Avatar project timer

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Vorph
Posts: 2
Joined: Mon Jan 23, 2017 6:41 pm

Avatar project timer

Post by Vorph »

While looking at DeaconIvory's mod compatibility list, I saw that for the "Avatar project" mod it's written "This mod has a similar function to a mechanic built into LW2".

So is there any way to modify the avatar project timer through the LW2 config files ?
Vorph
Posts: 2
Joined: Mon Jan 23, 2017 6:41 pm

Re: Avatar project timer

Post by Vorph »

Ok so after some research I've finally found it. So let's do a shameless self bump

Go to \Steam\steamapps\workshop\content\268500\844674609\Config

open XComGameData and check for the lines 311-318

AlienHeadquarters_DoomStartValue[0]=0 ;Easy
AlienHeadquarters_DoomMaxValue[0]=20
AlienHeadquarters_DoomStartValue[1]=0 ;Normal
AlienHeadquarters_DoomMaxValue[1]=20
AlienHeadquarters_DoomStartValue[2]=0 ;Classic
AlienHeadquarters_DoomMaxValue[2]=20
AlienHeadquarters_DoomStartValue[3]=0 ;Impossible
AlienHeadquarters_DoomMaxValue[3]=20

There you can modify the DoomMaxValue you want for the difficulty your're playing in.
code99
Posts: 32
Joined: Mon Jan 23, 2017 7:34 am

Re: Avatar project timer

Post by code99 »

Might be obvious but i assume DoomMaxValue increases the number of ticks the Avatar project needs to be completed, right?
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Postmaster
Posts: 35
Joined: Thu Jan 19, 2017 2:36 pm

Re: Avatar project timer

Post by Postmaster »

Code99, You are correct
boy_cad
Posts: 18
Joined: Mon Oct 17, 2016 7:04 am

Re: Avatar project timer

Post by boy_cad »

For a heavily modded game, playing on Legend, it would be nice to know something about the effects of:
AlienHeadquarters_DoomStartValue[3]=0 ;Impossible
AlienHeadquarters_DoomMaxValue[3]=20

to>

AlienHeadquarters_DoomStartValue[3]=0 ;Impossible
AlienHeadquarters_DoomMaxValue[3]=26 (for instance)

I mean in general on the overall game and for balance and viability if I ever get that far if you see what I mean thanks :|

edit...theres a reddit post here https://redd.it/5po75m, but it doesnt help.
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