XCOM 2
Fixed Facility Pips
29 Comments
greyhound Jul 12, 2021 @ 2:02pm 
Thanks for mod.
it works like a charm.
Got pips finally.
PlasmaDrone May 15, 2020 @ 7:45pm 
Still wondering what causes this bug.
Player Sep 2, 2017 @ 3:48am 
Looks like they fixed it in WOTC, theyre faint but the pips are there now
Zombie(NL) Aug 23, 2017 @ 5:13pm 
i tried the xcom2 mod launcher.
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.
Dragon32 Aug 23, 2017 @ 1:39am 
Zombie(NL) Aug 22, 2017 @ 3:21pm 
@Dragon32:
Where can i find UIStrategyMapItem_Mission?
and how can i check if a mod override it?

i got exact the same problem as matt30060
Wikinger Jun 27, 2017 @ 2:17am 
Sorry bei mir geht das nicht

Mod geladen geht immer noch nicht
Dragon32 Apr 11, 2017 @ 11:23am 
@matt30060:
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
matt9500 Apr 10, 2017 @ 7:18pm 
Feedback, it appears that the pips are still not appearing. FYI, I have both Shen's Gift and the Alien Rulers DLC running as well as an assortment of other UI mods. But you are correct, Firaxis really messed up a lot of things this time around. It is a bit discouraging.
Dr. Phil Jan 27, 2017 @ 4:45pm 
is this save game compatible?
Hiddey Jan 20, 2017 @ 9:35am 
@Kylehayman it does what it says on the tin. Prior to the last patch Advent facilities on the world map would show red dots under them. The number of dots is what that facility contributes to the avatar counter. If you destroy that facility the number of dots they are worth is subtracted from the avatar counter.

Now that the dots no longer show you don't know what the impact will be if you destroy it. This mod correct that.
KyleKen Jan 19, 2017 @ 9:39pm 
what is this mod even trying to correct? i do not see a problem xD
Kanario97 Jan 2, 2017 @ 3:45am 
It does not work for me :S
McCree From GameCube Nov 30, 2016 @ 5:40am 
"Firaxis, get your ♥♥♥♥ together."
Lol,
Firaxis plz
Alpha the Mage Nov 28, 2016 @ 7:51pm 
I found a bug with this mod: it breaks the ability to load a save from within the game. Sometimes it works, sometimes it doesnt't. It loads the save from the main menu without problems.
Alpha the Mage Nov 28, 2016 @ 6:57pm 
Thank you very much for this mod. Fixes mid controll too.
d_valroth Nov 28, 2016 @ 4:36pm 
Yeah, I'm loyal and supportive, but if Firaxis could stop breaking things every patch that would be nice.
Kexx Nov 28, 2016 @ 9:13am 
gotcha. That's a bummer though. Still, thank you for your fixes and your work!
robojumper  [author] Nov 28, 2016 @ 1:43am 
@[GWJ] Kexx
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.
Kexx Nov 28, 2016 @ 1:20am 
Rated and subbed. Good catch. You seem to have an eye and knack for these things.

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?
DerBK Nov 27, 2016 @ 10:16pm 
:thumbsup:
MantLemon Nov 27, 2016 @ 8:23pm 
Wow, thought this was a feature.
MrShadow Nov 27, 2016 @ 7:18pm 
oh good to know, i didnt know that myself
RealityMachina Nov 27, 2016 @ 7:17pm 
Funnily enough, there is a bit of Doom-based scaling for facility missions, it's just based on your game's total doom (ie the current avatar project status divided by two ) instead of a facility's personal one.
MrShadow Nov 27, 2016 @ 4:47pm 
The number of pips it has just means that's how many pips you will take off the doom meter if you destroy these facilities.
75338 Nov 27, 2016 @ 4:34pm 
I had no idea, even with 300+ hours in-game. Turns out:

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?
MrShadow Nov 27, 2016 @ 4:02pm 
I tweeted the Devs on this on twitter
Kaldin Nov 27, 2016 @ 4:01pm 
Thanks for making this. Any possible mods off the top of your head that this one's override might conflict with? Just asking.
kbecker797785 Nov 27, 2016 @ 3:38pm 
Nice! Since you are making bug fixes... i have a request. Could you please look into why soldiers no longer recieve scars after being gravely wounded? This was a feature pre-anarchy children and I dont know why Fraxis stopped it.