XCOM: Enemy Unknown
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Zyxpsilon

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Zyxpsilon

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15 comments

  1. ZengarZonvolt
    ZengarZonvolt
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    not to sound dumb but how do i install this awesome mod? ive pretty much have everything set up on the side of patchergui and im stucked with the whole xcomstrategy.ini thing and the tfp thing. so can someone help me on this one guys. please. thanks in advanced.
  2. Zyxpsilon
    Zyxpsilon
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    A new version is now necessary for Beta15F compatibility.
    It's available in the D/L section!
  3. Zyxpsilon
    Zyxpsilon
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    Soooooo.... it *IS* proven valid for LW-Beta-15D2.

  4. Zyxpsilon
    Zyxpsilon
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    Please note that the upcoming LW-Beta15d+ will likely render this specific mod incompatible with a number of SquadLoadout features...
    Not sure how i should proceed though - sooooo, if there's enough demand for a quick fix or alternate solution (to either combine both HUD methods or maintain a singular process), i might consider working on it.
     
    EDIT; Well, looks like i spoke a little too soon. Beta15D2+ is actually compatible with my version... except you'll have *BOTH* systems in place should you want the precision(s) given by the numerics and Spazmo's small "grid symbols".
  5. Zyxpsilon
    Zyxpsilon
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    Cool!
     
    Just seen your new Mod in the D/L area and wrote a reply to its thread!
    Refer to my mention of JCLewis work in it for a similar principle of a "symbolic" structure. It could indeed be used. But to me, the design(s) (or conceptual choices) are a simple matter of personal choice.
    Your smallish numbers to the left of Names *versus* my biggies to the right & near the middle areas *versus* anything else that people might be more comfortable with.
     
    PS; A quick comment if you don't mind though... your #6 wouldn't show up except for the Base-Assaults (10) or TempleShip(12) missions. While your #9 (#5 slot in my version) is as a result -- somehow "away or above" from the perceivable maximum squad limit of 7_or_8 (which is exactly why i've added some tricky Text edits in the INT file, so that the empty slots do provide direct hints of that fact) for most other missions.
     
    Take this snapshot of the Base_Assault configuration as a reference;
     
    LW_Squad10_Base_Assault_Deploy_Pattern.p
     
    Where's your #6??
    Those two SHIVS are #9 & #10 respectively while 7th & 8th do match with their usual Deploy-Formation regular slots.
    SEE? How highly confusing it can get --if-- a concept doesn't rely on some absolute numbering structures?
     
    And yet... NumLock -- / -- * ... are on that NumPad, aren't they??
     
     
    AFAIC then, anything is possible.
  6. SpazmoJones
    SpazmoJones
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    Thanks for making this. I'm using a slightly modified version of this that numbers the starting positions so that they line up with my numeric keypad, like this:
    7 8 9 (front row)
    4 5 6 (middle row)
    1 2 3 (back row)

    75312468 becomes 49178235

    I find this easier to remember than the numbering scheme you have.


    If anyone's interested, search for this in the patch file:
    37 00 00 35 00 00 33 00 00 31 00 00 32 00 00 34 00 00 36 00 00 38 00

    and replace with:
    34 00 00 39 00 00 31 00 00 37 00 00 38 00 00 32 00 00 33 00 00 35 00


    I have this idea to replace the numbers with something that looks more graphical, but I don't know how possible it is. If you were to configure the position label text field to be multi line with a very small font, you would be able to 'draw' a sort of grid layout that would indicate visually where the soldier is standing. Something like this, where the X indicates the soldier, and the O's empty spaces.:

    ......XX......
    ......XX......
    OO........OO
    OO..OO..OO
    ......OO......
    OO............
    OO..OO......
    ......OO......
    OO........OO
    OO........OO

    The X could be brightly coloured block like characters, and the O's could be dark coloured blocks. Do you think this would be possible?
  7. Agammamon
    Agammamon
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    NVM
  8. Zyxpsilon
    Zyxpsilon
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    It mostly depends on what Text Editor you're using. (Unless you're playing with any other Languages resource than English, btw)
    At times (for example), certain programs would "wrap" lines without accounting for the actual true amount of individual lines.
     
    Sooooo - an easy solution would simply be to "Copy/Paste" the wanted text(s) (well, at least only the first few words like this... m_strOTSHelp1="Squad Size) directly from my ReadMe file and do a quick Search (in your XComStrategyGame.INT file) for that newly added Clipboard-Content. Thus... as long as the correct changes are made to the right lines, there shouldn't be any problems.
  9. Sarrok
    Sarrok
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    2b) Lines #5035 & #5036

    Um my XcomStrategyGame.INT file only has 3397 lines total. Any idea what I'm doing wrong? Playing B15b
  10. Zyxpsilon
    Zyxpsilon
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    Thanks... it's been tested and proved compatible with up to Beta15B (so far, i somehow expect the upcoming LW versions might turn wacky at some point -- but, don't worry i will track anything for support). I should mention this fact on the D/L page as well -- i'll get right to it.