grenademagnet Posted November 17, 2013 Share Posted November 17, 2013 Hi, I'm working on the Implassic mod. The reason I ask about modding the game to remove the first mission to allow to make it quicker to test out mod changes. For example, each time I make an INI file change and want to test it, I have to fire up a new XCom game and slog through the first mission to see if the mod changes took effect, like for the Geoscape. Modding out the first mission could make it easier for other people to test their mods, too. Link to comment Share on other sites More sharing options...
Drakous79 Posted November 17, 2013 Share Posted November 17, 2013 (edited) To speed up testing, you can put the code below at the end of DefaultInput.ini and hit F12 in a mission. It will do combat simulation for you. [XComGame.XComTacticalInput] .Bindings=(Name="F12", Command="SimCombat") Edited March 1, 2016 by Drakous79 Link to comment Share on other sites More sharing options...
grenademagnet Posted November 17, 2013 Author Share Posted November 17, 2013 To speed up testing, you can put the code bellow at the end of DefaultInput.ini and hit F12 in a mission. It will do combat simulation for you. [XComGame.XComTacticalInput] .Bindings=(Name="F12", Command="SimCombat")Ah, thanks very much, Drakous79, that's a big help. Link to comment Share on other sites More sharing options...
Krazyguy75 Posted November 17, 2013 Share Posted November 17, 2013 (edited) Would the killaliens command work? Also, for the above method, I think you can bind "slomo [something huge]" to another key to speed up time. Edited November 17, 2013 by Krazyguy75 Link to comment Share on other sites More sharing options...
Drakous79 Posted December 1, 2013 Share Posted December 1, 2013 (edited) Yes, killaliens works too. Edited December 1, 2013 by Drakous79 Link to comment Share on other sites More sharing options...
grenademagnet Posted February 26, 2014 Author Share Posted February 26, 2014 In the new patch from 02-25-2014, it appears the key command for SimCombat and killaliens is no longer working, at least for me. I tried overridding the DefaultInput.ini file in the EW config folder _and_ in the folder under \Documents\my games\XCOM - Enemy Within\XComGame\Config Does anyone else notice this? Or were they able to get the SimCombat command to work again? I suspect Firaxis disabled these commands or screwed them up with their latest patch. For reference, this no longer works after the latest patch: To speed up testing, you can put the code bellow at the end of DefaultInput.ini and hit F12 in a mission. It will do combat simulation for you. [XComGame.XComTacticalInput] .Bindings=(Name="F12", Command="SimCombat") Link to comment Share on other sites More sharing options...
dubiousintent Posted February 26, 2014 Share Posted February 26, 2014 Since that is a 'development command', you may need to enable the 'Developer Console' (again). Instructions 'here'. After a patch you usually have to reapply any mods and edits to the EXE. Basically it's as if you ran a 'verify files' process. Anyone have any info on this patch? Preferably from the Version.txt file, but also need a source for any releases notes or equivalent to update our 'Patches' page info. -Dubious- Link to comment Share on other sites More sharing options...
wghost81 Posted February 26, 2014 Share Posted February 26, 2014 http://forums.2k.com/showthread.php?432801-XCOM-Enemy-Within-Upcoming-Update-Notes Link to comment Share on other sites More sharing options...
Drakous79 Posted February 26, 2014 Share Posted February 26, 2014 EU Version.txtDate: Monday, November 25, 2013 5:01 PMChangelist: 398179 XComGame.exe 1.0.0.496311. 2. 2014 22:11 (after verifying game cache is 26. 2. 2014 13:00) EW Version.txtDate: Friday, February 21, 2014 10:15 AM (after verifying game cache is Date: Friday, February 21, 2014 9:01 PM)Changelist: 401776 (after verifying game cache is Changelist: 401924) XComEW.exe 1.0.0.870826. 2. 2014 13:00 Link to comment Share on other sites More sharing options...
Drakous79 Posted February 26, 2014 Share Posted February 26, 2014 In the new patch from 02-25-2014, it appears the key command for SimCombat and killaliens is no longer working, at least for me. I tried overridding the DefaultInput.ini file in the EW config folder _and_ in the folder under \Documents\my games\XCOM - Enemy Within\XComGame\Config Does anyone else notice this? Or were they able to get the SimCombat command to work again? I suspect Firaxis disabled these commands or screwed them up with their latest patch. For reference, this no longer works after the latest patch: To speed up testing, you can put the code bellow at the end of DefaultInput.ini and hit F12 in a mission. It will do combat simulation for you. [XComGame.XComTacticalInput] .Bindings=(Name="F12", Command="SimCombat") I can confirm SimCombat and killaliens commands are working in EW Patch 2, but they must be typed directly into the console. Tactical binds may be newly restricted to exec functions (commands) of XComGame.XComTacticalInput only. Strategic binds are working normally as we're used to, with UE commands and commands of XComGame.XComCheatManager and XComStrategyGame.XComHeadquartersCheatManager. Link to comment Share on other sites More sharing options...
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