XCOM 2
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[WOTC] Tactical UI Kill Counter Redux
   
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22 Feb, 2021 @ 5:27pm
11 Jun @ 11:40pm
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[WOTC] Tactical UI Kill Counter Redux

Description
What is this?
This is a small update and slight rearrange to Lumingers Kill Counter made under the terms of the license on the github, included.
This mod adds a set of very simple counters to the Tactical UI, for each enemy team.
Originally posted by Luminger:
So this mod doesn't show you anything which you didn't already know, but who does exactly count how many aliens have been killed so far or how many are currently active?
While the total enemy count will go up whenever reinforcements arrive, this also isn't something you didn't already know (as long as you counted fast enough).
In case you dislike this, there's an option to disable the total count. Same goes for the count of the currently active enemies
- technically not cheating, but somebody might dislike it -> tweak the settings until you like it.

Features
  • Works for all five possible teams. XCOM | Advent | Lost | Fac1 | Fac2 | Resistance.
  • XCOM team count is off by default and does not count towards remaining/totals.
  • Resistance team count does not count towards remaining/totals.
  • Shows the number of active units, for each enemy team (MCM editable).
  • Shows the number of killed units, for each enemy team (MCM editable).
  • Shows either the total enemy count or number remaining (MCM editable).
  • The total/remaining will show up after construction of the Shadow Chamber (MCM editable).
  • The total/remaining will show up if the 'Location Scout' sitrep is active (MCM editable).
  • All counter colours are config editable and there is a non-colour option (MCM editable).
  • Non-Colour mode forces combined counters, as it is no longer clear what the numbers represent without colour.
  • Skips counting of turrets (MCM editable). Skips Gremlins and Mimic Beacons.
  • Config editable list of enemy templates to not count.
    Default exclusion for the Faction Anchor .
  • Ignores the Chosen and Rulers! You don't need to know these are active/killed right ?
  • Goes by the exact units on the map, instead of team counts. This means it should stay updated with what is actually in the mission.
  • Dynamically adjusts for new reinforcements.
  • No lingering counts for units not in play. (eg; evac'ed units)
  • New 3 line layout that auto-adjusts if a timer is on the screen (MCM editable).
  • The timers Auto-Adjust should catch if both are visible while using Request Evac or LWotC. It might take a moment to update the position.

Config
There are options in the XComKillCounter.ini for controlling the colour of the numbers.
Default team colour options are;
  • XCOM = Cyan
  • ADVENT = Red
  • LOST = Green
  • FACTION 1 = Purple
  • FACTION 2 = Yellow
  • RESISTANCE = White
Config editable list of enemy templates to not count in the active/total.
Default exclusion for the Faction Anchor .

Most config options from the original kept including the Mod Config Menu compatibility.
Technically 'my' first MCM compatible mod, and I added all of 5 new options.

Known Issues, ETC
  1. Aliens who bail out and join another pod may increase the active counter. Technically this isn't something you knew, so it violates a key pricipal of this mod.
  2. During Tactical Comms/Narrative Moments the counters are hidden under the video feed. Not a huge priority to fix. It only looks a little visually jarring.
Should work with Covert Infilitraton, LWotC and RPGO.
Sadly not for Vanilla anymore (I use the faction team stuff from the WotC CHL).
Should work mid-campaign, and possibly mid-tactical.
Shows an incompatible pop-up warning for Lumingers Kill Counter , although the two mods are not completely incompatible, just 'redundant'.

Credits and Thanks
HUGE thanks to Lumingers Original Source Code [github.com], I wish I knew how to use GiT better.
Many thanks to Managarmr for the originals MCM inclusion, and guby for the MCM, and MrNiceUK for help with my MCM additions!
Many thanks to ShireMct for the config pop on the shell screen to aid with MCM configs.
Many thanks to the XCom2 Modders Discord for continued support.
Many thanks to ExitSign for some profilling and optimisation tweaks

Translations provided; Chn by TheGreaterGood, Esn by Pryda4Ever, Rus by AKS, Kor by Kei, Deu by holgerschlegel ... Thankyou to all!

~ Enjoy !! and please buy me a Cuppa Tea [www.buymeacoffee.com]
78 Comments
Phrozehn 23 Mar @ 11:55am 
Ahh, shame. Totally understand. Thanks for the response!
RustyDios  [author] 22 Mar @ 10:12am 
That would be really difficult for how this mod does its thing. The mod questions the actual active units and what team they are on. The predicted range of the enemies only exists as UI information on the pre-mission or squad select, there's no way to pull that information once you go to tactical.
Phrozehn 22 Mar @ 9:42am 
Hey Rusty, would it be possible to add an option for showing the enemy RANGE rather than specific total? So remaining: 10-12 at start, 0-2 when they're all dead?

I ask because one of the most important reasons I use this mod is that I always forget the enemy projection mid way through. Knowing the exact amount left is unintended info I'd rather not have, while maintaining the functionality of tracking how many are dead and what the original projection was.
GazingRhino 14 Feb, 2024 @ 3:32pm 
Thanks!
RustyDios  [author] 13 Feb, 2024 @ 2:43pm 
Well, they should get added to whatever team raised them, and the total is just a sum of all teams... I'll add it to the investigate list!
GazingRhino 13 Feb, 2024 @ 2:02pm 
Raised Psi zombies, they kinda mess with the total remaining enimies assumption, may be separate counter for them
RustyDios  [author] 9 Feb, 2024 @ 12:37am 
As in TheLost count?.. the second number.. in the lost green colour ?
Or as in "raised undead" from undying loyalty etc ?.. those should get added to whatever team they belong/were risen for
GazingRhino 8 Feb, 2024 @ 11:46pm 
dude is there any plan to show zombie count?
Tactical Tuna 4 Aug, 2023 @ 10:18pm 
That's awesome guys! Keep up the good work. :)

Keen to see your name pop up more often, ExitSign!
ExitSign 4 Aug, 2023 @ 6:54am 
Thanks for the kind words! I'm a sucker for performance and after years just using mods, I thought I spend some time of my holiday contributing back to the community. The perf. fix in LWoTC was definitely the biggest one (if you are using a big mod list). But that led me to a few other mods where I was able to identify a quick fix pretty easily.

Note, that some mods just need to do a lot of calculations (like Target Destructables Last/Quick Soldier Icons / Cost based ability colors / Gotcha Again / Perfect Information), and that can possibly cause a (tiny) fame freezes. Depending on your CPU of course.

Personally, with the latest LWoTC version and Rustys update I hardly have any frame freezes in tactical. If someone notices frame freezes in tactical on unit select/move or pod reveal. Try disabling any of the above mods. (I would leave Gotcha and PI on, because can't play without them anymore :D)