XCOM 2
[WOTC] Tactical UI Kill Counter Redux
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)
RustyDios  [author] 3 Aug, 2023 @ 4:29pm 
Possibly... ExitSigns is a good coder/developer/modder ... with a keen interest on finding issues in problematic or heavy travelled code .. and making that area work better.
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 ...
Tactical Tuna 3 Aug, 2023 @ 2:59pm 
Love a good refactor update! Any insight on potential performance improvements in your other mods? :)
RustyDios  [author] 19 Apr, 2023 @ 2:55pm 
@Dman883
Thanks for reporting back ! :)
I appreciate that
Dman883 19 Apr, 2023 @ 1:54pm 
Sorry. It was (definitely this time; someone else even commented on it) Dynamic Enemies Redux.
Dman883 19 Apr, 2023 @ 11:46am 
Might have opened my yap too soon as it just borked on me again, so probably not this after all. Good because I like the mod. Bad because it's another few hours of disabling mods. ugh.
RustyDios  [author] 19 Apr, 2023 @ 10:56am 
Sounds like a weird issue! I don't normally do mid-tactical loads and/or savescumming.. but I'll put a note in my workflow to investigate
Dman883 19 Apr, 2023 @ 10:31am 
Possible bug/conflict. I've been plagued with a bug that makes enemies untargetable after loading/reloading a game until the next move. After many many hours, I finally found that disabling this mod fixes the problem. If it's a conflict, I haven't discovered what it's conflicting with unless it's lwotc
Lars 19 Mar, 2023 @ 10:38am 
Thank you very much for adding an error message on game start to warn me of potential issues. I ended up disabling it for now, but I really appreciate the clear communication.
Hansel Lionheart 10 Jan, 2023 @ 7:26am 
yeah, mb
Works perfectly if using AML (Alternative Mod Launcher)
Dragon32 10 Jan, 2023 @ 7:13am 
@Hansel Lionheart
The two work fine together for me.
https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
Hansel Lionheart 10 Jan, 2023 @ 7:02am 
seems to not be compatible with "Gotcha Again" =/
RustyDios  [author] 26 Oct, 2022 @ 6:34am 
This was designed primarily for a single player campaign.
Thankyou for the report but I'll be making no updates to address compatibility in TLP operations
WarLLT1315 26 Oct, 2022 @ 5:05am 
In Legacy Ops, Challenge score blocks the Kill Counter UI
Dęąth Viper 19 Oct, 2022 @ 2:29pm 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
Dragon32 8 Aug, 2022 @ 6:50am 
@deli7007
Do you have "Less Overwatch Lock Ups"? Maybe that can fix the visualisation problems you're having.
deli7007 8 Aug, 2022 @ 1:12am 
The enemies turns are taking a very long time, even with only 3 of them on the map.
Dragon32 5 Aug, 2022 @ 7:26am 
@deli7007
Is that all the time or just in specific circumstances? I haven't experienced any slowdown, btw. So possibly a conflict.
deli7007 5 Aug, 2022 @ 5:37am 
Useful Mod, but unfortunately makes the game too slow.
Cerebralcloud92 29 Mar, 2022 @ 8:14pm 
If you add in the Resistance Team for this mod, it'd probably be best to go with either a White or Blue color for their team, as XCOM already has Cyan. Either that, or also use them for Cyan.
RustyDios  [author] 23 Jan, 2022 @ 5:40am 
@Blabba754
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...
Blabba754 23 Jan, 2022 @ 2:42am 
I think an optional, additional "faction counter" for the armed resistance team during a retaliation would be nice. I always wonder how many of them are still inactive, active and killed so far bei opposing advent forces.
Blabba754 30 Dec, 2021 @ 4:35am 
I wouldn't count xcoms succesfull evacuation as "killed" for the team ;) it is slightly misleading
RustyDios  [author] 28 Dec, 2021 @ 4:16pm 
@Blabba754
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
RustyDios  [author] 28 Dec, 2021 @ 12:53am 
@Blabba754
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
Blabba754 28 Dec, 2021 @ 12:45am 
Do you still consider "active/evacuated/dead" Xcom members as an additional line?
RustyDios  [author] 27 Dec, 2021 @ 2:12pm 
Hmm.. well the next option then, would be to drop a link to the file on dropbox/google drive etc here ... and hope that Steam allows me to click on it!

Steam has been super zealous lately with letting people click on links that go "outside" steam.
The Greater Good 27 Dec, 2021 @ 2:09pm 
Thank you, RustyDios. But I seldom use discord, how could I come into contact with you on discord? Unfortunately, I don't know how to join XCOM2 Modders Discord. :lunar2019crylaughingpig:
RustyDios  [author] 27 Dec, 2021 @ 12:44pm 
Sure, send it to me on discord :)
The Greater Good 27 Dec, 2021 @ 8:04am 
Hi, RustyDios! I have finished the simplified Chinese translation, could I provide you with the translation?
RustyDios  [author] 10 Dec, 2021 @ 8:29am 
They get added if they are Active or Killed (or in the Total/Remaining)
"Scanned/Scouted" is not an option that can be easily done, sorry.
Blabba754 10 Dec, 2021 @ 6:38am 
How about adding enemies found by https://xcom2.wiki.fextralife.com/Scanning+Protocol to the hud?
redstorm79 3 Nov, 2021 @ 3:11pm 
works
RustyDios  [author] 27 Oct, 2021 @ 1:24pm 
Yeah, I always aim to give credit where it is due. This mod wouldn't exist at all if I didn't have your base code to work on.. so Many Thanks for that :)

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 :)
Luminger 27 Oct, 2021 @ 7:36am 
There's no reason for me to be angry, I chose the MIT license for this exact reason so somebody can extend the code and/or learn from it as long as I get some credits (which I got, thanks!).

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.
RustyDios  [author] 27 Oct, 2021 @ 6:04am 
@Luminger
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 :)
Luminger 27 Oct, 2021 @ 2:55am 
Hey, author of the parent mod here :) Glad to see this was and still is useful, this is the perfect example of what happens when you leave the source open and slap a permissive license on it :). Even though I stepped back from modding and playing XCOM a long time ago (still love you though), it makes me happy when this things lives on and on :)

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
RustyDios  [author] 11 Aug, 2021 @ 2:57am 
Ha! Adding "XCOM units active/killed" sounds like a great optional ... I'll try and work that in.
Blabba754 11 Aug, 2021 @ 1:34am 
How about a new optional line that shows how many of your squad members are still alive?
With some mods the team can become quite big.
RustyDios  [author] 2 Aug, 2021 @ 3:21pm 
Awesome!
I was worried for a second there that something had gone drastically wrong!
Sgt. Hobo 2 Aug, 2021 @ 3:18pm 
Jep, a good old config clear did the trick. Sry about that.