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it works like a charm.
Got pips finally.
it showed no conflict for UIStrategyMapItem_Mission
i deleted the content of the config folder and started the game from steam
now i see the pips for the underwater base (did not find any facility's yet)
so i guess the pip-fix works now.
Have a read of these, particularly the first one:
Troubleshooting: Mods not working properly / at all
Mod not working? Mods still have their effects after you disable them?
Where can i find UIStrategyMapItem_Mission?
and how can i check if a mod override it?
i got exact the same problem as matt30060
Mod geladen geht immer noch nicht
Worked fine for me in my last campaign, do you have another mod overriding "UIStrategyMapItem_Mission"?
Won't disagree with the quality (or lack of) of the November patch though
Now that the dots no longer show you don't know what the impact will be if you destroy it. This mod correct that.
Lol,
Firaxis plz
That's not easily possible with a simple mod.
Reason is - when Firaxis started making the body parts, templates weren't a thing. Thus, torsos and legs (and arms?) shared the same template names. When they started making templates unique, these parts were already in, and apparently the artists couldn't be bothered to rename the body parts.
Any chance you might be able to figure out a fix for Torsos/Legs not being able to be named by localization files like arms, props, etc can?
Each Alien Facility on the map, as well as the Avatar Progress master counter in the Pacific Ocean, will have a number of blocks under it. Those are the blocks which that facility devotes to the Avatar project; destroying an alien facility will eliminate all progress the aliens are getting from that facility.
http://www.ufopaedia.org/index.php/Avatar_Project_(XCOM2)
...Looks like these pips don't really mean much other than the result you get from taking down the facility? Or is a 3-pip facility harder than a one-pip?