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Honestly, I don't think it's necessary to switch to that. This mod still works very well, it has been running stably for eight years and doesn't require other mods to help it work.
I haven't tried it but they certainly know their way around the SDK.
@bmoses00, it only spawns guerilla atm, you can choose a different mod, start your own covert OP but afaik it doesn't have a council mission.
Grimy left the XCOM 2 modding scene some years ago and is unlikely to reply. There are a number of his other mods ported to WotC, with appropriate credit given. I think doing what they've done would be the way to go.
NewScanningTime = POIState.GetNumScanHoursRemaining()/24
It results in all my scan sites are 1-3 days now.
Here you divide hours to 24 and present DAYS
NewScanningTime = POIState.GetNumScanHoursRemaining()/24;
Here you add DAYS to DAYS stored before
NewScanningTime += MyScanMod.DayMod;
And here you set total DAYS into HOURS api func.
POIState.SetScanHoursRemaining(NewScanningTime,NewScanningTime);
What you should do here, is multiply NewScanningTime to 24 first.
new mission types in WOTC are not included here. You can try configuring the ini ifles and adding the new mission types, haven't tried though cause it might cause glitches.
Default settings definitely need some tweaking. You can't take most of the extra potential missions, anyhow, because there are far more important things that need doing. I like the concept of the mod but I'm gonna disable it in my next playthrough because it takes a lot of playtime to really determine whether or not the increased XP requirements are "fair" or not.
To anyone else, a word of warning: Don't use this mod with Mission Penalty Rebalance, you might lose your starting region entirely.
+SCAN_TIMES=(POIName=POI_AlloysElerium, DayMod=0, MissionName=GrimyOp_AlloysElerium)
but there is no corresponding reward name, yes?
the mission summary has a blank reward for the assorted, but the geoscape lists "assorted" for the mysterious stranger scan site.
some say the reward is delayed but so far i see nada
yeah, I experienced that a day or two after i saw your comment -- first scanning site mission, Chosen Assassin and Lost.. hmm!! :P
seems like the game is designed to let the chosen appear on the 2nd mission in the game
normally that'll be the faction mission (after the guerilla op)
with this mod you might trigger a random scan mission (to get the scan award) before the faction mission so the chosen will appear on 2nd mission be it normal guerilla op or scan mission whichever comes 2nd
what do you mean?
BUT it speeds up a bit of new features
*no spoilers*
And then the region was disconnected. I didn't even notice until today(it was about 3-5 days ago that this happened) because there was no pop-up. This was my home region, so I've lost my HQ and cannot reconnect with the region. Here's a screenshot: http://steamcommunity.com/sharedfiles/filedetails/?id=952165231
I have realized that this is maybe the conversion to seconds for the MissionDuration variable, where MissionDuration is hours (60 minutes x 60 seconds/minute = 3600 seconds=1 hour)
So... I tested changing this value in the XComMoreScanningSites.ini to... double, let's see.. 7200.0 and... thatcham! I had an infiltration time of almost 2 days!! Test it with 18000.0 and you will eventually get around 5 days for the infiltration.
Believe me, it works.
Sry to GrimyBunyIP for digging in your code that way, but I wanted desperately run this awesome mod in LW2.
And sorry for my poor english, it's not my native language.
Cheers all.
Hi there, I had the same 1-day time limit for the infiltrations in the spawned missions, that made some of those... ahem... difficult to handle...
Well, as I love this mod, I digged a bit in the code and found something maybe useful for you: the mission duration, i.e. the time left to be forced to complete it is calculated in the following code line:
MissionDuration = (default.MissionMinDuration + `SYNC_RAND_STATIC(default.MissionMaxDuration - default.MissionMinDuration + 1)) * default.DURATION_MULT;
Where default.DURATION_MULT is the configuration variable located in the file XComMoreScanningSites.ini with the default value of 3600.0
continues -->
Point. Guess if Grimy updates the mod it'll be re-downloaded but he seems to be MIA these days.
Comment out all the lines in:
Steam\SteamApps\workshop\content\268500\665703787\Config\XComGameData_XpData.ini
That'll return number of kills for a promotion to the default.
I am modding some, but I typically will not take someone's mod and edit it without permission, which I can, (new to Xcom, but have modded in the past, still learning the ropes here), but I thought I would put the request in here first.
That's characteristic of a mod conflict:
Troubleshooting: Mods not working properly / at all