XCOM: Chimera Squad

XCOM: Chimera Squad

Enemy Capture Counter
81 Comments
jamp  [author] 1 Jun, 2020 @ 1:53pm 
That's interesting. I know the counters can take a bit to appear but that seems out of my control, it's just the way the game handles UI. Good to know that it works now.
TactiFelis 31 May, 2020 @ 7:07am 
Just take note of the possibility that the new launcher might untick your newest mod once and have to re-tick again
TactiFelis 31 May, 2020 @ 7:06am 
Hmm, strange, I did enabled it from the start but the launcher unticked it.

And then I tried it on an existing tactical save even though it is ticked, and not working.

It works after starting a next new tactical mission.
jamp  [author] 30 May, 2020 @ 3:05pm 
@Felis Alpha make sure the mod is enabled when you launch the game
TactiFelis 30 May, 2020 @ 7:21am 
Nothing shows up since the subscription today. How do I make it work? I am loading an existing save.
Shitdivers 20 May, 2020 @ 11:10pm 
I'm not too sure yet but is there a chance that this could be broken with the latest game update? I just started up a save and my game crashed right when I had gotten my first capture during breach. I'll post my crash log file in a discussion thread.
geoffhom 14 May, 2020 @ 4:50am 
@MonJamp: Ok! I actually did it! Took way too long, though! My mod, "Captures Are Okay," should be available and working. I hope!
geoffhom 13 May, 2020 @ 10:21pm 
@MonJamp: Thanks! I sent you a friend request, though I am hopeful I figured out a solution. FYI, many of the hooks don't work in CS. Pre and PostMission don't work, for example.
jamp  [author] 13 May, 2020 @ 11:43am 
@geoffhom Yeah that's the hard part about making mods trying to figure out how everything works. I believe there's a function called OnPostMission you could use. Your best bet would be to figure out where the code for agents receiving XP for kills is and basing it off of that. If you want more help you can add me on steam
geoffhom 13 May, 2020 @ 3:29am 
@MonJamp: Ok, I'm trying to make a mod so that non-lethal kills reward XP like lethal kills. How would you go about doing that? I posted in reddit xcom2mods and in Steam discussion for Workshops soliciting advice. I looked at your code, but I don't understand how HISTORY works. Is there docs anywhere? I just need a way to track/calc captures per specific Agent. I know when a unit is knocked unconscious, it records who did it. But I'm not sure how to track or count things on a per-mission basis. And all the hooks in the CS SDK don't seem to work.
jamp  [author] 12 May, 2020 @ 12:43pm 
@geoffhom I was thinking the same thing about the necro guys. There's still a lot of questions I have about how captured/unconscious works (and other questions about the game in general). There's a lot of weird rules and inconsistencies in the game. Along with a ton of bugs which makes things even more confusing. I think it's best to keep the unconscious counter since that's the way the game keeps count.

And np, I've enjoyed getting feedback on the mod. It helps to challenge me as a programmer
geoffhom 11 May, 2020 @ 10:36pm 
@MonJamp: Maybe it is possible, like from a fire or big explosion like a car.

I do think a mod to give kill XP for captures would be good, as now it just makes me not want to take tranq rounds; maybe I'll use that as an excuse to make my first mod; not sure, though as I'm behind on a lot of other stuff.

Oh, you know I wonder how that stuff works with necro guys. Can he raise unconscious? Do raised corpses count as kills later? I also know it's weird with Andromedons: Whether you knock out or kill the first stage, you can get capture credit by knocking out the 2nd stage, even though it's mechanical.

Anyway, thanks for all your hard work!
jamp  [author] 11 May, 2020 @ 4:13pm 
Fixed the kill counter bug, I had forgotten to check if the kill counter was enabled after a kill.
jamp  [author] 11 May, 2020 @ 3:58pm 
@arang2nd Thanks for the translation, I have updated the mod with the translation. I will work on fixing that bug. I tested hiding the counter and didn't encounter any problems. Does it only happen sometimes?

@geoffhom That's interesting that they don't get XP from captures. Seems like it would be a simple mod to implement. When testing the mod initially I had an unconscious enemy disappear from the unconscious count and into the kill count, I think it was after a grenade was thrown. Also the game doesn't count captures until the end of the encounter so I assumed that it was possible to kill unconscious enemies. It could have been a bug with the game or my mod. I guess I could remove the unconscious counter if it's not possible.
geoffhom 11 May, 2020 @ 3:44pm 
@MonJamp: How can you kill unconscious enemies with grenades? I just tried using Claymore's grenade on top of an unconscious enemy, and nothing happened. Are you thinking of XCOM 2?
geoffhom 11 May, 2020 @ 3:47am 
@MonJamp: Thanks, that was helpful! FYI, I just posted on Reddit some things about XP. Turns out right now, captures don't get toward XP, but individual kills do. Just FYI.
Soul G 10 May, 2020 @ 11:37pm 
Not sure if it's just happening only to me, but if you kill or subdue any enemy unit while the "Killed" counter folded, "Killed" counter overlaps the bottom line.

https://steamuserimages-a.akamaihd.net/ugc/1010440252777439677/54C6F142127206D0E6F9D9C8005E8216358D69D1/
Soul G 10 May, 2020 @ 10:45pm 
Love this mod. If you might wanna add Korean localization as well, take this.
https://drive.google.com/file/d/18zh74n0Qg2palxWrcYPUJFvvnkDhgd9O/view?usp=sharing
jamp  [author] 10 May, 2020 @ 4:53pm 
@geoffhom I did not know that. And feel free to look at my code (https://github.com/MonJamp/EnemyCaptureCounter_ChimeraSquad) . The relevant code would be in the UpdateCounters function in UIEnemyCounter_Panel.uc
geoffhom 10 May, 2020 @ 3:05pm 
Nice! Did you know XP varies according to how many kills each Agent gets? Can you show how many kills (incl. captures) each Agent has in the mission? (And/or can I modify yours? I've never done a mod but am interested in this feature.)
jamp  [author] 9 May, 2020 @ 8:09pm 
Update: Added localization for German, French, Italian, Spanish, and Russian
jamp  [author] 9 May, 2020 @ 8:09pm 
@Kienan I believe there is a way to get the "spreadsheet" look, I just haven't had the time to figure that out. Worst case I can just use 3 different boxes to achieve the same effect.

@ghninja It would be possible. The game really does obscure how many action points you have but it shows which moves end your turn in the ability description.
ghninja 3 May, 2020 @ 5:46pm 
Is it possible to add the ability to view your action point total, or am I just not seeing it anywhere on the HUD? It is hard to keep track sometimes of how many points each agent has sometimes like when they receive extra during breach or when I switch back to Terminal after giving a teammate an extra point.
Kienan 2 May, 2020 @ 4:22pm 
@MongJamp, Can you choose the color for the background? If so, it would probably be possible to achieve the effect by having three different backgrounds; two blacks and one grey. Not a modder myself, though, so not sure how it's set up.
jamp  [author] 2 May, 2020 @ 4:02pm 
@Kienan I'll test that out. I was initially trying to do that but I couldn't find out how the game achieved the result.

@holgerschlegel Don't worry. Making the text translatable was one of my goals. I'll try to support as many languages as I can
holgerschlegel 2 May, 2020 @ 9:17am 
A nice mod. I like it.
Would it be able to change it to support translations for the texts visible to the player.

And just is case you can do that, here are the corresponding strings for German (DEU):
Captured = Gefangen
Unconscious = Bewusstlos
Killed = Getötet
Kienan 1 May, 2020 @ 10:04pm 
I like the new look, with the background. One idea, you could make the middle third grey so it matches the action bar UI rows.
LordLancelot 1 May, 2020 @ 9:37pm 
Nice work !
=[NK]= Col. Jack O'Neil 1 May, 2020 @ 8:25pm 
Thanks for the ongoing support :)
jamp  [author] 1 May, 2020 @ 8:08pm 
Update: Added a background for the counters to improve visibility. I'm testing out how to hide the kill counter. If you click on the background it will hide the kill counter. In the next update the mod will remember when you hide/show the counter
jamp  [author] 1 May, 2020 @ 7:18pm 
@Chracer Nice catch! For some reason the text is displayed at a smaller font even with the typo. I was wondering why I couldn't change the size to any other amount.
jamp  [author] 1 May, 2020 @ 7:17pm 
@Gentleman Bird I'll look into it. It sounds like a bug with the other mod because if the capture counter isn't being incremented it means that the game itself hasn't detected that the enemy has been captured. I'll double check to make sure it's not a bug on my end.
Chracer 1 May, 2020 @ 1:20pm 
I just used your mod to learn how to make UI mods. There seems to be a typo in the html part concerning the font size, i.e. in UIEnemyCounter_Panel.uc, line 183.
Gentleman Bird 30 Apr, 2020 @ 4:45pm 
There's a small visual bug when combined with the NonLethalBind mod.

When Torque binds an enemy, and that enemy becomes the last enemy on the map, the encounter automatically ends, with the bound enemy being rendered unconscious if the NonLethalBind mod is installed.

Any enemies rendered unconscious like this will be added to the "Unconscious" count for the rest of the mission, and will not be added to the "Captured" count.
jamp  [author] 30 Apr, 2020 @ 4:13pm 
@Cancermantis Yeah that's possible but I'm not sure how to display that information. I think it would make most sense with a new mod which shows an icon next to the enemy name if they can be incapacitated.
Cancermantis 29 Apr, 2020 @ 8:19pm 
@MonJamp sorry, I meant for the purposes of showing how many of the kills you've made are things that can't be incapacitated, I just forgot to write that part out. I'm just curious because I'm doing a no-sapient-kill play through
Caine 29 Apr, 2020 @ 6:58pm 
The simplest mods can prove to be invaluable. This is one such mod. Thank you!
jamp  [author] 29 Apr, 2020 @ 3:57pm 
@Canermantis Looking at the game files that would be possible. That would have to be another mod though. I'm not sure exactly how to display that information. Maybe show that information next to the health bar or on the timeline
Cancermantis 29 Apr, 2020 @ 11:55am 
Is it possible to tell if a unit can be incapacitated? Because it'd be cool if this could help tell the difference between killing a robot and killing something you can actually arrest
=[NK]= Col. Jack O'Neil 28 Apr, 2020 @ 9:22pm 
Much appreciated! More options is always better for the users! :)
LordLancelot 28 Apr, 2020 @ 6:34pm 
Now that the info is in bottom right corner I do not mind having Killed. :)
But it would still be nice to have the option to turn it off.
jamp  [author] 28 Apr, 2020 @ 6:27pm 
@=[NK]= Col. Jack O'Neil That's a good idea. I'm working on a few ideas to make the text more visible. And I'll probably remove the kill counter or make it optional.
=[NK]= Col. Jack O'Neil 28 Apr, 2020 @ 5:12pm 
Thanks heaps! Is there any chance of changing the font to the similar style that's there for the objectives and stuff?
jamp  [author] 28 Apr, 2020 @ 12:54pm 
If you're still experiencing issues try reinstalling the mod. It shouldn't be necessary but maybe it'll fix it. This mod shouldn't cause any conflicts with other mods but the game can be unstable. I probably loaded/saved 30+ times on different saves and haven't had any issues. Feel free to lmk if you do still run into issues.
LordLancelot 28 Apr, 2020 @ 11:46am 
Only got the bug once, seem ok now.
ChaoZ 28 Apr, 2020 @ 11:45am 
well... i did.. after deactivating your mod all works fine. and yes, i have other mods.. but maybe it could be the game itself, i have several bugs noticed even without mods...
jamp  [author] 28 Apr, 2020 @ 11:25am 
@Anajamois No, this mod doesn't override anything.

@LordLancelot Are you using any other mods? I did a lot of testing and was unable to reproduce the loading hang. Could you uninstall the mod and see if the loading bug is still there.
LordLancelot 28 Apr, 2020 @ 11:05am 
Could one of my log help you ? let me know where the file is and I will share it with you.
Kienan 28 Apr, 2020 @ 11:02am 
@LordLancelot, I believe you, but I'm not able to reproduce. Weird it's so inconsistent. Just loaded (Base > Mission) x4 (so eight total loads), no crashes. Completed a mission and it loaded fine back to base, too. I'll update if I ever get the bug again.
LordLancelot 28 Apr, 2020 @ 10:56am 
The loading bug is still there.
start the game, load a save in the base.
Now lad a saved game in a mission, stuck in loading screen.