Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It's a shame XCom2 was too buggy for me when shortening the month durations.
MaxSuppliesInterval=336
DARK_EVENT_MIN_DELAY = 13;
DARK_EVENT_MAX_DELAY = 14;
I don't stealthily recreate anything, destroying and creating Dark Events from the deck is handled in the native XCOM code.
The DURATION is how long the nasty effect once triggered lasts.
You aren't doing something funny like destroying long DEs right before the month hits only to recreated them stealthily right after, are you? I haven't looked into your code.
I'm unsure if lengthening the month duration breaks xcom2 in the same way, but I didn't test it. I don't see why people would want to make the game both easier (fewer Guerilla Ops, longer resting times), and more boring (fewer staff, black market, incentive to expand, etc).
Thanks for your help AA. I figured you'd want to know just how wonky the base game is. It makes me wary of any base game ini edits if a major part of the game is this unstable...
That means the first Guerilla Operations would be postponed by two weeks ?
The delay is so the GOps are active all month long. If a GOp pops and no Dark Events are Preparing, the GOp will be Empty and lost (youll get an empty popup, then no mission). It's quite painful.
The "DELAY" you are speaking of is in your mod (I searched all of the base .ini files for "delay" relating to the doom meter and found none). I expected the game to keep track of the unchanged delay value, but you're telling me the base game isn't coded correctly to have non-synchronized Guerilla Ops and dark events timers...
I suppose that would mean I have to put only 2 dark events per month and settle for only countering 1 of them each month. I wish I could slightly adjust the Guerilla Ops timing directly without interfering with anything else.
Also, putting something this short is experimental. You'll have to test it out over and over to obtain the results you desire. Dark Events in XCOM 2 are finicky and don't play well if they are not synchronized properly with other values.
I also changed the MinSuppliesInterval=300 & max to 300 in the base ini. The base ini part gives me the shorter "months" that I desired. But you're mod seem to prevent all dark events from actually being finished. They stay on "preparing" forever. 3 months later the first, uncountered dark event is still "preparing"
I haven't changed anything else related to dark events nor can I think why their duration effects their preparation time. Am I missing something such as exact mulitples being required?