XCOM 2
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LW2 Information Display
 
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0.125 MB
May 14, 2017 @ 3:05am
Jun 6, 2017 @ 2:45pm
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LW2 Information Display

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Description
Adds Vigilance and Force Level (FL) display and makes the enemy strength provide numbers rather than just an uninformative word description.

FL is the tech level of the aliens.
Vigilance is used to determine which missions spawn and cause the ADVENT to move strength into that region.

Options located in the XComGame.ini file.

Compatibility information: Overrides
UIStrategyMapItem_Region_LW
UIUtilities_Text_LW
UIResistanceManagement_ListItem
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55 Comments
frankie60 Jun 21 @ 4:45pm 
Yeah, I broke my game... :(

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???
notgreat  [author] Jun 21 @ 4:28pm 
@frankie60
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.
frankie60 Jun 20 @ 8:23pm 
Thanks for this great mod! I've been using it for awhile but I recently noticed that my latest Commander level game seemed somewhat harder than normal and I realized I had a FL of 12 (+1) in Mid May 2035. By the end of May, it was 14. It wasn't crazy hard, but I'm seeing Heavy Mecs and Muton Centurions Before June. Could be that the numbers are off in the mod, but are those enemies supposed to be showing up at that time frame? Thanks in advance.
notgreat  [author] Apr 27 @ 3:43pm 
@Dormouse Sure, feel free. I have no problems with you integrating the mod.
Dormouse Apr 25 @ 7:52am 
@notgreat Would you mind me integrating this mod into the WOTC port of Long War 2? I want it to be part of the default Long War 2 experience.
igorpc Apr 22 @ 8:34am 
Is it possible to make it work with Show Infiltration percentage in Squad Select mod without manually editing files?
=[NK]= Col. Jack O'Neil Jun 11, 2017 @ 7:25am 
Lw2 increased timers, and default extra turns depending on size of map.. It sounds a little too much, but pretty close to Max I think I've seen
Albab Jun 10, 2017 @ 6:46pm 
@notgreat I figured as much, thanks for the reply!
notgreat  [author] Jun 10, 2017 @ 12:54pm 
@Albab
AFAIK there's absolutely no way this mod can even affect anything in the tactical layer at all, so it's not this one.
Albab Jun 10, 2017 @ 3:54am 
Thanks for the mod notgreat.

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)