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Guaranteed Breakthroughs
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Oct 21, 2017 @ 7:06am
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Guaranteed Breakthroughs

Breakthroughs are guaranteed (except from Breakthroughs and any instant research), Inspirations are (almost completely) removed.

This is designed to give you an incentive to slow down your standard research speed.
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[TFF] Blayze  [author] Oct 13, 2018 @ 6:58am 
Editor's broken, or I've broken it. Maybe both. I'll make a TLP version of this mod when--or if--I can fix it.

In the meantime, in case you want to emulate the effects of this mod yourself, here's the settings you have to change.

Open XCOMGameData.ini in "XCOM2 War of the Chosen\XComGame\Config".

The numbers in square brackets are the settings by difficulty. [0] is Rookie, etc. You only need to change the settings for difficulties you intend to play on.

Change MaxInspiredTechTimerHours from "504" or "672" to something mad like "504000".
Change StartingBreakthroughTechTimerHours from "336" or "504" to "0".
Change MaxBreakthroughTechTimerHours from "840" or "1176" to "0".

The first setting makes Inspirations all but nonexistent.
The other two ensure that even the briefest of standard research (aside from instant autopsies) projects will give you a Breakthrough.
trsand98 Oct 28, 2017 @ 6:43am 
I just took another look at the Strategy Tuning ini that is in the Steam folder, not the one in the My docs folder, and found found the following quote at the top:
"To override a strategy stat for a particular difficulty level add a new section below for the difficulty selected using the section format"
This is followed by this: [{BaseTemplateName}_Diff_{Difficulty} X2CharacterTemplate]
This means that it actually is possible to adjust both time and resource requirements for all projects on all difficulties via the Strategy Tuning ini.
ADVENT Avenger Oct 22, 2017 @ 10:22am 
By the way BreakthroughLaboratoryModifier=0.75 means having a lab makes breakthroughs take 25% less time, which is why some people may find that breakthroughs take too long to be bothered with without a lab. You can tweak the two values for the Resistance Order and Lab Bonus.
[TFF] Blayze  [author] Oct 22, 2017 @ 10:20am 
Thanks Avenger. I see what you mean about the Inspirations; for some reason I thought messing with the Max timer line would do the job. Ah well, I'll make the description more accurate; I only really know how to do .ini changes at this point.

Thanks for the code, regardless.
ADVENT Avenger Oct 22, 2017 @ 10:17am 
To disable completely Inspiration timers you would have to override the core game function

private function ResetInspiredTechTimer()
local int InspiredTimerHours;

InspiredTimerHours = `SYNC_RAND(`ScaleStrategyArrayInt(default.MaxInspiredTechTimerHours));
InspiredTechTimer = GetCurrentTime();
class'X2StrategyGameRulesetDataStructures'.static.AddHours(InspiredTechTimer, InspiredTimerHours);

And change it to something like this

private function ResetInspiredTechTimer()
local int InspiredTimerHours;

InspiredTimerHours = 99999999;
InspiredTechTimer = GetCurrentTime();
class'X2StrategyGameRulesetDataStructures'.static.AddHours(InspiredTechTimer, InspiredTimerHours);
ADVENT Avenger Oct 22, 2017 @ 10:15am 

InspiredTimerHours = `SYNC_RAND(`ScaleStrategyArrayInt(default.MaxInspiredTechTimerHours));

This means that Inspirations arent disabled, they will just randomly take between 1 and MaxInspiredTechTimerHours, which isnt disabling. You could get another inspiration technically.
[TFF] Blayze  [author] Oct 22, 2017 @ 10:14am 
Isn't that the chance for a Breakthrough to occur? Not exactly needed if so with this mod. :P
ADVENT Avenger Oct 22, 2017 @ 10:11am 
Also the breakthrough Lab modifier is just below the lines you change yourself:

trsand98 Oct 22, 2017 @ 8:19am 
I just did some looking around, and found four lines in the Game Data ini that start with ResearchProject_TimeScalar. My bet is that the game finds the time scalar for the selected difficulty, and then multiplies it by the time it finds in the Strategy Tuning ini to get the research time.
[TFF] Blayze  [author] Oct 22, 2017 @ 8:10am 
Unfortunately, ZyF, that's only for Legendary difficulty, which means the timer for the other difficulties is coming from somewhere else, perhaps even hard-coded along with whatever line of code stops scientists from afffecting them.

The best I could do would be to halve the numbers (or remove the lines? I dunno) to make them take five days. You'd have to ask someone with more experience with the editor if they know how to get at the default values.