Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
On Leader training, do you mean the Long War Leader Pack? There's a boolean in its mod config file you can set for instant training.
Yes I do, for when that is enabled in peoples' games. Do you know the file, name and path etc.? I'd like this thread to be as helpful to others as possible. What I started to do this playthorugh was placed as many ones I like or want to try in a notepad file on my desktop for quick reference on new campaigns. Its been a big help. The more detail the better as we expand things.
I don't know about anyone else but in trying to search online for any kind of comprehensive listing of files and edits is practically non-exsistant. I did see a review after the game came out that was kind of helfpful (as far as just what it presented only) in places but mostly filled with vagueness.
Like for me, I'm bad at rumaging around and trying things out when it isn't all that clear to me what they are. For instance, there are settings that look to be ratios. I wouldn't even begin to know what to change them to from what they are now for a favorable result.
Edit: An example of what I mean above from the same file, right below TimedLootPermission entry...
TimedLootPerMission=1
StartingAdventLootWeight=1.0f
StartingAlienLootWeight=1.0f
LootWeightIncrease=0.5f
Anyone know the significance of these? I can only guess but I imagine its a percentage type thing with each unit type and chances of them dropping loot. I'd be curious to know as well, is there a way to increase the odds of any particular type of loot to drop and what those entries look like?
http://steamcommunity.com/sharedfiles/filedetails/?id=772126371&searchtext=AWC
I wish it was the choosable AWC perk mod but I don't think that one has been updated to account for the last couple patches.
So for now its a bit tedious cause you have to keep dumping the same soldier in there until you land on a perk you like over and over again but it does finish instantly if you choose. It has its own button under the LW toolbox ones that lets you adjust training time so no individual edit required for it. It lets you change classes entirely along side the AWC perk which is different.
As for the doom removal entries, I could use someone to help me double check this with a clean install if possible (I think my story doom removal mod is conflicting and overrriding my edits). These were the entries I found. Let me know first if you can confirm it if they're the right ones and also if it is compatible with a doom clock 20 pips long. These are also located in the DefaultGameData ini file in C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XComGame\Config
BlacksiteMinDoomRemoval[0]=1 ;Easy
BlacksiteMaxDoomRemoval[0]=1
ForgeMinDoomRemoval[0]=2 ;Easy
ForgeMaxDoomRemoval[0]=2
PsiGateMinDoomRemoval[0]=2 ;Easy
PsiGateMaxDoomRemoval[0]=2
KillCodexMinDoom[0]=1 ;Easy
KillCodexMaxDoom[0]=1
KillAvatarMinDoom[0]=3 ;Easy
KillAvatarMaxDoom[0]=3
These are the default entries for easy difficulty. If I were to change the min and max settings to 20 would that clean the clock? By the way I'm trying to also do any major things with a fresh campaign. I'm in the middle of one now so I'm not sure if this would work. I tried the resources one in the middle once but it didn't apply until a new campaign.
I already did the Blacksite mission, so what I'll do is do the Forge mission and see if it works in the middle of a campaign. With that mod active it might not work but I'll give it a go.
Edit - Completed Forge mission and it appears its subtracting pips consistant with the mod I'm using, so I'll have to do this again with a fresh campaign. Or try to figure out a way to edit the mod's settings if I can find it.
First up, I wanted to find out more about how to shorten production times, but in doing so some odd things happened. Not to say it wasn't partially successful, just unexpected stuff.
In DefaultGameData.ini, I went to this entry
XComHeadquarters_DefaultProvingGroundWorkPerHour=5 and changed it to
XComHeadquarters_DefaultProvingGroundWorkPerHour=15
In that one's case, apparently higher values matter, so I've been playing with it. Along with that there was
XComHeadquarters_DefaultConstructionWorkPerHour=5 also changed it to
XComHeadquarters_DefaultConstructionWorkPerHour=15
The first one shortened Proving Ground stuff a good deal, not quite a day, still tweaking, but its down to 3 or so in my current run. The second one helps not just construction, but apparently speed of excavation. I'm still trying to figure that one out but it shortened the time a good chunk with engineers on the project. Both building and clearing.
I went ahead and applied the changes to the story missions and stuff for pip removal but they're still not quite working the way i expected them to. This is why I think I still have a remnant of a mod sticking around. In changing some of those values as I did above, I was still seeing 12 pip removals happening with stuff like the Blacksite, which was designed for the standard 12 pip long clock.
In DefaultGameCore ini there's stuff you can change for example on weapon attachements, the bonuses they give etc. I've yet to try those out but one thing I did do that I can leave you with for today if its of interst to you is the entries for medkits I tossed in one day when I found it...
Find this entry...[XComGame.X2Item_DefaultUtilityItems]
MEDIKIT_CHARGES=1
MEDIKIT_RANGE_TILES=2
NANOMEDIKIT_CHARGES=1
Just change the number of charges for each one to suit your taste.
As I applied just about all of these edits after installing the mod, I'm running into difficulties with some of the changes not taking effect as they did before (keeping in mind many changes only show on a new campaign). I'd like to know if anyone has come across this yet and what your solution was.
Is it a matter of drilling down to where Long War 2 content is and making edits there instead?
Its a curious thing these edits. Takes a lot of experimenting but I would like to figure it out and include steps I've overlooked.
Edit: For reference, stuff like the medkit charges in the above post seem to work, but other things like changing the economy in the player's favor not so much.
Its not too bad though. If you run Grimy's loot mod or the Blackmarket mod that lets you convert items sold to intel, its a decent workaround. With Grimy's you can set price values when you sell lockboxes, and those cover dry times pretty well.
As for the LW2 campaign, its too early to tell if stuff like the doom clock was extended or what pip removals look like.
I think I stumbled across an ini file that controlled how many contacts you can make, and the starting Power Level of the ship, but I can't seem to find it again. Any ideas?
I plan on listing every mod and any changes I may make to those files specifically too. This game has been somewhat challenging to edit, since some edits don't take place in the default files, but the mod files themselves. Be sure to double check this as you go (the differences between them, which take precedence etc.) and feel free to document them here.
It is helpful too, to document what you do for your runs specifically, in notepad or something as you go. I always refer to mine for new runs and even for mods I run with it.
So the order I would go, install mods, edit default ini settings (including mod ini setting if they apply) start the game, exit, start it again and it should work.
Lately I have also been using the alternate X-COM Mod launcher to start the game, so I end up activating mods and launching the game through it.