XCOM 2
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WC_LAByrinth
 
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67.656 MB
Sep 19, 2017 @ 4:34pm
Oct 31, 2017 @ 7:10am
7 Change Notes ( view )
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WC_LAByrinth

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Description
MOD-ID TAG = #1139079133
DESCRIPTION = Dynamic Tech-Tree(s)
SUMMARY = Gameplay facts and various details summarized by "Tech-Tree" devices available from the "XCom-Archives" while serving as direct reference to many other Pedia articles.

IMPORTANT NOTE As of 31/10/17, this mod is now considered entirely DONE!!

Okay.. straight to the point, what is it all about? In terms of Gameplay tricks & Voice packs & custom Weapons (or whatever else that would somehow alter the Vanilla game ruleset), nothing -- don't even try! BUT, if you really just want XCom2 + DLC(s) + War Of The Chosen X-Pack facts & details & informations in a relatively cohesive component... you got it!!

Don't be fooled by the apparent "Archives/Encyclopedia" style.. the logic involved to develop these patterns (and how they flow) was flooded with brainy thoughts that went on for hours if not days of extra care for clarity & smooth operations. It's a structure of direct truths combined with the occasional cool comprehensive graphics.

A supplemental Mod (( WC_INFormApps )) is necessary to integrate various other assets so that the "Descriptions" make sense.. Click on its Link in the Required Items section to the right.

PS; This is basicly an update to the XCom2 version.. check it out for more details & previews here;
LAByrinth


KNOWN ISSUES

-- None, AFAIC.


LOCALIZATION(s)

Never thought anyone would ever try translating the whole complex & heavily customized XComGame.INT file from English -- but some brave mind volunteered to do it. On behalf of Russian players, thanks...

17/10: RUS by tr0ll

** Please note that i will not "personnally" support these attempts. Contact the author(s) if you want something fixed in their custom files which would always be updated after my official INT copy only. I simply integrate their results as is within the necessary folder.


STILL.. TO DO

1) Factions 'Summary of Skills' still require indirect Perk ToolTips via custom UC script.
2) Enhancing the LW2 area with further Infos.. but only after Pavonis updates it to WotC factors.


UPDATE NOTES

(25/09:PM)+(02/10:PM)+(09/10:PM)+(16/10:AM)+(23/10:AM) == Refer to 'Change Notes' viewer link.

(31/10:PM) Everything has been DONE!
-- All remaining Stats & Unit Cards completed.
-- ADDENDUM section finished.

PROGRESS Final Status ••••••••••••••••••••••••••~98%••


PLENTY OF CREDITS WHERE & WHEN DUE

-- This mod wouldn't even exist without precious (a'hem.. essential) help from three great UC script coders... Grimy Bunyip & BTernaryTau & Ginger! It certainly is as much their work than it was mine for nearly four months in early 2016, alone.
Three more people i'd have to mention here to acknowledge that they truly inspired me;

-- Jarcionek created an excellent Tech diagram on...
XCom2 WIKIA[xcom.wikia.com].
-- AlexF released his own solid reference Image in a Mod context...
Tech Tree
-- ExodusInfinite designed some excellent "Hint" solutions (for XC2 & LW2) as well...
FlowCharts

Sooooo, mucho thanks to everyone above and anyone else (specially Modders & the CX community) that kindly helped me out over the many past months!!
----------------------------------------------------------

** Please consult this Nexus Post[forums.nexusmods.com] to learn about manually editing the default "XComGame.INT" file for extra features.
** Comments, Requests, Kudos?? Please join the discussion threads below.

Lastly, to all my precious subscribers (Please push that RATE-UP button).. Enjoy!

-- Zyxpsilon
Popular Discussions View All (1)
7
Nov 1, 2017 @ 11:10pm
PINNED: Localization
tr0ll
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71 Comments
Zyxpsilon  [author] Jan 12 @ 1:27pm 
But you are also right about the "Power Consumption" estimates.. i should have swapped #3 (TC) & #4 (PR) order of construction as #4 & #3 respectively. Simply because we can't build anything over the basic initial Power available.. what is confusing is that the fully built RR requires -7 while in early stages (MAR+APR) it consumes only -3.
:)
Zyxpsilon  [author] Jan 12 @ 1:19pm 
@risiti.. actually, the requirements to build Facilities is Excavated spots and *they* all must be adjacent to another completed Excavation.

Soooo in case of my theory Layout.. spots #D & #G --both-- have to be excavated for that PR build choice (on a precious Coil bonus) in that 4th place of the suggested optimal cycle.
Aegelweard Jan 12 @ 1:07pm 
Cool mod! But... can you really build a facility if it is not adjacent to any other facilities? Offered layout suggest building PR in the middle of nowhere. Is it allowed at all?
Zyxpsilon  [author] Jan 9 @ 10:40am 
Thanks a lot! :blush:
yappy118 Jan 9 @ 10:07am 
As per my lights, this mod is an absolute 'Must Have'. The amount of work involved in creating it (researching, collating and making sense of everything) is worthy of a special commendation. I rely on it to plan ahead. My sincere thanks to the author
Zyxpsilon  [author] Dec 28, 2017 @ 9:15am 
;) Ok!
MonkeyDCooper Dec 28, 2017 @ 8:36am 
but nice mod
Zyxpsilon  [author] Dec 27, 2017 @ 9:43pm 
Uh? Which picture??
MonkeyDCooper Dec 27, 2017 @ 8:46pm 
the picture confuse the hell out me
Zyxpsilon  [author] Nov 29, 2017 @ 3:32pm 
Can't help you much further than giving such a clear set of instructions below. Sorry.