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Any mod to take back nations that have withdrawn from council?


Gr8Gr3yM

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I have played the game on Normal mode and finished it with all countries, however, i am playing now on Classic and lost China on the third month, and for me, the idea that i can't take a country back is unbearable, like it is not enough i can't sell manufactured equipement to countries without request, something so ridiculously ilogical like not been able to take a country back is game breaking.

 

Any help? Mods, what?

 

Thanks in advance!

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Well, iirc in the original game the aliens mind-controlled the leadership, which was why you couldn't take them back, and if you'd lost the new game, well...you've seen why XCOM is shut down. It's an incentive to hold the aliens off at all costs, and while taking back countries might be a bit above what we can currently do with the UPK, INT, and INI files we're using, you can certainly make it a little bit easier to keep nations. Would that be acceptable?(I can work on some ini changes if you'd like.) Edited by FlyingHigh10000000
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@FlyingHigh10000000

 

Hello, are you being sarcastic? I mean, a person on the internet not only replying to a question but offering help in solving the problem? WOW :psyduck:

Anyway, if you are not, thanks and you are awesome. I am not sure what you can do, i think the most simple thing to do would be preventing any nation from leaving the council, and if possible, when they are with maximum Panic level, they don't give you any help if you already have a satellite on them.

 

Edit.: Oh, another thing, about having lost 8 countries and losing, again, if possible, instead of losing such countries, assuming if what i said above worked, change it to having 8 countries in maximum panic level and than losing them. I don't care about losing the game, it just needs to make sense.

 

@Drakous79

 

Barely understood one thing they are saying there, but i will keep my eye on it, thanks.

Edited by Gr8Gr3yM
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Well, preventing the leaving is very, very easy. Not giving help if there's a satellite, though...that's a lot harder, and out of my reach. Let's see, here's the relevant stuff in DefaultGameCore.ini...I'll add explanations before each "set" of values in brackets, so you know what they do. Just let me know if there's anything in particular you might want done to make the game a bit more bearable.(I hate the default panic system too, btw. Personally, I think it's ridiculous, how easy entire continents will just throw you to the dogs.)

 

;Panic Values

[These values determine how much panic a terror site gives both a country, and the continent it's on. So if Nigeria has a terror site and you ignore it, Nigeria gains 2 terror, and every other country in Africa gets 2 panic. iirc that gives Nigeria 4 panic total. Don't quote me on that.]

PANIC_TERROR_CONTINENT=2

PANIC_TERROR_COUNTRY=2

[That's how much panic is changed when you shoot a UFO down over a country.]

PANIC_UFO_SHOOTDOWN=-1

 

[How much panic is changed in a country for claiming a crashed or landed UFO in its borders.]

PANIC_UFO_ASSAULT=-1

 

[The entire continent takes this much panic if a battleship takes out an X-COM satellite over both a continent and the nation the satellite was over.]

PANIC_SAT_DESTROYED_CONTINENT=1

PANIC_SAT_DESTROYED_COUNTRY=2

 

[Panic added for a satellite that you send to a country. iirc it takes effect the moment you give the order, and not when it actually goes online. The Continent one is how much panic is changed across the entire continent a country's in, and is understandable at 0 by default.]

PANIC_SAT_ADDED_COUNTRY=-2

PANIC_SAT_ADDED_CONTINENT=0

 

[Global panic change when you take out the alien base. At -2, this is a damn good event to take into consideration if all seems lost and you're worried that a bunch of countries will ditch you.]

PANIC_ALIENBASE_CONQUERED=-2

 

[if you just straight-up let a UFO go, you get this panic change, /and/ a battleship will show up to blow up your satellite to really put salt in the wound.]

PANIC_UFO_IGNORED=2

[Panic change if an interceptor isn't able to take out a UFO, or worse, gets shot down by it. Presumably this only takes effect when the UFO completely disappears from the map, and not just any time it stops getting chased around. So if you manage to get a few interceptors on a UFO, and two of them aren't able to shoot it down, you /shouldn't/ get a bunch of panic from it. Again, don't quote me on that, it's just what I think happens.]

PANIC_UFO_ESCAPED=1

[The next few, with the actual order being Easy, Normal, Classic, Impossible, (The devs were a bit sloppy in these files, and left the original difficulty names in.) are how much panic an unchecked abduction mission causes for a country and a continent in turn.]

PANIC_ABDUCTION_COUNTRY_EASY=1

PANIC_ABDUCTION_COUNTRY_NORMAL=1

PANIC_ABDUCTION_COUNTRY_HARD=1

PANIC_ABDUCTION_COUNTRY_CLASSIC=2

PANIC_ABDUCTION_CONTINENT_EASY=1

PANIC_ABDUCTION_CONTINENT_NORMAL=1

PANIC_ABDUCTION_CONTINENT_HARD=1

PANIC_ABDUCTION_CONTINENT_CLASSIC=1

[These are the panic change values for a continent and country when you beat down some aliens trying to steal people.]

PANIC_ABDUCTION_THWARTED_CONTINENT=0

PANIC_ABDUCTION_THWARTED_COUNTRY=-3

[The starting panic values are, as far as I know, spread randomly through all of the nations at the start of the game. 16 on Impossible can really screw you over, since some countries are already in the yellow right away, most likely.]

STARTING_PANIC_EASY=0

STARTING_PANIC_NORMAL=0

STARTING_PANIC_HARD=8

STARTING_PANIC_CLASSIC=16

[When a country reaches the value listed in these, it starts doing checks for whether or not it leaves the council. More on that in a second, but keep this value in mind.]

PANIC_DEFECT_THRESHHOLD_EASY=5

PANIC_DEFECT_THRESHHOLD_NORMAL=5

PANIC_DEFECT_THRESHHOLD_HARD=5

PANIC_DEFECT_THRESHHOLD_CLASSIC=5

[if a country is at this panic value and you brush them off during a mission selection, or fail a mission in their borders(I think. Not sure about that one, actually.) they'll instantly lose faith in X-COM and leave the council.]

PANIC_DEFECT_THRESHHOLD_NOT_HELPED_EASY=5

PANIC_DEFECT_THRESHHOLD_NOT_HELPED_NORMAL=5

PANIC_DEFECT_THRESHHOLD_NOT_HELPED_HARD=5

PANIC_DEFECT_THRESHHOLD_NOT_HELPED_CLASSIC=5

[These are the amount of nations that can leave in any given month on any difficulty. I'm pretty sure this only counts for the council review, so they can very likely still leave if you don't help them out when their panic is at PANIC_DEFECT_THRESHOLD_NOT_HELPED. Maybe setting these to 0, so countries can only leave if you don't help them out when they're at the defect threshold would be acceptable, as it makes defection only happen if a nation is absolutely desperate, but still gives you a chance to keep them from outright leaving you for good if you play it smart?(And yes, on Impossible you can have a mass walkout at the end of the month if you really screw up, and lose the game from a single report.)]

PANIC_DEFECTIONS_PER_MONTH_EASY=1

PANIC_DEFECTIONS_PER_MONTH_NORMAL=2

PANIC_DEFECTIONS_PER_MONTH_HARD=3

PANIC_DEFECTIONS_PER_MONTH_CLASSIC=8

[Remember the defect threshold stuff I said to keep in mind? This is where it comes into play. If a country has reached PANIC_DEFECT_THRESHOLD, then for every block of panic they have, you add the appropriate percentile up at the end of the month, and if you get a bad die roll,(out of 100, I'd wager.) the country gives up and takes their ball home. The way the default numbers are set up, by the time a country can actually defect at a council report, they're already at a 50% chance to leave. We can easily tweak the numbers here to make it much less likely for countries to walk out on you.]

PANIC_DEFECT_CHANCE_PER_BLOCK_EASY=10

PANIC_DEFECT_CHANCE_PER_BLOCK_NORMAL=10

PANIC_DEFECT_CHANCE_PER_BLOCK_HARD=10

PANIC_DEFECT_CHANCE_PER_BLOCK_CLASSIC=10

[Now these...these confuse the hell out of me. If the commented equation listed in the ini is correct, these and the SAT_NEARBY values have absolutely no effect on the game. Not sure why you'd want a satellite to make it /easier/ for a country to defect, but again, I'm just going on the math presented here. Where I come from, * means multiply, so you'd presumably get an equation of 50*1 if you had a country at 5 panic by default, with these numbers. Not even going to bother with them, and unless someone can shed some light on these, I'd advise the same for you, simply because if I mess with these, I have no clue what they'll do.]

SAT_HELP_DEFECT=1 ;If country has satellite, "Chance of Leaving"*SAT_HELP_DEFECT

SAT_HELP_DEFECT=1

SAT_HELP_DEFECT=1

SAT_HELP_DEFECT=1

SAT_NEARBY_HELP_DEFECT=1 ;Else If continent has one or more satellite, "Chance of Leaving"*SAT_NEARBY_HELP_DEFECT

SAT_NEARBY_HELP_DEFECT=1

SAT_NEARBY_HELP_DEFECT=1

SAT_NEARBY_HELP_DEFECT=1

[These are pretty good. Basically, if a country has a satellite, it can reduce panic up to the amount listed on these, in order of Easy/Normal/Classic/Impossible, but only if it passes a check determined by how much panic it has. So, by default, if a country with a satellite has 5 panic, on Normal, they will /always/ drop one panic at the end of the month, presumably before any defection checks. For another example, if a country with a satellite has less than 4 panic, it uses the PANIC_LOW number, and has a 10% or 25% chance of dropping its panic level by one, to a minimum of zero panic blocks, at the end of the month.]

SAT_PANIC_REDUCTION_PER_MONTH=1 ;If a country has a satellite, it will remove panic once a month, but the chance of this happening is PANIC_REDUCTION_CHANCE

SAT_PANIC_REDUCTION_PER_MONTH=1

SAT_PANIC_REDUCTION_PER_MONTH=1

SAT_PANIC_REDUCTION_PER_MONTH=1

 

PANIC_5_REDUCTION_CHANCE=100

PANIC_5_REDUCTION_CHANCE=100

PANIC_5_REDUCTION_CHANCE=50

PANIC_5_REDUCTION_CHANCE=50

 

PANIC_4_REDUCTION_CHANCE=50

PANIC_4_REDUCTION_CHANCE=50

PANIC_4_REDUCTION_CHANCE=25

PANIC_4_REDUCTION_CHANCE=25

 

PANIC_LOW_REDUCTION_CHANCE=25

PANIC_LOW_REDUCTION_CHANCE=25

PANIC_LOW_REDUCTION_CHANCE=10

PANIC_LOW_REDUCTION_CHANCE=10

 

 

 

So, if you feel like a bit of math, we can work that out however you want, or if you'd prefer to just say what exactly you want changed(If you want no country walkouts period, I can do that, but it will make the game almost impossible to lose, and sadly, we can't do the method you suggested of having a satellite force them to not leave.

Edited by FlyingHigh10000000
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Just few quick notes about own experience with some values.

 

PANIC_DEFECT_THRESHHOLD_difficulty=6 prevented the country from leaving at the end of the month.

 

PANIC_DEFECT_THRESHHOLD_NOT_HELPED_difficulty=5 ... What happens to me is, that a country leaves right away after not helped with terror mission. If I recall right, if I haven't helped with abductions and other missions, they just went to 5 and left at the end of the month.

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  • 5 months later...

Personally I would like it that if a country is lost you could invade an alien alien base there and "regain" the country

Makes taking back countries doable, but incredibly hard


and if you do take back a base, you would have a higher chance of a terror mission in that nation the following month(them trying to retake it)

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Yeah, it didn't make much sense to me at first that you couldn't regain a country you'd lost, I think though it's a probelm of presentation, the "withdrawn" stuff is missleading, imo it should say instead something like "{Your Country} has been invaded by aliens, every major city has been completely devastated, most of the population has been exterminated or has been enslaved. Comunications are completely lost within the borders, and no single institution stands to hold the resistance against the invading forces. {Your Country} does no longer exist". It makes much more sense to me :P

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From a high-level, the game has two separate victory conditions for each side:

 

1) Aliens win if they take over 8 countries

 

2) XCOM wins if they assault the temple ship and win

 

Currently it's pretty difficult to take over a country (if you think about what the alien side has to do). You basically have to get the panic to 5, and then there is a 50% chance of taking it over.

 

Allowing XCOM to take back countries really means that it also needs to be made easier for the alien side to take over the country in the first place.

 

--- If the mission to re-take the country is impossibly difficult, then it's really no different then not allowing it.

 

--- If the mission to re-take the country has a reasonable chance of success, then it makes it MUCH harder for the alien side to win. Aliens would need to have more avenues to increase panic, so that the alien player would still stand some chance of winning.

 

------------------------

 

Other possible consequences of losing and regaining a country.

 

1) The countries maximum possible funding is cut by a given % every time it is lost and regained (say 50% as base) due to infrastructure damage and loss of life during the alien occupation.

 

2) Number of scientists / engineers from the continent the country is in is reduced by 1 (to a minimum of zero)

 

3) Odds of defecting again are increased (maybe a 75% chance if 5 panic, and 30% chance if 4 panic)

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