XCOM 2
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qUIck_FLG
   
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Tags:  ui
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5.969 MB
30 Mar, 2016 @ 11:55am
26 Feb, 2017 @ 3:01am
5 Change Notes ( view )

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qUIck_FLG

In 1 collection by Zyxpsilon
qUIck Flag(s) Packages
6 items
Description
MOD-ID TAG = #656115338
DESCRIPTION = Flags & Cities!
SUMMARY = National Flags are now shown as "Rectangular Buttons" in the Strategy Layer (Barracks list, etc) and as Elliptic symbols during Tactical missions (back of Armors).


And so it begins -- all over again!

Hi everyone...

It's been awhile but i certainly had plans to reproduce the Long-War 127 Nations for XCom2.

This first installment has the Basic 36 XC2 defaults... and i still have around 164+ more to add. That much variety will require some sort of modular approach to maintain a simple structure, IMO.

In terms of content, i also uploaded a series of extra-files which are somehow isolated from this one. qUIck_FP2 + FP3 + FP4 + FP5 are offering you 35 new "Flags" & 6 Bonus versions each. This process has some obvious advantages;

* You can just select/activate whichever "package(s)" you'd prefer to use.

* An optional way to pre-define anything as valid could provide a configurable method that would save personal settings. This feature will be developped once i get the entire set online. PS: A major MCM update is a must have for that.

* Runtime efficiency. As much as i believe Firaxis gameplay is solid & efficient.. if you "overload" this code with a LOT of resources, you'd eventually notice performance issues. High or low, but it's something to consider very seriously, AFAIC.

EDIT (09/04) ; All "necessary" packages (FP2-3-4-5) have now been released -- DONE!
EDIT (21/04) ; A total of 201 Cities are now included in the FP(#) files structure.
EDIT (29/07) ;
# 1) Adding "Mini-Flags" after city names to the Pre-Mission debrief panel during Skyranger flight to destinations -- i'll be doing the same for all FP packages in the coming days/weeks.
# 2) With formal permission from Reality-Machina, i am also activating his "GameState/WorldRegion" UC-Script override (as is!) to raise the likelihood of custom cities being picked by the Engine randomizer function.
EDIT (26/02) ; LW2 compatibility pass.. mostly required for RM's stuff as described in #2 above. The old locations weren't parsed correctly after Pavonis' alterations. Took me a whole month to catch up with ingame proofs & feasible adjustments. Sorry for that delay -- i was busy with LAByrinth & qUIck_LW2 fiddling. :)

Enjoy.

-- Zyxpsilon.
Popular Discussions View All (2)
6
26 Feb, 2017 @ 3:06am
Known Issues
Zyxpsilon
1
8 Apr, 2016 @ 8:24am
What Next?
Zyxpsilon
48 Comments
Zyxpsilon  [author] 8 Jul, 2020 @ 11:03am 
Worth noting that a singular WoTC version of these has just been released! Check it out.
Zyxpsilon  [author] 13 Jun, 2020 @ 12:31pm 
Please don't.. even being "Dumb" isn't uncommon in this crazy world of ours!
;)
Slackboy101 13 Jun, 2020 @ 11:59am 
Sorry for being a bother, I'm just gonna bang my head against the wall for an Hour over how DUMB i am...
Slackboy101 13 Jun, 2020 @ 11:46am 
...oh... I now get what I did wrong now...
Zyxpsilon  [author] 13 Jun, 2020 @ 9:41am 
Ok.. Two quotes from @DimDim are worth noting then...

- Soldier scale mod will mess with the physics.
- Flag mods may overwrite the flags I have put in the mod.


First; The usual Flags placeholder is post-rendered within a tricky kismet hook that can fail if relative location isn't calibrated to formal (physics) standards.

Second; Archetypes (of any sources) are also dependant on declared properties. He speaks of mis-matched values i suppose or that his params status should "override" texturing steps such as scaling calibration for example.

I suggest contacting the author of *these* Mods to verify the inherent principles involved when rendering such hybrid 3D models - specially in terms of valid Archetype declarations.

Slackboy101 13 Jun, 2020 @ 12:37am 
no I meant Armoury of the Imperium, the Flags look... weird when I select the Wrist customization
Zyxpsilon  [author] 12 Jun, 2020 @ 7:13pm 
PS --- Oh.. just went to @iWinn workshop and checked out those custom Armors. I think those 3d Models aren't made to host/insert any back Flags.
Zyxpsilon  [author] 12 Jun, 2020 @ 7:09pm 
"Space Marine Armors"?
No idea.. but my Flags are simply replacing Defaults (36 Vanilla rectangulars 128x64 to "Buttonized" GFX shaping) and adding more of them with four new FP# packs.
So, there no specific code tricks to make other assets compatible.
Try it, maybe it does work on such custom Armor styles. You'll immediately know since mine are shown as elongated Ovals rather than plain flat rectangles.
Slackboy101 12 Jun, 2020 @ 1:32pm 
Is THIS what I needed to have the Flags Work with the Space Marine Armors?
Zyxpsilon  [author] 19 Sep, 2017 @ 5:16pm 
Final decision about porting each of these packages to "War Of The Chosen" principles...

Extremely simple == If it ain't broke, don't fix it !! :)