XCOM 2
Any way to remove the turn limits?
Ok, so I don't have this game, but am eyeing it due to the sale.

Anyway, I hear that there are turn limits when in missions. Is this true? If so, is there a way to turn off the turn limits? Or at the very least, a mod that removes them?

I loathe turn limits in games, as I makes me have to rush, and then I start to make a ton of mistakes.
< >
Showing 1-15 of 16 comments
psychotron666 (Banned) Apr 28, 2020 @ 7:07pm 
Only some missions have turn limits and it's for a reason. With the expansion you can get a faction order that will extend turn limits in all missions that have them
StepwisePilot Apr 28, 2020 @ 7:11pm 
Oh, so it's not every mission then? That's good to know, thanks.
Amanoob105 Apr 28, 2020 @ 7:20pm 
Mods. Lots of them. If you don't like the way one mod deals with it there are others.

I had the same reaction you did when I heard this game was on a timer. But.

The turn limits aren't that bad as they go down by turns taken, not real time, so there is no reason to rush when picking your actions. They just help keep you on your toes and stop you from sitting still in overwatch.
And if all else fails, save scumming is a (perfectly legitimate tactic) thing.

Missions that are vital to the games story don't have them. Missions that are needed to keep the games doom clock down don't have them (those last two are often the same thing).
Missions to save the places you get your income from or raid for new supplies from also have no timer.
Of the ones that do, they come in two forms.
-The first is a shorter number of turns, but goes away the moment the objective of that map is done. At which point you can take your sweet time finishing off any enemies left.
These are the most common of the mission types.
-The second sort give you far more turns with the only objective being get to the exit point and leave the map. Once all your troops (and anyone they came here to get) leave the mission is done and you have no need to kill all the things to complete it.

You also get ways to scout out ahead both from equippable items and the abilities of your troops so the enemy doesn't always have the drop on you as you move forward. Speaking of.

All but a very few missions start you off in a sort of stealth mode, letting you advance without having to worry about finding the enemy unless you move into their (or the civilians if in a city, they tend to panic if you get too close) detection area. Don't worry, their hard to miss.
This gives you a turn or two where you can run forwards until you find the enemy and set up an ambush to kick off the real fighting.
After this is were some of the abilities of your troops come in, as they let you either keep someone, or put them back, in stealth so you can sill scout ahead without too much worry.
Bruxae Apr 29, 2020 @ 2:28pm 
I would say the opposite of the previous reply, the turns are just as if not worse than you imagine. A lot of the time you have to sprint straight for the goal, if you take 1 turn longer than it takes to rush straight for it you will lose which means you have very little tactical options. You run straight for the objective or die. Since the game also have perma deaths and minor injuries lands you in the hospital for a few dozen turns your soldiers are constantly going to be taken out due to RNG rather than skill.
Randox Apr 29, 2020 @ 3:41pm 
I figure you'll get plenty of reactions in both directions. For what it's worth , I agree with Amanoob. I fully expected I'd be grabbing a mod to extend or eliminate those timers in short order.

However, they seem to work. The timer is often tight, but it seems worse than it is. You can get a lot done in a turn. I don't find myself needing to rush in the sense that I am running into dangerous situations and dying (well, not often). But you certainly can't dawdle. The timers will push you to be efficient and make the most of your team.
StepwisePilot May 2, 2020 @ 11:42am 
Hi all. Sorry to revive this thread, but I had a quick question. Does anyone have a link to a mod that removes the timers? I found one on the steam workshop, but it has a ton of comments saying it doesn't work.
Zloth May 2, 2020 @ 7:44pm 
Have you got War of the Chosen, StepwisePilot?

Originally posted by Amanoob105:
Missions to save the places you get your income from or raid for new supplies from also have no timer.
Welllll... the "save at least X civilians" missions don't have a timer but you often have to act like they do. Alien spawns will blast a civilian or two every turn until you distract them. That forces you to keep moving forward and engage, just like timers do.
Barrelz May 2, 2020 @ 8:05pm 
There is actually an option in WotC to double all timers in game. It's in the options when you select difficulty. I find this allows more than enough time.

No Mods neccessary
Last edited by Barrelz; May 2, 2020 @ 8:05pm
ArkAngel May 2, 2020 @ 11:53pm 
Originally posted by Barrelz:
There is actually an option in WotC to double all timers in game. It's in the options when you select difficulty. I find this allows more than enough time.

No Mods neccessary

Double turn timers has always been more than enough! But do keep note that you'll have 8 turns on the psionic relay, which might be tight for some.

A compromise that I personally enjoy is "simple true concealment" which makes it so that most turn timers won't start until you've been discovered. It adds a decent chock of strategic depth and doesn't completely kill the urgency that turn timers give.

There's also mods to extend the timers, I find this in conjunction with the above the best combo.
Amanoob105 May 3, 2020 @ 12:55am 
Originally posted by Zloth:
Have you got War of the Chosen, StepwisePilot?

Originally posted by Amanoob105:
Missions to save the places you get your income from or raid for new supplies from also have no timer.
Welllll... the "save at least X civilians" missions don't have a timer but you often have to act like they do. Alien spawns will blast a civilian or two every turn until you distract them. That forces you to keep moving forward and engage, just like timers do.
True, but if you don't complete the mission before the "timer" is up it doesn't just tell you that "No if's or but's, YOU FAILED!". You just get lesser rewards.
Not to mention the chances of you not managing to save anyone at all are pretty dam low even on the higher difficulties.
Stardama69 May 3, 2020 @ 1:47am 
- For vanilla : install the True Concealment mod that cause timers to not start until your squad is exposed
- For Wotc : you can replicate this effect by tweaking the "Timer" sections in the DefaultMissions.ini file (xcomwarofthe chosen --> xcomgame --> config). Don't forget to do this for every mission type
Last edited by Stardama69; May 3, 2020 @ 1:50am
Daddy Shark May 3, 2020 @ 2:23am 
Originally posted by Amanoob105:
Originally posted by Zloth:
Have you got War of the Chosen, StepwisePilot?


Welllll... the "save at least X civilians" missions don't have a timer but you often have to act like they do. Alien spawns will blast a civilian or two every turn until you distract them. That forces you to keep moving forward and engage, just like timers do.
True, but if you don't complete the mission before the "timer" is up it doesn't just tell you that "No if's or but's, YOU FAILED!". You just get lesser rewards.
Not to mention the chances of you not managing to save anyone at all are pretty dam low even on the higher difficulties.

Uh, except that any of your squad not in the evac zone when the timer runs out are captured by Advent. I've learned to live with the timers, but they still suck. Remove them and enjoy.
Amanoob105 May 3, 2020 @ 3:18am 
Originally posted by Star Trucker:
Originally posted by Amanoob105:
True, but if you don't complete the mission before the "timer" is up it doesn't just tell you that "No if's or but's, YOU FAILED!". You just get lesser rewards.
Not to mention the chances of you not managing to save anyone at all are pretty dam low even on the higher difficulties.

Uh, except that any of your squad not in the evac zone when the timer runs out are captured by Advent. I've learned to live with the timers, but they still suck. Remove them and enjoy.
And now you're talking about a completely different type of mission. There's no, normal, need to evac your own troops in the one we were talking about.

As to the one you are now talking about, yes you are informed of this fact the moment the mission starts.
I also find their far easier once you remember to small bits of info.
1) You don't have to kill everything to win.
2) The act of leaving is a free action, so even if it took all that troops move to get to the evac point they can still leave so long as they finish on the point. The game even waits to see if you want to before ending the turn.
Last edited by Amanoob105; May 3, 2020 @ 9:28am
There's a real good mod where timers don't start while you're stealthed
Telfram (Banned) May 3, 2020 @ 9:35am 
The are Mods for Xcom 2 and WOTC that make the timers START only after you are DETECTED, with a few exceptions, which make more sense. Also allows you to set up a nice ambush to start off with.

WOTC- Simple True Concealment
Xcom 2- True Concealment
Last edited by Telfram; May 3, 2020 @ 9:38am
< >
Showing 1-15 of 16 comments
Per page: 1530 50

Date Posted: Apr 28, 2020 @ 6:58pm
Posts: 16