Binkleywalker Posted September 9, 2016 Share Posted September 9, 2016 (edited) I am looking to make tweaks to the amount of pips added for new facilities showing up, pip removal when they get taken out and the same thing with the story missions. The only mods I've seen so far that do any are those that disable the Avatar project entirely or do this just with the story missions. I want to include the facilities as well as alter the Breakthrough guerilla ops mission that prevents pips from showing up when you do that mission. I think that it also resets the time new facilities take to show up by default. It just seems logical to me that if it prevents it by one pip or two, it should remove it by one pip or two as well to further postpone progress on the project. I am rewriting this post because when I tried to post the other version with examples, the forum said I had too many emoticons or something so I don't quite know what to do about that, but I'll do my best. For whatever reason I can't figure out copy/paste either but I'll do what I can. Originally posted on the X-COM 2 steam forums. *** So far what I've been able to figure out was one place to make tweaks, the DefaultGameData ini file. From what I gather to do some of this, I have to edit whatever I do to the other difficulties as well or the changes won't show up. I could use some verification. There's FacilityDestructionDoomDelay[0]=672 ;EasyFacilityDoomAdd[0]=(DoomChances[0]=(DoomToAdd=1, PercentChance=100)) ;EasyFortressDoomAdd[0]=(DoomChances[0]=(DoomToAdd=1, PercentChance=100)) ;EasyBlacksiteMinDoomRemoval[0]=1 ;EasyPsiGateMinDoomRemoval[0]=2 ;EasyFacilityStartingDoom[0]=(DoomChances[0]=(DoomToAdd=1, PercentChance=100)) ;EasyFortressStartingDoom[0]=(DoomChances[0]=(DoomToAdd=3, PercentChance=100)) ;EasyThese are just the default lines for easy difficulty to cut down the spamish nature of this stuff. I'd like to know if I got them all here, both story and facility bases or doom clock file name stuff. Is DefaultGameData ini the only place I need to make changes or are there other files?Also I'm a little confused on these settings. Some I realize if you put 0 it delays or keeps things from happening. I'm a bit timid making changes when I don't know what the ones that are there even mean. i.e. What's the 672 mean in that first one, to know what to then change it to?To recap, what I want to do is have the alien facilities go up by one pip, and go down for several pips when you knock one out, same for story missions. Maybe make a bigger clock as well for this so that if you knock something out for 10 pips, that wouldn't seem so crazy if your doom clock is 40 pips long or something. In addition maybe find out how to change how long it takes for a new facility to show up. Shorten it to 4 weeks to get a feel for it. Help others who want to make tweaks like these find their own balance with this Also altering the Breakthrough guerilla mission to include pip removal. Essentially I'm looking to extend the time you have so you can do the story missions when you want so you can spend some extra time messing around with the super soldiers you've made. Have fun playing with larger squad sizes and more enemy pods without the added pressure. Test out other mods without that worry etc. If this has to become a more involved mod that is fine. If it is simply ini edits, all the better. I appreciate any help I can get. Edited September 9, 2016 by Binkleywalker Link to comment Share on other sites More sharing options...
Recommended Posts