XCOM 2
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Guaranteed Breakthroughs
   
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21 października 2017 o 7:06
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Guaranteed Breakthroughs

Opis
Breakthroughs are guaranteed (except from Breakthroughs and any instant research), Inspirations are (almost completely) removed.

This is designed to give you an incentive to slow down your standard research speed.
Komentarzy: 21
Blayze  [autor] 15 kwietnia 2023 o 6:11 
I don't know if the mod still works; I was never able to get the editor working again after TLP, so if it doesn't work, then I can't fix it.

As for the Breakthroughs themselves, turns out there's some limit--possibly hardcoded--on how many you can get, so you're not going to get all of them.
4ft11in500LBS 14 kwietnia 2023 o 21:27 
is the mod fixed? Also, are the breakthroughs supposed to happen at random but all are eventually guaranteed, or are they supposed to be on the research list available at any time?
Blayze  [autor] 30 marca 2022 o 10:39 
Don't know, and probably not.
Yusukitty 29 marca 2022 o 16:19 
Cam you add this mid-campaign and is it LWOTC compatible?
khumak 13 marca 2022 o 21:04 
This mod actually gives me a reason to want to build a lab since the breakthroughs slow down regular research. I like having so many breakthroughs in my game even if it puts me behind in tech overall. Great mod.
Blayze  [autor] 21 listopada 2019 o 3:40 
If you can, I either don't know--or can't remember--how to; this mod just affects the global chance for a Breakthrough.
Azerbaijan_Technology 20 listopada 2019 o 16:10 
Just a question, can I remove specific breakthrough tech from the game? Some of them are op and i don't like to see them show up, such as magnetic weapon.
Blayze  [autor] 13 października 2018 o 6:58 
Editor's broken, or I've broken it. Maybe both. I'll make a TLP version of this mod when--or if--I can fix it.

In the meantime, in case you want to emulate the effects of this mod yourself, here's the settings you have to change.

Open XCOMGameData.ini in "XCOM2 War of the Chosen\XComGame\Config".

The numbers in square brackets are the settings by difficulty. [0] is Rookie, etc. You only need to change the settings for difficulties you intend to play on.

Change MaxInspiredTechTimerHours from "504" or "672" to something mad like "504000".
Change StartingBreakthroughTechTimerHours from "336" or "504" to "0".
Change MaxBreakthroughTechTimerHours from "840" or "1176" to "0".

The first setting makes Inspirations all but nonexistent.
The other two ensure that even the briefest of standard research (aside from instant autopsies) projects will give you a Breakthrough.
trsand98 28 października 2017 o 6:43 
I just took another look at the Strategy Tuning ini that is in the Steam folder, not the one in the My docs folder, and found found the following quote at the top:
"To override a strategy stat for a particular difficulty level add a new section below for the difficulty selected using the section format"
This is followed by this: [{BaseTemplateName}_Diff_{Difficulty} X2CharacterTemplate]
This means that it actually is possible to adjust both time and resource requirements for all projects on all difficulties via the Strategy Tuning ini.
Juravis 22 października 2017 o 10:22 
By the way BreakthroughLaboratoryModifier=0.75 means having a lab makes breakthroughs take 25% less time, which is why some people may find that breakthroughs take too long to be bothered with without a lab. You can tweak the two values for the Resistance Order and Lab Bonus.