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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.
Or as in "raised undead" from undying loyalty etc ?.. those should get added to whatever team they belong/were risen for
Keen to see your name pop up more often, ExitSign!
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)
I am happy he decided to look at some of my mods and suggest improvements, and even more happy those improvements work :)
As a modding community we're always trying to make the best mods we can. And we never know what's going to happen in the future ...
Thanks for reporting back ! :)
I appreciate that
Works perfectly if using AML (Alternative Mod Launcher)
The two work fine together for me.
https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
Thankyou for the report but I'll be making no updates to address compatibility in TLP operations
Do you have "Less Overwatch Lock Ups"? Maybe that can fix the visualisation problems you're having.
Is that all the time or just in specific circumstances? I haven't experienced any slowdown, btw. So possibly a conflict.
Funnily enough, after the optional XCOM inclusion I considered doing the Resistance Team too .. either as part of the 'xcom' (so it becomes 'friendlies') or as it's own thing.
If I do add it, it'll be an optional opt-in like the XCOM team, and yet again not count towards the total/remaining ... what colours would you suggest though? I'm thinking of using a yellow?
And the "killed" line actually counts "no longer in play" under the hood, so yeah.. Evacced XCOM would fulfil that.. lol... slightly misleading, I'll try to fix it, but no promises.. I think this is one reason I didn't count XCOM initially...
Noticed I had most of what i needed already done, I just needed to finish it off and test it :)
You can find your new MCM option to show XCOM team count
~ Enjoy
Yes still considering that, just been busy caught up in other projects and real life :)
Adding counts for XCOM requires a hefty bit of code addition, but it is on my "to-do" list
Steam has been super zealous lately with letting people click on links that go "outside" steam.
"Scanned/Scouted" is not an option that can be easily done, sorry.
It's also the first real look and understanding I've had of the MCM system, which is huge and complex to me .. I'm hoping I can eventually use the knowledge I gained here in my other mods.
And thanks for the forwarding suggestion, much appreciated :)
I'll have to try out your fork for myself at some point I guess, looks interesting what you did there.
I'll have a look at the /src folder then, that's interesting :) While I could update the 'original', I'd only would do that to make some bugfixes I guess. I'm not active in the modding scene right now and you're doing a perfect job in catering to the folks who want more features :) If anything I'd place a comment in the description to send people towards your mod as it's actively worked on and supported.
Hi !!! I'm glad you are not 'angry' at the 'update' ... and welcome back to xcom2!
I don't recall changing much tbh, just expanding on the features of the original.
I did some improvements around what enemies to count and when to update the text. And obviously made for WOTC using WOTC/CHL methods, which might make things go quicker.
I never had any performance issues, or any issues for that matter, with the parent/original mod and it is still a perfectly valid mod the last time I used it. I just wanted to expand some of the features and (back at this mods creation) failed to contact you, so set about doing it myself.
The \src code is shipped with the mod, feel free to look and compare and take anything you might want for the parent mod :)
I got here from a comment on the original mod, stating that the performance problems with my version got better when they switched to your spin - is there anything in particular you changed to make it go faster/smoother?
Anyhow, thanks for keeping this thing running. Happy to help if you need help or would like an explanation why things are they way they are in the underlying mod.
Cheers
With some mods the team can become quite big.
I was worried for a second there that something had gone drastically wrong!