XCOM: Chimera Squad

XCOM: Chimera Squad

Less Reinforcements!
44 Comments
joser1215614 21 Jan @ 1:13pm 
does this only affect story missions or all missions?
Snarplord XVI  [author] 21 Jul, 2020 @ 2:38pm 
it would be nice

however, I know little to nothing about modding and don't plan on playing Chimera Squad for a while, which I why I directed people to DefaultMissions.ini if the mod does not work
LordLancelot 21 Jul, 2020 @ 1:46pm 
It would be nice if the mod was updated to work.
Dragon32 11 Jul, 2020 @ 4:11am 
LOL. Thanks, AA!
Juravis 5 Jul, 2020 @ 7:31pm 
These are the lines in DefaultMissions.ini that need to be changed.

[Reinforcements]
-RNF_MaxWaves_Story=4
-RNF_MaxWaves_Normal=6
-RNF_MaxWaves_Expert=8
-RNF_MaxWaves_Impossible=10
-RNF_MinEnemies_Story=2
-RNF_MinEnemies_Normal=3
-RNF_MinEnemies_Expert=4
-RNF_MinEnemies_Impossible=5

+RNF_MaxWaves_Story=2
+RNF_MaxWaves_Normal=3
+RNF_MaxWaves_Expert=4
+RNF_MaxWaves_Impossible=5
+RNF_MinEnemies_Story=1
+RNF_MinEnemies_Normal=2
+RNF_MinEnemies_Expert=2
+RNF_MinEnemies_Impossible=3
Juravis 5 Jul, 2020 @ 7:28pm 
This mod does nothing. It contains no code and no config edition lines. X2DownloadableContentInfo_RealisticReinforcements is full of empty functions.
FreeFormSage 21 May, 2020 @ 1:10pm 
Seconding the graphic being choice. /sub
Snarplord XVI  [author] 18 May, 2020 @ 7:28am 
There is a maximum, if the ini files are to be believed. The cap is just very high, and this mod halves it.
Stolas Suzie 18 May, 2020 @ 7:06am 
Are there even a maximum number of reinforcements on some missions like hostage rescue they seem to spill into the map just as I kill them and they keep coming so finally I just run and don't shoot anyone then no reinforcements come in but I get my ass shot off .
No Talent Clown 17 May, 2020 @ 9:36am 
I just had to come here and say that the graphic you used has me in tears. Well played, sir!
Dragon32 13 May, 2020 @ 12:57pm 
No idea what the cause is, I wonder if it's something like the visualisation hangs that XCOM 2 frequently gets with Overwatch. I've only experienced it once myself, reloaded a save and I found another bug - loading a save stops reinforcements.

Anyway, don't want to continue distracting from an excellent mod. Thanks for making it
Snarplord XVI  [author] 13 May, 2020 @ 12:46pm 
well in that case the crash is probably caused by reaching a high level of reinforcements - the only thing this mod changes is the maximum reinforcement waves per mission
Dragon32 13 May, 2020 @ 12:46pm 
@Snarplord XVI: Insert Title
more than likely my mod didn't fix it, it must have been patched
I'm 99.9% sure there's not been any patch from Firaxis / 2K
Snarplord XVI  [author] 13 May, 2020 @ 12:02pm 
you can download mid campaign
William 13 May, 2020 @ 11:57am 
Can i download it mid campaign, or do I need to start a new one?
Snarplord XVI  [author] 13 May, 2020 @ 11:27am 
more than likely my mod didn't fix it, it must have been patched
Pelandes 13 May, 2020 @ 11:05am 
It was apparently a big thing, some sort of random out-of-memory crash when reinforcements spawn that some people suffered. Some theories have been thrown around, but no one seemed to agree on what caused it. I had it a few (dozen) times in my non-modded playthrough, but now it's gone in my second one and I don't know if your mod fixed it or it got patched.
Snarplord XVI  [author] 13 May, 2020 @ 10:59am 
I didn't know that there were reinforcement related crashes
Pelandes 13 May, 2020 @ 9:06am 
Funnily enough, I haven't got any reinforcement-related crashes ever since I got this mod. I wonder if you fixed it or if it got patched roughly at the same time.
Fitzmogwai 5 May, 2020 @ 12:24pm 
Fewer! Fewer reinforcements. Other than that, excellent job :o)
Darzk - $n|P3R 4 May, 2020 @ 3:04pm 
@pepoluan My understanding of CS's XP system is that kills do grant XP, just it's not a lot and its capped per mission. IIRC it was something like 8XP for an avg mission with 0.4XP per kill, capped at something like 4-5XP.
Shebert 3 May, 2020 @ 12:59pm 
thank god I've been waiting for a mod to fix the reinforcements for a while.
Snarplord XVI  [author] 3 May, 2020 @ 8:16am 
This mod doesn't modify the number of enemies per wave, so that shouldn't be happening and most likely isn't the result of this ini edit.
TrailingOffMidSente... 3 May, 2020 @ 1:36am 
This is doing the opposite - now there are MORE enemies per reinforcement wave than before.
pepoluan 3 May, 2020 @ 12:58am 
@DarkRed'sRevenge you really should save Team Up / Motile Inducer when possible, and station Torque near the evac zone when practical. Even better if Torque is high on the initiatives list; she can tongue-pull a squadmate to safety really quickly. And with her top-tier training, pulling a squadmate gives that squadmate an action point, which the squadmate can use to skedaddle out of the battle zone.
pepoluan 3 May, 2020 @ 12:56am 
@teh1archon XCOM:CS no longer awards XP based on kills. XP is now awarded only based on the number of missions taken. So, waiting until the reinforcement waves end is only useful to try out some tactics.

On missions with Evac objectives, once you get 5 unconscious enemies (to ensure 20 Intel), it's time to bail out.
DarkRed'sRevenge 2 May, 2020 @ 8:21am 
Reinforcements crash my game all the damn time I want no reinforcement type levels whatsoever. Not to mention reinforcements always get in the way of evac.
teh1archon 30 Apr, 2020 @ 2:15pm 
Wait what? Reinforcement can end?! How did I pass on free XP :( ?
LordLancelot 30 Apr, 2020 @ 10:15am 
Some mod, have a file in their mod folder that you can edit to tweak the value.
Many people find this easier than to change the ini file in the game folder.

But thanks for your mods, and letting us know where and how to change the value.

What your mod to was on my wish list.
I will use it and it is in my recommend mods in my game guide.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2074212723
Snarplord XVI  [author] 30 Apr, 2020 @ 9:59am 
do you mean like in game? I'm very, very new to modding XCOM so I wouldn't know how to do that. However, you can actually just change those numbers to whatever amount of maximum waves you want without even needing to download the mod. It's just ini tweaks, which can be done just by opening the file in Notepad.
LordLancelot 30 Apr, 2020 @ 9:34am 
Thanks! I will use your mod.

If possible could you add a config option in your mod to change the value ?

[Reinforcements]
RNF_MaxWaves_Story=2
RNF_MaxWaves_Normal=3
RNF_MaxWaves_Expert=4
RNF_MaxWaves_Impossible=5
Snarplord XVI  [author] 30 Apr, 2020 @ 9:27am 
lines changed are only in DefaultMissions.ini

original lines:

[Reinforcements]
RNF_MaxWaves_Story=4
RNF_MaxWaves_Normal=6
RNF_MaxWaves_Expert=8
RNF_MaxWaves_Impossible=10

what should be the new lines (I'm not sure if it even changed, I mostly uploaded this to remind myself it can be edited at all):

[Reinforcements]
RNF_MaxWaves_Story=2
RNF_MaxWaves_Normal=3
RNF_MaxWaves_Expert=4
RNF_MaxWaves_Impossible=5
LordLancelot 30 Apr, 2020 @ 9:07am 
I mean the specific lines changed.
LordLancelot 30 Apr, 2020 @ 9:06am 
Could you list the changes that your mod do ?

Is it only making change to XCOM-Chimera-Squad\XComGame\Config\DefaultMissions.ini
Snarplord XVI  [author] 30 Apr, 2020 @ 6:52am 
that file is just the publishing data that determines what the mod file looks like. setting it to true would mean that if you updated/published it, it would default the mod's visibility to Hidden.

if the mod isn't working, go into XCOM-Chimera-Squad\XComGame\Config\DefaultMissions.ini

at the bottom should be the settings for the maximum waves and enemies per wave for difficulty.
LordLancelot 29 Apr, 2020 @ 11:36pm 
{
"publishingID": 2078435104,
"Title": "Less Reinforcements!",
"Description": "",
"Tags": [
"Vanilla",
"Config"
],
"Visibility": false
}

From RealisticReinforcementsSteamWorkshopData.json

What should happens if set to true ?
traceur.gan 29 Apr, 2020 @ 9:39pm 
Thanks so much! I know i should be running away faster and i can, but something in me just cant let that last enemy get away, which usually results in the reinforcements popping up and making my game tedious.
LordLancelot 29 Apr, 2020 @ 7:43pm 
@Snarplord XVI: Insert Title
Is it possible to add a config option in your mod to stop infinite Reinforcements and replace them with let say four (ideally make that 4 value something configurable from three to four) ?
I only want to change the unlimited Reinforcements and nothing else.
I am sure others would like that too.
Thanks!
Snarplord XVI  [author] 29 Apr, 2020 @ 4:51pm 
okay it should be fixed now. hopefully.
Pallax 29 Apr, 2020 @ 1:04pm 
MOAR! haha
RealityMachina 29 Apr, 2020 @ 12:35pm 
Erm, I think you uploaded a bit too early, the mod downloaded doesn't appear to change anything?
Iridar 29 Apr, 2020 @ 12:26pm 
Vanilla CS does tend to shower the player in reinforcements slightly more often than what is reasonable, IMO.
Snarplord XVI  [author] 29 Apr, 2020 @ 12:15pm 
Their numbers make sense, but alas, I can't change reinforcements per faction.
WarmongerPhoenix 29 Apr, 2020 @ 12:12pm 
From a lore perspective the ADVENT Fanatics (I forget what they are called, and haven't fought the 2 other groups yet) Heavily rely on Mecs, as well as being remnants of a World Spanning Clone Army. So I get there numbers.