XCOM 2
Big Action XCOM2
harlequin565  [developer] 2 Jun, 2016 @ 2:14am
INI Edits
Here we add some ini edits to the game. Look for the file in your MyDocuments/MyGames/XCOM2/XCOMGame/config and edit it. Better still, create your own mod in modbuddy which you can tweak more easily. There's plenty of guides for this and as it's only ini editing, it's very straightforward.

XCOMGameCore.ini

Here we tweak settings to make cover & height more valuable. You can choose what you like here but these values work well for me. Also increase the starting number of soldiers as we now need a *lot* more.

[XComGame.X2AbilityToHitCalc_StandardAim] ;Was 20/40 LOW_COVER_BONUS=30 HIGH_COVER_BONUS=55 [XComGame.XGTacticalGameCore] -NUM_STARTING_SOLDIERS=12 +NUM_STARTING_SOLDIERS=25 [XComGame.X2TacticalGameRuleset] UnitHeightAdvantage=2 UnitHeightAdvantageBonus=15 +UnitHeightDisadvantagePenalty=-10

XCOMDameData.ini
Quite a few changes in here. Most are self-explanatory. We're adding more loot. Missions are harder and getting to loot is not so easy, so by adding more, we're giving a better chance of getting to at least 1 drop per mission.

We also reduce additional recruits. I've had 2 playthroughs with this now and it's more challenging for me as I have to make sure I very carefully balance Fatigue & Morale.
Edit: Seems setting 0/0 was a bit ambitious. 2 failed campaigns due to losing too many troops and getting into an unrecoverable mess. Changed to 1/2. Still very tough on current playthrough.

Max Soldiers = 5 will be over written by LWT once Gatecrasher is over, but it allows you to do Gatecrasher with 5 soldiers. Change to 6 for a very easy start.

[XComGame.XComGameState_HeadquartersXCom] TimedLootPerMission=3 -XComHeadquarters_ShakenChance[3]=30 ;Impossible +XComHeadquarters_ShakenChance[3]=40 ;Impossible [XComGame.XComGameState_HeadquartersResistance] StartingNumRecruits[3]=1 ;Impossible RefillNumRecruits[3]=2 ;Impossible [XComGame.X2StrategyGameRulesetDataStructures] m_iMaxSoldiersOnMission=5 ; Initial starting squad size

The health changes are quite complex and I've been trying to balance this since day 1. I'm happy with the current setup. I've included my comment code so you can see the thinking behind it. Severe wounds are bad, and 'shaken' has been changed to make it happen less often, but worse when it does.

This was done to make having a staffed AWC a potential requirement, and also to make health scanning at the HQ an option if you get into a pickle.

[XComGame.X2StrategyGameRulesetDataStructures] ;remove old values -WoundSeverities=(MinHealthPercent=-10000, MaxHealthPercent=20, MinPointsToHeal=10000, MaxPointsToHeal=40000, Difficulty=3) -WoundSeverities=(MinHealthPercent=21, MaxHealthPercent=50, MinPointsToHeal=6000, MaxPointsToHeal=32000, Difficulty=3) -WoundSeverities=(MinHealthPercent=51, MaxHealthPercent=75, MinPointsToHeal=3500, MaxPointsToHeal=20000, Difficulty=3) -WoundSeverities=(MinHealthPercent=76, MaxHealthPercent=10000, MinPointsToHeal=1000, MaxPointsToHeal=10000, Difficulty=3) ;Tried to make exiting a mission on 1-2 health to be pretty much perma-hospitalised ;Wounds are far more severe for anyone taking 80%+ damage ;Wounds are based on the assumption that the soldier is having medical care (staffed AWC) ; ********** REMEMBER THAT ALL VALUES BELOW ARE HALVED WITH A STAFFED AWC **************** ; Formula: Base heals 80 points/hour = 1920 / day ; To wound someone for a day = 1920 points ; Leg mults this by 6, so 1 day = 1920 / 6 = 320 in the table below = 1 day -HealSoldierProject_TimeScalar[3]=2.5 ;Impossible +HealSoldierProject_TimeScalar[3]=6 ; +WoundSeverities=(MinHealthPercent=-10000, MaxHealthPercent=10, MinPointsToHeal=24640, MaxPointsToHeal=29120, Difficulty=3) ;77-91 days +WoundSeverities=(MinHealthPercent=11, MaxHealthPercent=20, MinPointsToHeal=19200, MaxPointsToHeal=24640, Difficulty=3) ;60-77 days +WoundSeverities=(MinHealthPercent=21, MaxHealthPercent=30, MinPointsToHeal=18720, MaxPointsToHeal=20160, Difficulty=3) ;52-63 days +WoundSeverities=(MinHealthPercent=31, MaxHealthPercent=40, MinPointsToHeal=12800, MaxPointsToHeal=15680, Difficulty=3) ;40-49 days +WoundSeverities=(MinHealthPercent=41, MaxHealthPercent=50, MinPointsToHeal=8000, MaxPointsToHeal=11200, Difficulty=3) ;25-35 days +WoundSeverities=(MinHealthPercent=51, MaxHealthPercent=60, MinPointsToHeal=4480, MaxPointsToHeal=8960, Difficulty=3) ;14-28 days +WoundSeverities=(MinHealthPercent=61, MaxHealthPercent=70, MinPointsToHeal=3200, MaxPointsToHeal=6720, Difficulty=3) ;10-21 days +WoundSeverities=(MinHealthPercent=71, MaxHealthPercent=80, MinPointsToHeal=1600, MaxPointsToHeal=4480, Difficulty=3) ;5-14 days +WoundSeverities=(MinHealthPercent=81, MaxHealthPercent=90, MinPointsToHeal=320, MaxPointsToHeal=2240, Difficulty=3) ;1-7 days +WoundSeverities=(MinHealthPercent=91, MaxHealthPercent=10000, MinPointsToHeal=100, MaxPointsToHeal=960, Difficulty=3) ;0-3 days -WoundStates[3]=(WoundStateLengths[0]=144, WoundStateLengths[1]=336, WoundStateLengths[2]=9999999999) ; Old values +WoundStates[3]=(WoundStateLengths[0]=192, WoundStateLengths[1]=1008, WoundStateLengths[2]=9999999999) ; 1008 hours (42 days) or more and you're gravely wounded and possibly shaken

XCOMGameData_XPData.ini
A tweak to the xp curve to counter more scanning sites. You'll need to delete this file in the more scanning sites mod folder as well as the Long War Perk Pack.

[XComGame.X2ExperienceConfig] ; Legend difficulty ; Vanilla Leg = 0 - 1 - 8 - 18 - 40 - 70 - 110 - 175 if you want to change it back ; Updated 28-7-2016 ; Legend difficulty PerDifficultyConfig[3]=( \\ RequiredKills[0]=0, \\ RequiredKills[1]=1, \\ RequiredKills[2]=12, \\ RequiredKills[3]=26, \\ RequiredKills[4]=50, \\ RequiredKills[5]=85, \\ RequiredKills[6]=135, \\ RequiredKills[7]=190, \\ RequiredKills[8]=250)


Tactical Mission Timers.ini
Tweak to add 1 turn + 0-3 turns to the timer.
+timerOverrideRules=(behavior=eTimerRuleBehavior_ADD, value=1, randValue=3)

Fatigue_Settings_Defaults.ini
Tweak to make Fatigue wounding less severe *if* you've made the severe wound times edit above. If not - leave as is.
FATIGUE_INJURY_SEVERITY[3] = 0.7 ;legendary

Also - you need to go into the localisation file and change Fatigued to Rest, Days to Dys, & Hours to Hrs. This allows Fatigue and Morale to display without overlap.

Edit: I'm finding that having a 9 day Fatigue base is actually pretty crippling with MoreScanningSites, and you can end up needing a full 4 team rotation which means earning xp at 1/4 of the rate. Very low availability of well trained soldiers in early months when you need them the most. Current playthrough has changed this to 4 which is a lot easier. Balance is probably around 6 but this is untested.

;Fatigue Time in Days FATIGUE_TIME = 6 ;all difficulties
Last edited by harlequin565; 30 Jul, 2016 @ 3:13pm
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Showing 1-5 of 5 comments
PizzaSHARK 10 Dec, 2016 @ 9:24pm 
Huge fan of the cover adjustments, especially combined with the Cover Damage Reduction mod. You might look into the Wound Recalibration and Just a Scratch V2 mods as an alternative to needing to edit the ini's - Wound Recalibration feels fairer and more consistent than vanilla. Rookies beat to within an inch of their life might be in sick bay for 30-40 days, but since AWC reduces that by half, it's not too bad. Troopers that only take a few points of damage are rarely in sick bay for more than a couple of weeks without AWC. Just a Scratch means that any damage taken that doesn't exceed your armor's HP bonus doesn't result in a wound at all.

If you decide to update your mod list, A Better Advent 2 combines most of the mods you like - you don't need IESS since it's now effectively combined into ABA2, and of course ABA2 is now all-inclusive rather than modular (for better or for worse.)

Thanks for the numerous suggestions here!
Last edited by PizzaSHARK; 10 Dec, 2016 @ 9:25pm
harlequin565  [developer] 11 Dec, 2016 @ 4:59am 
Thanks!
I did have the wound mods initially, but when I built my own mod to add in all the other edits above, I wrote my own which made things easier to tweak and also easier to balance against the various delaying mods like Fatigue, Morale & Notoriety. It's like a big "myinitweaks" mod that I can faff around with as I see fit.

Point taken about ABA2 though. Nice catch.
Kerrberos 12 Dec, 2016 @ 1:39pm 
Do we have to do them manually? I was a huge fan of long war and am looking forward to recreating that experience with your list!
Last edited by Kerrberos; 12 Dec, 2016 @ 5:39pm
harlequin565  [developer] 12 Dec, 2016 @ 2:17pm 
You'd have to do them manually. You can either go into your MyDocs\MyGames\XCOM2\XCOMGame\Config and find the individual files. Or, as I've done, create your own personal "my settings" mod which you can tweak from within Mod Buddy (it's much easier than using notepad/explorer)
PizzaSHARK 18 Dec, 2016 @ 10:55pm 
FWIW, I'd just use Quicker Start to bypass Gatecrasher entirely unless you find it causes issues. Gatecrasher is nearly impossibly difficult to complete without damage/deaths when you add in better AI alone, much less other things and having those starting Squaddies to babysit Rookies in the first missions is pretty crucial.

I also found that I needed to rather drastically nerf all of the enemies in Lost Tower, especially if you plan on doing that mission in the second month when it becomes available. But given how insanely buggy Shen's Last Gift is even on a virgin install, you're probably better off just not using that mission at all. At least Firaxis let us use its additions without the mission, maybe they knew how insanely crash-prone it is and weren't able to find an effective solution?

I'd probably see about adding in the Guerrilla War mods at some point. Right now I think they need too much balancing work to add in unless you want to recommend people do a trainload of .ini editing, though. I got a Protect the Device mission as my first of the game and was facing Stunlancers and Advanced Officers when I still had to survive for two more turns before evac.

Oh, and one more thing: I found Sectoids to be too strong in the early game with 10 HP and nerfed it to 6 HP. 6 HP might make them a little too easy, so 7 or 8 could be a compromise, or you could try tinkering with something like a Defense penalty so cover is less effective for them. The problem is Sectoids become free kills by the mid game and I'm not sure how to add a mk2 and mk3 edition of them to the game, though I know LW Aliens adds a "Sectoid Commander" and ABA2 adds about twenty different varieties of Sectoid.
Last edited by PizzaSHARK; 18 Dec, 2016 @ 10:59pm
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