not sure how to enforce this cool gameplay twist -- but i'll give it an honest try, eventually.


UPDATES

(08/07/2020)PM: Initial Release!


Enjoy.

-- Zyxpsilon.
Popular Discussions View All (1)
2
12 Jul, 2020 @ 1:19pm
Role-Playing eXpanded.
Zyxpsilon
16 Comments
Zyxpsilon  [author] 21 Nov, 2020 @ 6:46pm 
Don't worry.. everything should be fine as is.
x-the-Andy-x 21 Nov, 2020 @ 11:58am 
might be a false positive but when i use this rather than the older quick_flg mod, AML shows quick_flo as missing the dependency
Zyxpsilon  [author] 11 Nov, 2020 @ 9:02am 
Thanks! :)
Zyxpsilon  [author] 13 Jul, 2020 @ 8:07pm 
That's just nearly impossible to be accurate enough since there are far too many mods (and other concerns when two or more interact at runtime) to verify. The only rational solution is to start (and maintain) games with the AML launcher & check its "Override" panel for hints on conflicts.

It's beyond the basic Modder's tasks we do. Normally, some of us can react with minimal details on some solution when our users warn of such troubles with our Mods -- but there really isn't any guaranteed results from our suggestions. PC modding is far more complex than most people can detect anyway.
Sorry.

PS; In general terms.. my mods are compatible with regular conditions of the Vanilla versions (XC2+WoTC) available -- as anyone can see within the Required DLC section above/right side.
DuckDuckGo 13 Jul, 2020 @ 7:51pm 
@Zyxpsilon Advise the mods that will not interfere with each other in work. Customization mods, weapons, classes, and how then can all this be translated into Russian.
Zyxpsilon  [author] 13 Jul, 2020 @ 11:58am 
The essential description is already written up into the "SUMMARY" phrase from the header text above...
National Flags are shown as "Rectangular Buttons" in the Strategy Layer and for Armors, as "Elliptic" symbols during Tactical missions.

I just don't get what you mean by the second part "..should not conflict, armed with fighters..".

The rest is all about using this mod as a basic device to self-implement a custom Role-Playing system (offered through a variety of Logos/Symbols rather than usual Flags) where various squads (seven of them shown in the preview images) can interact with regular gameplay events in any given campaigns.
DuckDuckGo 13 Jul, 2020 @ 9:40am 
@Zyxpsilon Tell me briefly what this mod does. Devote to fashion that they themselves should not conflict, armed with fighters, skills, weapons and weapons, which can be translated into Russian. Thanks in advance!
Zyxpsilon  [author] 10 Jul, 2020 @ 10:27pm 
@dmc32 --- There you go! ;)
Zyxpsilon  [author] 10 Jul, 2020 @ 10:19pm 
Character Pool BIN(s) & basic Role-Playing XComStartingSoldiers.INI file with instructions have been released to my DropBox server. I will create a special Discussion Thread should you have any comments about that extra feature.
dmc32 10 Jul, 2020 @ 9:51pm 
Zyxpsilon, good to see your'e back. Question, tried to download the assets that you have a link for but doesn't seem to work. Is the link still working?