XCOM 2
Not enough ratings
Guaranteed Breakthroughs
 
Rate  
Favorite
Favorited
Unfavorite
File Size
Posted
0.001 MB
Oct 21, 2017 @ 7:06am
1 Change Note ( view )
You need DLC to use this item.

Subscribe to download
Guaranteed Breakthroughs

Subscribed
Unsubscribe
Description
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.
< >
15 Comments
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 
Correction,

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:

BreakthroughLaboratoryModifier=0.75
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.
trsand98 Oct 22, 2017 @ 7:37am 
@ZyF IDK about making that possible, but I do know that the time they take can be changed in the Strategy Tuning ini.