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but you can alter the ini, you can make it so when the avatar meter reaches full you have....more time. not sure what the maximum allowed here is. but its an easy fix in the ini.
http://steamcommunity.com/sharedfiles/filedetails/?id=616964599
And this is how you can stop the stupid avatar c**p from progressing.
https://www.reddit.com/r/Xcom/comments/44jnke/xcom2_heres_how_to_disable_the_avatar_project_and/
This one is very easy to configure according to types of mission, and also has a randomness setting within configurable parameters. It adds by default a +4 turns (which makes a lot of difference) but you can change that to whatever you want.
http://www.nexusmods.com/xcom2/mods/36/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom2%2Fajax%2Fmoddescription%2F%3Fid%3D36%26preview%3D&pUp=1
~
What would be nice to see is a mod that has this, combined with true concealment and additional in-game hack opportunities with your specialists to reset the timers.
Turning off the timers and avatar completely basicaly makes the game baby-easy-mode because there's virtually no way to lose
Your specialists can already end most timers from a distance. Any hack related timer can be shut off by simply doing the objective and a specialist can do it from far away with the gremlin. I finish most 8 turn timers in 4 or 5 turns and than take my time cleaning up the aliens.. You then have all the time in the world to finish killing the aliens on the map without a timer...
The only missions where your specalist can't do this are VIP and those have 12 turns, there's no map that takes 12 turns to get across and on those missions you aren't even required to kill everything you can just leave once you are in range...
People play this game differently.
If you are happy playing it the way you play it then that is good for you. Your way is your way it is not the definitive way or correct way it is your way.
The Op, myself and the 11,000+ others who have downloaded this mod have every right to play the game in a way that they enjoy. Wanting a way to have more options and choices over the game timers, and other tactical game elements, is completely legitimate.
Also, I have never come accross any specialist hack options in the hack screen to reset the mission turn timers in any random mission I have played so far.
Protect does not have a timer
Destroy can be shot from a distance regardless (same benefit that a specialist has for hacking targets with a gremlin except anyone with a gun can do it)
Did I say you can't play the game different?
But I would point out that there is a definitive way: the devs way.
I never once said you can't change it, that's what mods are for. But at the same time I caution people to think about the games original design and realize that there are simple ways to play inside of that design.
Once you understand that, then you can better choose from among the options you have for changing it instead of blindly jumping to the most extreme version (shutting the timers off completely)
There is a balance to the game by having timers in place. Remove them entirely and you can pretty much negate any challenge the game has. And while you are free to do so; I'm simply recomending people think about it before hand.
I would hate to see someone turn off all the challenge in the game on the first play through and than come whine on the forums that the game was too easy.
Give it a shot with the timers, realize what they are there for and than adjust accordingly until you find your level of challenge that remains fun.
There's many options between default and "off", I'm sorry if pointing that out offended you.
On the subject of balance, I always look at these things with a litte bit of amusement because we are esentially talking about single player sandbox play or what I like to say is Alien Invasion Solitare in this case.
I do understand the need for balance on another level for myself because I do find that while I love to play with larger squad sizes, I also want that challenge of beefing up the oppostion so I like the ones with increased alien pod sizes for example. its no fun going with a super squad size when all there are is 3 pods of 3.
The true concealment mod I haven't tried yet but it sounds interesting. I think I haven't tried it yet because I think it conflicts with another mod I like so I'm not sure what I'll do about that yet.
Yeh, that's the idea, who wants to lose? What it does give you is a great tactical game, were you take your time set up ambushes etc: It also enables you to see the full game, rather than rush through missing most of what it has to offer.
Believe me, if you push up the difficulty and mod it right it's not all that easy, but at least it's enjoyable.
I ******* hate timers, what ever the game, I hate ******** timers