FL UFO Cooldown

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prokolyo
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FL UFO Cooldown

Post by prokolyo » Wed Mar 20, 2019 1:11 am

The last mention of this in the changelog being revised states revised from 15 to 16 (LW2 1.1), however in my installation (and someone else's) the values are set at 15. So I wonder if anyone knows what the correct value is. Thanks.

redsky14
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Re: FL UFO Cooldown

Post by redsky14 » Wed Mar 20, 2019 3:59 pm

Please answer on this question, im waiting for my next game and i wonder what should i put there for longer campaign. :)

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johnnylump
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Re: FL UFO Cooldown

Post by johnnylump » Wed Mar 20, 2019 5:59 pm

Whatever is on the Workshop / Nexus for 1.5 is "official." The version on my HDD, which is supposed to be the same as what you download from the workshop, has it at 15 days.

@Redsky, if you want to extend the game, that's certainly one of the numbers you want to go after. I had a recent PM suggesting 21 days for a value there.

Some other values you may want to look at:

XComLW_Activities.ini:
line 5, will delay the avatar project based on how aggressive you are

Lines 659-669 will slow doom production at research facilities

673-676 will make the facilities more valuable targets (by keeping doom 'local' to them and thus vulnerable to your attacks)

XComGameData.ini:
Fortress doom managers are lines 265-296.

When making changes to force level acceleration, there's also 303-310 in that file, which should be sync'd with the UFO Force-level cooldown values, but I really don't remember what they do

XComLW_Overhaul.ini has tech research times and some master XP values.

prokolyo
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Re: FL UFO Cooldown

Post by prokolyo » Wed Mar 20, 2019 7:56 pm

Thanks for the answer! One of the reasons I asked was because I was wondering whether a mod might have changed the value. But it seems perhaps you changed it and just didn't mention that in the changelog...

SpinDoctor
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Re: FL UFO Cooldown

Post by SpinDoctor » Wed Mar 20, 2019 8:38 pm

prokolyo wrote:Thanks for the answer! One of the reasons I asked was because I was wondering whether a mod might have changed the value. But it seems perhaps you changed it and just didn't mention that in the changelog...
Hey Pro what's going on. It's Frankie. Anyhow I guess I should look into this syncing the UFO cooldown to the FL change... Or Maybe I'll call the whole thing off lol... I really just wanted to do a simple value change to slow the FL rate increase. I might have known it can't be that simple.

Also, I'm sending you a PM.

prokolyo
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Re: FL UFO Cooldown

Post by prokolyo » Wed Mar 20, 2019 11:13 pm

SpinDoctor wrote:It's Frankie.
You don't say :)

The love for RR rangers gave you up long time ago :)

SpinDoctor
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Re: FL UFO Cooldown

Post by SpinDoctor » Thu Mar 21, 2019 12:36 am

prokolyo wrote:
SpinDoctor wrote:It's Frankie.
You don't say :)

The love for RR rangers gave you up long time ago :)
LOL funny!

redsky14
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Joined: Fri Jan 20, 2017 8:43 am

Re: FL UFO Cooldown

Post by redsky14 » Wed Apr 03, 2019 11:29 pm

I changed ufo cooldown to 18. Commander/ bronzerman. Strange things goin on on my new game. Now its even harder, i dont know why. Also, am i goin crazy or not, but when i boost my missions, change is not always the same. Was like that before?

So i had supply m, my team is weak so heavy m. was 2 hard for them. i boost with intel, saved the game before i went to the mission. after the boost it said moderate - heavy. i load the game again, clicked boost again , then it was light - moderate? i load again ( all same dates, hours) it said moderate. So results are very diffrent every time. Was like that before?

Btw, im just 50 days in my game and force level is 9 !? Something is wrong, must be.

SpinDoctor
Posts: 115
Joined: Mon Apr 02, 2018 1:53 pm

Re: FL UFO Cooldown

Post by SpinDoctor » Mon Jun 03, 2019 1:49 pm

redsky14 wrote:
Wed Apr 03, 2019 11:29 pm
I changed ufo cooldown to 18. Commander/ bronzerman. Strange things goin on on my new game. Now its even harder, i dont know why. Also, am i goin crazy or not, but when i boost my missions, change is not always the same. Was like that before?

So i had supply m, my team is weak so heavy m. was 2 hard for them. i boost with intel, saved the game before i went to the mission. after the boost it said moderate - heavy. i load the game again, clicked boost again , then it was light - moderate? i load again ( all same dates, hours) it said moderate. So results are very diffrent every time. Was like that before?

Btw, im just 50 days in my game and force level is 9 !? Something is wrong, must be.
I know this is an old post, but wanted to mention that I changed my force level values and it made my game harder also. Force levels increased faster and was up to FL 5 within one month. In March, I had a S&G and encountered a Mec with 3 points of armor. So this idea is a complete bust...

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