XCOM 2
Reinforcement Missions
170 Comments
cancer352 Mar 23, 2023 @ 4:17pm 
I have a problem with this mod: I edited alert levels and "active=false", but it seems the whole mod doesn't have any effect. How do I have to edit the ini file really ? Neither there is any recognizable ini file in the config folder at "my games/...", so where are my data ? Does the mod load ?

I want to prevent reinforcements too early or on every turn because I already lost a whole game by this.
Yuurei Jan 25, 2023 @ 8:59pm 
Tomaszeeeotto, im not shure becouse i dint try yet but in teory you can use the fulton system form other mod to extract the loot
Katrin2002 Jun 4, 2022 @ 8:08am 
I love using this mod it makes the game so much harder, my only issue is that it makes some missions impossible to complete. Certain supply missions have the objectives "Secure ADVENT supplies" and also "Evac all XCOM operatives" and therefore its not possible to get any supplies? you need to defeat all the enemies to win but there's infinite enemies. meaning by the mid-game i have no elerium or alloys because i cant complete the missions i need to get them. If this is an issue anyone else has found a way around I'd love to hear it as this mod is great and I really want to be able to play with it more.
RafaeL DK Feb 3, 2022 @ 9:35am 
I've tried in every way, but I can't change the time the reinforcements arrive... it's hard to pass the vip missions and others... does anyone know how to disable the reinforcements or even make them take longer?
Tiger's Eye Dec 9, 2019 @ 7:30am 
Is there any word from the mod author whether this will make it's way int WotC some day?
Joe Marotta Jun 29, 2019 @ 7:35am 
This is such a good idea. Would love to see the modding community pick this up and port to WotC either as-is or with modification. With so many mods making the game harder, this could be a must have for WotC.
Duncan Jun 5, 2019 @ 2:26pm 
Just a note for people facing this issue. I started a new game and the same thing happpened again, on the same mission. I managed to get through the mission as follows. Firstly, use cheats, details here: https://consolecommand.org/xcom-2-cheats-and-console-commands/

Go for the Power up cheat the moment you should have won the match. Do not exploit this by collecting heaps of corpses or anything though.

Next you need to move all your guys to one corner of the map. then drop the evac flare in a different corner, one that has no enemies.

The spawns all come in on top of where you soldiers are usually so the evac point should be clear. Even despite this it took me two tries. There were over 100 corpses on the battlefield by the end, my graphics card almost caught fire.

In case anyone is looking into fixing this, the mission is rescue a vip from a rioting city. It doesnt happen every time but it seems to be over 50%
Duncan Jun 3, 2019 @ 10:29am 
I love the idea of this, and it was fun for two missions, but then I got an extraction mission which I attempted like 30 times. On the last try I managed to stealth the entire mission, waited until the pickup cooldown was done, and called it in. Immediately two squads dropped directly on my flare, then two the next round. The pickup was cancelled, all the swarms of troops from across the map converged and it was over.

It may be that there are compatibility issues with the additional maps mod, and the improved advent mod. Either way, there are some balancing issues and more than a few bugs.
Junnininja Apr 15, 2019 @ 1:50pm 
This mod is essential for XCOM2, they should've made it like that in vanilla. For example, China has apparently 2 million active soldiers, and that's just with conventional reproduction. How the blazes does Advent "run out" of reinforcement when we're in the middle of one of their city centres?
Conefed Feb 2, 2019 @ 10:54pm 
Does this add new missions or affect missions that use reinforcements?
I Subbed to several new mods at once and now reinforcements are being spammed nonstop ! is this mod doing it? I'm on first mission.
PADDY Dec 26, 2018 @ 1:35am 
works for wotc?
Tapeworm Oct 16, 2018 @ 12:48pm 
man a WOTC compatible version of this mod would be so great :|
Pencey Sep 26, 2018 @ 6:47pm 
Would kill for a WOTC version of this essential mod.
FlamingFeather May 19, 2018 @ 11:15pm 
is there a WOTC version on the way?
Tiger's Eye Mar 22, 2018 @ 3:26am 
Any ETA on the WOTC verssion of this mod? Because every time I load the game up and I don't have it installed I die a little bit inside.
CapitaineYolo Mar 11, 2018 @ 6:29am 
Nevermind, found your other mod who lets me extract them. great work :D
CapitaineYolo Mar 11, 2018 @ 6:20am 
this is a nice mod ^^ I have one question though: how am i going to get corpses if I evac out in every mission?
Mind Goblin Jan 1, 2018 @ 8:21am 
Plan to update for WOTC?
Ar_z_T Sep 17, 2017 @ 12:49pm 
Disable Timer is still on on VIP Missions. I tried everything to get it work.
What am i doing wrong?

I cleaned and reloaded the mod list, didn't install "True Concealment" or other disable Timer Mod, just in case,
set the TimerConfiguration to false ... checked file integrity und reenabled the mod again...
there is no way the shit timer goes away :-(
On a "Destroy a Beacon" Mission there was no timer and the Reinforcments kept coming as intended. They are also coming in the VIP Mission after Red Alert, but the Timer kills my enjoyment
Pownage Sep 5, 2017 @ 5:07pm 
Glad to hear it, This was one of my favorite mods, pressure of enemy units not timers, makes you feel like you're really against an army with a small force.
Maluco Marinero  [author] Aug 31, 2017 @ 3:35am 
I plan on it yes, but don't wait up on me, a lot of work is involved and honestly I'd rather not rush something out to be 'first', but Guerrilla War will definitely come to WOTC one day.
forerunner398 Aug 30, 2017 @ 11:11am 
Hi, was just following up on whether you were going to make a WOTC version of the Guerilla War stuff or not. If not, I'm gonna go ham on other mods, if you are, I'll wait a bit.
Maluco Marinero  [author] Aug 22, 2017 @ 4:56am 
Yeah, likely. I have no idea what the mod situation will look like on release, but if there are bits that are broke I'll fix this mod.
forerunner398 Aug 19, 2017 @ 1:13pm 
Will you update this for the expansion if it's needed?
Maluco Marinero  [author] Aug 8, 2017 @ 4:43am 
Nope. Most missions are reworked such that extraction is the success condition, and enemies will eventually arrive every turn.
AshHill07 Aug 6, 2017 @ 2:53am 
So, is this actual infinite reinforcement, or just so many that it should overwhelm you?
I mean, is it actually possible to kill them all and finish the mission normally if your team is good enough to hold on?
Maluco Marinero  [author] Jul 19, 2017 @ 6:20am 
@kdports - hmm , it's probably a config issue, I'd refresh your config before writing it off, sorry for the problems. If that doesnt fix it maybe you can remove all the configuration referring to SupplyRaid missions in XComMissions to get it back to a normal Supply Raid so its at least playable.



@Mandrake, if you feel like the reinforcements are too much you can edit the config in the modfolder, XComReinforcementMissions, however keep in mind that missions are set up expecting you to Evac after hitting the objective, so play aggressive. It's hard with 4 soldiers but I have aced Gatecrasher on Legendary with it a few times. That said, it's probablt better the either up your squad size or tone down the difficulty to compensate for the reinforcement mechanics in the long run.

I haven't worked too much on the balance for a while as my intent is more towards a larger strategy overhaul which will source it's reinforcements differently.
Mandrake Jul 15, 2017 @ 3:24pm 
Isn't there supposed to be a timer before the reinforcement starts. In my games they come turn two and keep coming every turn... How do I change that?
Mandrake Jul 14, 2017 @ 3:51pm 
How do you disable it in the gate crasher mission. Seems impossible with 4 rookies...
kdsports Jul 14, 2017 @ 3:02pm 
Hey Maluco,

I'm loving this mod so far, but have run into a major problem. The supply raid mission type doesn't have the crates showing up, an it is impossible for me to pick them up. (Extract Corpses is installed) I have no idea what to do other then just skip supply raid missions. Any help would be greatly appreciated, and keep up the great work.
Boisegangpc Apr 13, 2017 @ 8:42am 
How can I disable the new versions of the UFO and Supply Raids? Using this with ABA 2 so I don't know how the missions would become incompatible with ABA 2 and Additional Mission Types. I like how this changes up the tactical gameplay, but the corpse changes does imbalance the economy for a lot of things like Metal Over Flesh, Finite Armory, and other mods.
Khaki_Crayfish Mar 25, 2017 @ 6:09pm 
I've been having an issue where, on a "retrieve advent schematics" mission, there are two, retrieve schematics objectives, one of which seems to replace the "kill all aliens" objective, but when the schematics are retrieved, only one of the objectives pops.

I then have to evac my soldiers because of the reinforcements, but when I do, the mission is a critical failure because I failed the objective.

I'm new to Xcom 2 modding, so it may not be this mod that is causing the issue, but as far as I can tell, I have no other mods which directly affect mission objectives or types in any way. I also have Evac All, which I thought may be the problem but I've tried removing it and that doesn't seem to be the case.

Thanks for any advice or help you can give.
RobRendell Feb 19, 2017 @ 1:21am 
I'm enjoying this mod (as part of the trio of Guerrilla War mods). Thank you - it makes it feel much more like a resistance movement fighting against overwhelming forces.

Bug report: the Protect the Device mission, where you have a data tap with buckets of health that you have to prevent Advent destroying. In your version, you've changed it so that there's a timer before the device finishes transmitting its data, after which you can evac - that makes sense. However, when the timer reached zero, I got a message from Central saying that the device had been destroyed, and we'd lost the data. The mission objective was marked as successful though, and when I evacuated the mission was treated as a success. So, presumably just the wrong voice clip was played.

Also, it would be nice if the upload timer for that mission was of the sort that goes greener the closer to zero it gets, instead of starting to flash red when it approaches zero.
Alecazam Feb 14, 2017 @ 1:43am 
Yeah, I had it going. It's just that the the reinforcements were a bit much, and I prefer the original version of the supply raids.

I can't find the LW2 ini either, but I had it playing.
Maluco Marinero  [author] Feb 14, 2017 @ 1:40am 
You might need to sub unsub then, is the mod even installed?
Alecazam Feb 14, 2017 @ 1:08am 
Can't find it there either I'm afraid.
Maluco Marinero  [author] Feb 14, 2017 @ 12:45am 
The config file is probably still in the Mod Folder (which is under steamapps/workshop/content/268500/766511505)

It should probably still work if it's there, but if you want to edit the config either do it dirrectly to the mod folder or copy over into your own config directory.
Alecazam Feb 13, 2017 @ 9:36pm 
Help, I can't find the lines in the ini files!
venolf Feb 13, 2017 @ 8:38pm 
I installed this mod and launced game and saved current process in-game and exit / relaunched the game again...but I still can't find the XComReinforcementMissions file in my documents/My Games/XCOM2/XComGame/Config folder....do I have to play a mission in order to activate this mod? or is there somewhere else this file stored??
Capt.Fadey Feb 1, 2017 @ 9:12am 
I have this mod and I use it, but still can not understand how to make the landing of reinforcements more rare? could you explain ...
Maluco Marinero  [author] Jan 23, 2017 @ 8:45pm 
If you look in the config example in the description, you'll see a MissionType="SabotageCC". My theoretically is that if you change MissionType to match the ones used in Long War (which I think are all prefixed by LW_) you can set a reinforcement schedule for that mission.
DeltonX Jan 23, 2017 @ 5:54pm 
awesome thanks i will try it
Maluco Marinero  [author] Jan 23, 2017 @ 4:53pm 
@Pubillu thanks for the vote of confidence, but considering they did their own mission scripting you'll be better off modding the timers out of LW2, and then putting my reinforcement system in its place. It should actually work since they've removed lots of sweep objectives and I've built this to use events rather than overrides, so theoretically its possible although it depends what config work needs doing to remove their reinforcement schedules maybe.
Pubillu Jan 23, 2017 @ 12:46pm 
What function has LW2 that resembles this mod? I still see the turn limit on the top right in LW2 let's plays

BTW, not playing LW2 until it works with mod, i love your guerrilla mods too much!
DeltonX Jan 22, 2017 @ 5:29am 
THANKS
Maluco Marinero  [author] Jan 21, 2017 @ 6:51pm 
It has a similar function, however it 'may' actually be possible to update the configuration to use this mod for the reinforcement schedule rather than long war. Whether that is beneficial or balanced is something else entirely though.
Dragon32 Jan 21, 2017 @ 10:10am 
Staro Ultra:
There's this comment on Long War 2 compatability:
This mod has a similar function to a mechanic built into LW2.

From here: Mods Compatible with LW2 Rev.1.7 [drive.google.com]
DeltonX Jan 21, 2017 @ 7:15am 
does this work with long war
PandaBubbles Jan 17, 2017 @ 12:33pm 
Awesome, thanks for helping....and the mod :D
Maluco Marinero  [author] Jan 17, 2017 @ 12:08pm 
Nabouble, I think you've got it right.

Removing the XComReinforcementMissions.ini and XComMissionLogic.ini references to the UFO and Supply Missions will remove the reinforcement waves.

Removing the XComMissions.ini references will revert the mission scripting and schedules back to vanilla, and the UFO edit in XComGame.int reverts the mission text.

Good stuff. :)