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I was told by the developer that I could delay the increase in force level by changing the Force Level cooldown lines in the XComLW_Activities.ini. I changed the FL cooldown from 15 to 18 days and it had the opposite affect. The FL screamed up really fast. So I changed the values back to the original 15 and started a new campaign and the FL increases are persisting.
I'm getting Advent Commandos in May, when the FL should be 5 or 6. They don't appear until FL 12. My current FL is 14. I can't party with these guys at my Troopers skill levels, so unless I can find a fix, LW2 is a non-starter for me. This really sux. Any ideas???
The numbers are accurate unless you have another mod messing them up somehow. Going by ufopedia's records [www.ufopaedia.org], you can start seeing those at FL 9 as pod leaders and as standard enemies at FL11.
AFAIK there's absolutely no way this mod can even affect anything in the tactical layer at all, so it's not this one.
I'm troubleshooting and trying to find out which mod is breaking timers. Tbh I doubt it could be this mod but I can't be 100% certain. I was wondering if anyone else had encountered a strange timer bug where it gives you 16-22 turns for missions.
I have no mods that affect timer values aside from LW2. I do have 200 mods running but I am confident they are not to blame simply because I completed LW2 with them active on veteran a month or so ago. I'm on Legendary btw, first mission after GC (infiltration amount doesn't appear to have any influence on the value shown on the geoscape screen or when I start the mission proper).
Sorry for the essay! (Nothing on Google/discussions board)
Not only have I considered it, I'm actually using it myself. In my personal game I've set ADD_ENEMY_NUMBERS to false and am using the .int file modifications.
Sadly I could not find any way for a mod to override another mod's .int files. I thus decided to make adding the numbers the default that could be disabled.
While that part of the mod could be replicated via .int modifications, the other aspects (the vigilance display primarily) can't.
While it's true that *some* assets could be done via indirect LOC methods -- not everything can be achieved without such pseudo-override scripts.
-bg- replied with "every thing [LW2 Information Display] does can be done by modifying localization files"
Not sure if you've thought of doing things that way, notgreat?
TrackTwo mentionned there might be an indirect code way to create alternate functions & components that could use a compatible Listener to do what i wish for.. but i woudn't even know where to begin. Thus why i asked if you'd have some hints for it.
Oh well.. maybe some day. Thanks anyway.
Easy if you want just the line... but a lot harder if you want the button to expand to contain the text, unfortunately. Add "\n" to the .int file if you want to see what it looks like. It's pretty bad.
It should be possible to do something by changing the height of the button manually or something, but XCOM2's UI code is painful to work with.
For personal reasons, this could help "clarifying" the whole UI framework (for anyone else) & indirectly solve a pet-peeve of mine with the GeoscApps(mod) insertion process of Logos via my custom HTML template(s).
That's a good point. I didn't think about purposefully generating missions like that. I'll add it in today.
Basically, I use the resistance overview screen to manage my havens instead of going in to each haven individually via the hologlobe because I find it to be much more efficient. Also, I just find searching for the havens via hologlobe to be a bit frustrating so I just stick to the overview screen.
I think it would be useful to have vigilance displayed on the overview screen because it would streamline the whole process of managing my havens. An example of this is if I really need to find some troop columns or supply raids. On the overview screen, I look at all of my havens and quickly find which ones meet the requirements for those missions and switch them to intel. I would find this to be much easier than looking at each haven individually on the hologlobe. I repeat this process frequently, so having the vigilance information accessible from the overview screen would be a very nice QOL improvement for me.
It'd certainly be possible. However, I'd have to add an override to UIRestistantManagement_ListItem.uc (which means it'd conflict with any other mod that changes that and if LW2 updates it I'd need to update as well) and I'm not sure it'd actually be useful.
The primary thing that Vigilance is useful for is to determine which missions you want to run (to raise it/allow it to lower). Why do you care about the vigilance across all your regions? Isn't it mostly a stat that matters for the single region and the regions linked to it (since they'll do reinforcement activities to move strength/alert into that region)?
Can we get this information on the resistance overview screen? When I want to take a quick look at the vigilance of all my regions, I think it would be much more efficient to look at it on the resistance overview list as opposed to searching around the hologlobe.
There is also an option to reveal the ADVENT Strength-modifying activities.This shows as (+X/Y)(-Z) where X is reinforcing UFOs or troop movements, Y is being in a region neighboring a reinforcing UFO (has a chance of gaining strength) and Z is troop movement out of the region.
I didn't add a historical display since it's not that useful (why do you care what it was before?) and it's a lot more work than just checking what activities are currently running since previous values aren't currently tracked.
e.g.
("8▲" means "strength is 8, but used to be 7";
"4▼▼" means "strength is 4, but used to be 6")
This also solves the "player has more access to info than they should" issue.
I took a quick look and my initial impressions are that it wouldn't be too hard, but it wouldn't be trivial. I'll work on it and get back to you in a couple days.
Also, that'd reveal information that the player can't access at all, so I'll probably have it disabled by default. It's giving you information about which Activies the ADVENT are running without you having detected them.
Honestly the hardest part will probably be getting the chevrons to display since I haven't touched the actual UI code before. If that proves too difficult I'll just put it into the text.
After looking at it, I think you messed up on the translation for Force Level. I don't speak russian, but you seem to have translated FL to the same word as Alert/ADVENT Strength (Сила). Maybe 'tech' or some equivalent would translate better?
IntValue0 is the ADVENT Strength/Alert Level, IntValue1 is the Force Level/Tech, and IntValue2 is Vigilance.
FL is on a set schedule that can be looked up (though the reinforcing UFOs that raise it can be intercepted if you get lucky, and it's hard to tell UFO types apart).
Vigilance is hypothetically knowable, but it's such a pain to keep track of that no one would ever keep track of the exact number. Experienced players of LW2 likely have a rough idea of what the Vigilance is in most of their regions.
Enemy counts are set and easy to look up.
@aleksandr777
Thanks, I'll include that in a future patch.
@Forest_noir
Added localization, shortened the deault text, and made adding the numbers optional.
@Belhedler
Huh. I think that's on either LW2 or the native code. "Very Light" is only supposed to mean 10-12 enemies, and so that's what my mod reports. Sorry.
@Alexandr
Thanks for the correction!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=926594678
It's very light actually. But there really were 15 guys in this mission. No reinforcement.
1) Strength, ForceLevels & Vigilance strings should be displayed as ( S:# F:# V:# ) in a similar way that the Haven-Jobs are summarized in the Region banners.
2) Make the "Activities" numbers suffix/addons feature optional.. as i already have a custom INT-Localization system that reveals these in a different manner.
Good idea.. nonetheless! :)
Do you have a screenshot of it saying "Light (10-12)"? Because as far as I can tell from my code it should always be reporting Light as 13-15.