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Dark Events Timers WOTC
   
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Sep 9, 2017 @ 2:51pm
Oct 29, 2017 @ 11:25pm
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Dark Events Timers WOTC

Description
Dark Events trigger time and duration can be adjusted. This is an expert level mod and cannot be used as is. Misuse of timings can cause campaign problems, if you are not familiar with INI editing you should avoid this one.

-= VALUES =-
I had to fish out the game values using a RedScreen because I cant find the WOTC source code. The values are in the screenshot.

Note that whatever you do, a Dark Event triggers immediately 1-2 hours before the Supply Drop so the duration can't be higher than the supply drop timing.

This mod is preloaded with my personal settings. You will need to change yourself these settings:

CHANGES REQUIRED TO INI FILES (MANUAL):

FILE : C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Config\DefaultGameData.INI

[XComGame.XComGameState_HeadquartersResistance]
; Supply drop in hours : 30 days (24x30) +1hr for the Dark Events to expire correctly
MinSuppliesInterval=721
MaxSuppliesInterval=721

[XComGame.XComGameState_MissionCalendar]
; Adds 2 days of random time between missions, negative value means value is added
; (double subtraction).
MissionSpawnVariance=-48

[XComGame.X2StrategyElement_DefaultMissionSources]
; If the Dark Event will execute in next 2 days, invalid for GOp reward
GOpIgnoreDarkEventCompleteWithinDays=2

MissionDecks[0]=(DeckName="StartMissions", NextDeckName="MidMissions", MissionMonthDays=65, bForceNoConsecutive=true,\\
Missions[0]=(MissionSource="MissionSource_GuerillaOp"),\\
Missions[1]=(MissionSource="MissionSource_ResistanceOp"),\\
Missions[2]=(MissionSource="MissionSource_Retaliation"),\\
Missions[3]=(MissionSource="Blank"),\\
Missions[4]=(MissionSource="MissionSource_GuerillaOp"),\\
Missions[5]=(MissionSource="MissionSource_SupplyRaid"),\\
Missions[6]=(MissionSource="MissionSource_ResistanceOp"),\\
Missions[7]=(MissionSource="MissionSource_GuerillaOp"),\\
Missions[8]=(MissionSource="MissionSource_Retaliation"))

[XComGame.XComGameState_HeadquartersAlien]
ChosenActivationDate=(MinDays=25, MaxDays=29)
ChosenActionScheduleDays=(MinDays=1, MaxDays=29)
ChosenDarkEventDays=(MinDays=30, MaxDays=30)
StartFavoredChosenSearchDays=30

Once you have adjusted this, your game is now on a 30 day calendar rotation (New Campaigns Only!). This is experimental as of yet.

-= LESS SUPPLIES OVERALL, HOW TO FIX? =-
You noticed that 30 days instead of 21 days means less supplies. You need to increase your supply drop values. Same file, change these to these values:

FILE : C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Config\DefaultGameData.INI

[XComGame.XComGameState_HeadquartersXCom]
; You need to start with slightly more supplies, you need to tough it out.
XComHeadquarters_StartingValueSupplies[0]=300 ;Easy
XComHeadquarters_StartingValueSupplies[1]=275 ;Normal
XComHeadquarters_StartingValueSupplies[2]=250 ;Classic
XComHeadquarters_StartingValueSupplies[3]=225 ;Impossible

; How many supplies your initial region provides.
StartingRegionSupplyDrop[0]=250 ;Easy
StartingRegionSupplyDrop[1]=225 ;Normal
StartingRegionSupplyDrop[2]=200 ;Classic
StartingRegionSupplyDrop[3]=175 ;Impossible

FILE: C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Config\DefaultGameBoard.ini

[XComGame.XComGameState_WorldRegion]
; This is how many supplies a Region awards when contacted. 75 is the average at normal
; for 21 days in regular mode, so increase it slightly (1,42x [30/21]). 105 is the new normal average.
MinSupplyDrop[0]=105 ;Easy
MinSupplyDrop[1]=95 ;Normal
MinSupplyDrop[2]=85 ;Classic
MinSupplyDrop[3]=75 ;Impossible

MaxSupplyDrop[0]=125 ;Easy
MaxSupplyDrop[1]=115 ;Normal
MaxSupplyDrop[2]=105 ;Classic
MaxSupplyDrop[3]=95 ;Impossible

SupplyDropMultiple=1

[XComGame.XComGameState_ResourceCache]
; Sets the scan time for supplies to 1 day, 1 shot.
MinScanDays[0]=1
MinScanDays[1]=1
MinScanDays[2]=1
MinScanDays[3]=1

MaxScanDays[0]=1
MaxScanDays[1]=1
MaxScanDays[2]=1
MaxScanDays[3]=1

NumScansPerCache[0]=1
NumScansPerCache[1]=1
NumScansPerCache[2]=1
NumScansPerCache[3]=1

-= DARK EVENTS ACTIVE TIME =-
Short : 25-35 Days.
Mid : 40-50 Days.
Long : 50-70 Days.

-= WHY USE THIS? =-
I thought about making this private, but there may be someone somewhere who needs this. I need this to ensure Dark Events last 30 days instead of 21. If your Dark Event list is empty, Guerilla Ops will spawn empty.

-= ADVANTAGES =-
You get a whole 30 days to counter events, unlike in the base game where the window to counter is more like 1 week and a half before the Dark Event is marked as invalid for Guerillas.

-= ADDITIONAL DARK EVENTS FROM OTHER MODS =-
Do NOT use this with more events. Not supported.

-= SUPPORT =-
Unlike my other mods, I will not be providing active support for this. I am not responsible for your campaign breaking if you use this. I use it, but I assume the consequences.

-= UPDATES =-

V2.0
Dark Events are now a flat 30 days, no random. I dont want an empty Guerilla war because the random was bad, so now they last 100% of the month active until you counter them or supply drop arrives.

Also the first month it starts (the second) has 3 events up from 2.

V2.1
I added a required mod. It's not vital, but it allows Dark Events to continue even if you fail a GuerillaOp and execute on schedule instead of executing immediately.
I updated the README.TXT file to include the INI documentation i put here.
28 Comments
Juravis  [author] Dec 16, 2017 @ 4:50pm 
Theres an ini file setting for that check in defaultgamedata i think the default is 25 or 28 good luck finding it
ΩHM Dec 16, 2017 @ 4:37pm 
Thanks for this.
I'm trying to pace the game a even further where the chosen don't pop up for the first 2 months. Any idea if this is doable, or is it always tied to the first supply drop date?
Figured “ChosenActivationDate” was what I was looking for, but changing it (as a test) to 2 days minimum 3 days maxium doesn’t make the event chain fire.
Greatly appreciate any help on the matter.
Juravis  [author] Dec 10, 2017 @ 6:26pm 
With mods
John Helldiver Dec 10, 2017 @ 11:55am 
How do you disable them?
Juravis  [author] Dec 10, 2017 @ 11:28am 
Yes but not here
John Helldiver Dec 10, 2017 @ 6:29am 
Is there a way to disable dark events completly?
Juravis  [author] Oct 29, 2017 @ 11:28pm 
If anyone is having problems with Return Fire being active and Skulljacking, please mention it. Return Fire triggers when you miss, but I think the Skulljack of the first Captain is 100% to succeed, despite the UI showing 70%.
Juravis  [author] Oct 20, 2017 @ 12:54pm 
Pretty sure it works.
Polar Bear Oct 20, 2017 @ 12:11pm 
Second wave option added with WOTC. Sets all DE as permanent Dark Events.
Juravis  [author] Oct 20, 2017 @ 10:10am 
Whats that?