XCOM 2
Dark Events Timers
25 Comments
Juravis  [author] Sep 28, 2017 @ 7:19pm 
This is an advanced mod and I can't help you, youll need to play a bit first then come back if you feel the need
DestroyerJamie Sep 28, 2017 @ 6:41pm 
Just a noob here but where do I go to change the values? I'm new to this stuff
LightenedDark Jan 18, 2017 @ 7:12pm 
I'm just coming back in case people find this later: http://steamcommunity.com/sharedfiles/filedetails/?id=831863509 will allow permanent dark events for other masochists like me.

It's a shame XCom2 was too buggy for me when shortening the month durations.
Juravis  [author] Dec 4, 2016 @ 9:15am 
This mod doesnt perform any GUI effects. I'm sure there's other mods for this.
RainingMetal Dec 4, 2016 @ 8:35am 
Any way to display the estimated/determined time in which the current dark events will be executed? I wouldn't want an Avatar breakthrough occur if I don't have a factory on the map and before the counter ops are available.
Juravis  [author] Oct 2, 2016 @ 11:24pm 
For a two week calendar use

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.
Juravis  [author] Oct 2, 2016 @ 11:20pm 
You are confusing DELAY and DURATION. A Dark Event cannot have a DELAY higher than the max supply calendar, EVER. I use 30 and 31 so they -always- trigger at the end of the supply calendar.

The DURATION is how long the nasty effect once triggered lasts.
LightenedDark Oct 2, 2016 @ 9:30pm 
I'm leaving mine on vanilla 21 day months. I assume you mean "at most" since 14 is at least 30 days. But what do you mean DE's must expire or it will break GOs? You mod allows some DEs to last longer than 1 month: "DARK_EVENT_MAX_LONG_DURATION=75" is given as an example.

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.
Juravis  [author] Oct 2, 2016 @ 9:10pm 
I've tested this mod extensively with 30 day months with 30 day max Dark Events and it works well. I could not say for smaller values, I never really thought anyone would shorten it.
Juravis  [author] Oct 2, 2016 @ 9:05pm 
If you change the Supply Cut-off to 2 weeks, you MUST make all DARK EVENTS last 14 days at least, not 30. All DE MUST expire right before the cutoff or it breaks Guerrilla Ops. This is an XCOM limitation.
LightenedDark Oct 2, 2016 @ 8:03pm 
I'll just add a warning that some testing revealed that changing "MinSuppliesInterval=" and "MaxSuppliesInterval=" to nonstandard values causes the dark events to not pop. Basically if you change your months (as is encouraged above) even to nice friendly smaller numbers like 336 (2 weeks rather than 3), it will break your dark events. I tested this in vanilla xcom2 without any mods back and forth.

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...
Vullcan Aug 29, 2016 @ 11:04am 
Thx for explanation AA :)
Juravis  [author] Aug 28, 2016 @ 2:17pm 
No it means that the GOp will ignore Events that are just about to expire when picking GOp misison lists (because you have 24 hours to get to them, and if the event expires while on the way, youre not countering anything). Leave this parameter to 24 hours minimum.
Vullcan Aug 28, 2016 @ 12:28pm 
What the GOpIgnoreDarkEventCompleteWithinDays=14 parameter does from [XComGame.X2StrategyElement_DefaultMissionSources] ?
That means the first Guerilla Operations would be postponed by two weeks ?
Juravis  [author] Aug 27, 2016 @ 8:59pm 
You are correct that Guerilla Ops and the Supply Timer are not correctly synched. That's controlled in the MonthDays value in the INI file for your Mission Deck list. You would have to adjust your DefaultMissions in order for EXACTLY X Guerilla Missions to pop up during that time. It's quite tricky and I would not wish upon anyone to playtest that to see if it works. I strongly suggest you adhere to your 2 missions per month scenario as it looks like it will work.

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.
LightenedDark Aug 27, 2016 @ 4:16pm 
Shorter months means more Guerilla Ops so I can often counter 2/3 dark events per each (21 day?) batch. They are permanent, so countering only 1/3 per period would be quiet 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.
Juravis  [author] Aug 26, 2016 @ 11:51pm 
You want shorter months? 300 gives 12.5 months, so your Dark Events should not be above 12 days for MAX DELAY and they should be below 12 for MIN DELAY. Don't put 999.

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.
LightenedDark Aug 26, 2016 @ 8:29pm 
@Advent Avenger, I love what this mod tries to do. I want to do 1 thing with it: make all dark events permanent. Therefore I changed DARK_EVENT_MIN_DURATION = 999; & the max duration 999 and the LONG min & max also 999

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?
Juravis  [author] Jul 21, 2016 @ 12:23pm 
If you have custom timings please update your INI files, new version up.
Juravis  [author] Apr 27, 2016 @ 2:50pm 
Most probably yes
cbdeakin Apr 27, 2016 @ 2:50pm 
Could mods allow more than 3 dark events to be active at a time?
Juravis  [author] Apr 1, 2016 @ 3:52pm 
These are all stock Dark Events. The length of a Dark Event is totally independant of its coming up. To increase the likelihood of a modded Dark Event to show up you would have to go inside that mod and increase the WEIGHT variable so it shows up more often.
NateofDrake117 Apr 1, 2016 @ 3:43pm 
Would reducing the lengths of the stock game dark events and increasing the total number of dark events thus increases the likelihood of add-on dark event mods showing up?
Juravis  [author] Apr 1, 2016 @ 3:18pm 
@fatlazyhomer Its not the goal of this mod to change existing events, but it can be done. The mod here makes it double rookie cost shows up earlier and you have the option to make it last 2 months so it sucks less. It uses the LONG timer.
NateofDrake117 Apr 1, 2016 @ 1:12am 
Neat! Is there any way to disable some of the lamer dark events like double rookie cost?