LW2 Information Display
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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 
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 
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)
notgreat  [author] Jun 8, 2017 @ 12:25pm 
Not only have I considered it, I'm actually using it myself. In my personal game I've set ADD_ENEMY_NUMBERS to false and am using the .int file modifications.
Sadly I could not find any way for a mod to override another mod's .int files. I thus decided to make adding the numbers the default that could be disabled.

While that part of the mod could be replicated via .int modifications, the other aspects (the vigilance display primarily) can't.
Zyxpsilon Jun 8, 2017 @ 10:11am 
@Dragon32, this mod has some relatively simple UC scripts to deal with custom UI strings structure(s) & is also.. exploiting Localization principles to acquire HUD components.

While it's true that *some* assets could be done via indirect LOC methods -- not everything can be achieved without such pseudo-override scripts.
Dragon32 Jun 8, 2017 @ 4:27am 
Hello. Over in the Discussion thread for -bg-'s Show Infiltration percentage in Squad Select [DKZ] TeamX76 mentioned they were "getting the values duplicated under the mission briefing, e.g "Extremley Light (6-9) (6-9)"." As [DKZ] TeamX76 was running both this mod and that mod.
-bg- replied with "every thing [LW2 Information Display] does can be done by modifying localization files"

Not sure if you've thought of doing things that way, notgreat?
Weimond Jun 7, 2017 @ 11:45pm 
So the more vigilance the more will the situation deteriorate in that region?
Zyxpsilon Jun 6, 2017 @ 9:52pm 
I've never tried adding "\n" tricks to this particular Button context (although i wrote a lot of such Line-Feeds for LAByrinth with it) -- but i'll test some stuff around from here. I agree the GFX/Flash in use for those is complex & relatively difficult to manage or edit for specific needs.. even LW2 staff did a lot of tricky adjustments to squeeze their assets into the area.
TrackTwo mentionned there might be an indirect code way to create alternate functions & components that could use a compatible Listener to do what i wish for.. but i woudn't even know where to begin. Thus why i asked if you'd have some hints for it.
Oh well.. maybe some day. Thanks anyway.
notgreat  [author] Jun 6, 2017 @ 7:52pm 
Easy if you want just the line... but a lot harder if you want the button to expand to contain the text, unfortunately. Add "\n" to the .int file if you want to see what it looks like. It's pretty bad.

It should be possible to do something by changing the height of the button manually or something, but XCOM2's UI code is painful to work with.
Zyxpsilon Jun 6, 2017 @ 6:03pm 
@notgreat.. How difficult would it be to add a single empty line between the Haven-Names & the newest combo strings (Strength+Force+Vigilance) HUD areas?
For personal reasons, this could help "clarifying" the whole UI framework (for anyone else) & indirectly solve a pet-peeve of mine with the GeoscApps(mod) insertion process of Logos via my custom HTML template(s).
ttd Jun 6, 2017 @ 3:46pm 
Ahhhh perfect! Thank you
notgreat  [author] Jun 6, 2017 @ 1:03pm 
That's a good point. I didn't think about purposefully generating missions like that. I'll add it in today.
ttd Jun 6, 2017 @ 7:36am 
Basically, I use the resistance overview screen to manage my havens instead of going in to each haven individually via the hologlobe because I find it to be much more efficient. Also, I just find searching for the havens via hologlobe to be a bit frustrating so I just stick to the overview screen.

I think it would be useful to have vigilance displayed on the overview screen because it would streamline the whole process of managing my havens. An example of this is if I really need to find some troop columns or supply raids. On the overview screen, I look at all of my havens and quickly find which ones meet the requirements for those missions and switch them to intel. I would find this to be much easier than looking at each haven individually on the hologlobe. I repeat this process frequently, so having the vigilance information accessible from the overview screen would be a very nice QOL improvement for me.

notgreat  [author] Jun 5, 2017 @ 3:47pm 
It'd certainly be possible. However, I'd have to add an override to UIRestistantManagement_ListItem.uc (which means it'd conflict with any other mod that changes that and if LW2 updates it I'd need to update as well) and I'm not sure it'd actually be useful.

The primary thing that Vigilance is useful for is to determine which missions you want to run (to raise it/allow it to lower). Why do you care about the vigilance across all your regions? Isn't it mostly a stat that matters for the single region and the regions linked to it (since they'll do reinforcement activities to move strength/alert into that region)?
ttd Jun 5, 2017 @ 7:15am 
Thank you for this mod, I find it very useful.

Can we get this information on the resistance overview screen? When I want to take a quick look at the vigilance of all my regions, I think it would be much more efficient to look at it on the resistance overview list as opposed to searching around the hologlobe.
=[NK]= Col. Jack O'Neil Jun 3, 2017 @ 7:12pm 
Awesome! Thanks!
notgreat  [author] Jun 3, 2017 @ 5:00pm 
Updating soon. I added a couple more options so you'll have to reset the XComGame.ini file if you made any changes. The defaults are mostly the same except that the FL scheduled UFOs now visible appear by adding (+1) to the FL indicator.

There is also an option to reveal the ADVENT Strength-modifying activities.This shows as (+X/Y)(-Z) where X is reinforcing UFOs or troop movements, Y is being in a region neighboring a reinforcing UFO (has a chance of gaining strength) and Z is troop movement out of the region.

I didn't add a historical display since it's not that useful (why do you care what it was before?) and it's a lot more work than just checking what activities are currently running since previous values aren't currently tracked.
Earth Dragon May 25, 2017 @ 7:34pm 
I prefer historical method as well. This way you know it's going up and down, but allows the aliens to maintain better overall communication, which should be something they have.
iAmAPumpkin May 23, 2017 @ 4:11pm 
Possibly easier would be just compare the current Strength to its last (historical) value.

("8▲" means "strength is 8, but used to be 7";
"4▼▼" means "strength is 4, but used to be 6")

This also solves the "player has more access to info than they should" issue.
notgreat  [author] May 19, 2017 @ 4:38pm 
I took a quick look and my initial impressions are that it wouldn't be too hard, but it wouldn't be trivial. I'll work on it and get back to you in a couple days.

Also, that'd reveal information that the player can't access at all, so I'll probably have it disabled by default. It's giving you information about which Activies the ADVENT are running without you having detected them.

Honestly the hardest part will probably be getting the chevrons to display since I haven't touched the actual UI code before. If that proves too difficult I'll just put it into the text.
JoINrbs May 19, 2017 @ 12:36pm 
Hey, do you think it'd be easy for you to add a representation of whether strength in a region was increasing or decreasing? Upward chevrons if a region had a legion moving toward it or a UFO reinforcing and downward chevrons if the region had a legion moving away from it, for example?
NotSoLoneWolf May 18, 2017 @ 11:52am 
Lib 1 is always a hack workstation or similar mission that has Intel as a reward but no Intel Package as a reward.
harlequin565 May 18, 2017 @ 10:40am 
Brill mod - many thanks. Now all I need is a mod to add "Lib 1" to the relevant liberation mission text. I seem to be unable to commit to memory how to determine it.
Mₒᵒny May 18, 2017 @ 9:14am 
@notgreat ah ok thx
notgreat  [author] May 17, 2017 @ 1:12pm 
After looking at it, I think you messed up on the translation for Force Level. I don't speak russian, but you seem to have translated FL to the same word as Alert/ADVENT Strength (Сила). Maybe 'tech' or some equivalent would translate better?

IntValue0 is the ADVENT Strength/Alert Level, IntValue1 is the Force Level/Tech, and IntValue2 is Vigilance.
notgreat  [author] May 17, 2017 @ 11:12am 
FL is on a set schedule that can be looked up (though the reinforcing UFOs that raise it can be intercepted if you get lucky, and it's hard to tell UFO types apart).
Vigilance is hypothetically knowable, but it's such a pain to keep track of that no one would ever keep track of the exact number. Experienced players of LW2 likely have a rough idea of what the Vigilance is in most of their regions.
Enemy counts are set and easy to look up.

Thanks, I'll include that in a future patch.
Landar486 May 17, 2017 @ 10:49am 
there's a wiki with this information. so it just takes out the need to alt-tab when wondering "how many is moderate?"
Mₒᵒny May 17, 2017 @ 9:45am 
does this count as cheating or is there a way to work the values out using information from the game?
Datadagger May 16, 2017 @ 1:00pm 
Bless you for this mod
Rifle Man May 16, 2017 @ 8:45am 
Thank you for the localization update! That is helpful!:steamhappy:
Zyxpsilon May 15, 2017 @ 6:58pm 
@notgreat.. thanks!
Belhedler May 15, 2017 @ 2:19pm 
Figured as much. Well we'll see what happens with new born LW2 1.3.
notgreat  [author] May 15, 2017 @ 1:59pm 
Added localization, shortened the deault text, and made adding the numbers optional.

Huh. I think that's on either LW2 or the native code. "Very Light" is only supposed to mean 10-12 enemies, and so that's what my mod reports. Sorry.

Thanks for the correction!
Belhedler May 15, 2017 @ 12:35pm 
@nogreat Here you go:

It's very light actually. But there really were 15 guys in this mission. No reinforcement.
Zyxpsilon May 15, 2017 @ 6:50am 
I'd be willing to try this out with a few simple UI changes;

1) Strength, ForceLevels & Vigilance strings should be displayed as ( S:# F:# V:# ) in a similar way that the Haven-Jobs are summarized in the Region banners.
2) Make the "Activities" numbers suffix/addons feature optional.. as i already have a custom INT-Localization system that reveals these in a different manner.

Good idea.. nonetheless! :)
Alexandr May 14, 2017 @ 6:32pm 
A minor correction: Vigilance ALSO affects mission spawns; you cannot get Jailbreaks if Vigilance is spiked moderately, to like 4 or something (I forget the actual number, you can dig into the .inis and find that yourself should you be more curious on this matter)
notgreat  [author] May 14, 2017 @ 3:27pm 
Do you have a screenshot of it saying "Light (10-12)"? Because as far as I can tell from my code it should always be reporting Light as 13-15.
Belhedler May 14, 2017 @ 2:57pm 
Light. No mod that could affect the spawning.
notgreat  [author] May 14, 2017 @ 2:35pm 
Was that value the the 'current enemy activity' when you launched the mission? Do you have any other mods which might change the enemy spawn system?

If you have a save game or something I can use to check myself I might be able to debug it.
Belhedler May 14, 2017 @ 2:14pm 
The display is wrong. Announced 10-12, on site 15 (without any reinforcement)
Garr Incorporated May 14, 2017 @ 12:52pm 
Looks like the thing I will need at my next 1.3 playthrough! Thanks!