XCOM 2
An Easier War: Timers
40 Comments
Teppopups1 12 Jun, 2024 @ 5:00am 
Removing every turn reinforcements? Because if you extend the timers, you will face them as they are tweaked to the mission timers.
Inerael 2 Apr, 2023 @ 4:03am 
working with LWOTC ?
abuster 4 Jan, 2018 @ 7:56pm 
just go to youtube and search for "Xcom 2 - Long War 2 mod - Edit / Change Mission Timers" ... its a 3 minute video which will help you guys. just reloading the savegame to have new timers set wont help. you have to set new timers before you start to infiltrate
Koyotl 28 Aug, 2017 @ 10:55pm 
is there a way to just disable timers, i know i sound like a noob, but i am and i just want to have fun with this.
Mulqueeny 28 Jul, 2017 @ 1:08pm 
@RealityMachina , Any chance you know how to Remove the Avatar Project?
=[NK]= Col. Jack O'Neil 1 Apr, 2017 @ 9:21am 
Just follow the instructions on the other mod.

But yes, you could
Elias "Five" Knight 1 Apr, 2017 @ 6:41am 
could i just disable true concealment and that would fix the timers?
=[NK]= Col. Jack O'Neil 30 Mar, 2017 @ 1:39pm 
Go into the ini for that and either delete the lines or add ; in front of the timers from that mod
Elias "Five" Knight 30 Mar, 2017 @ 10:02am 
yes yes i have true concealment on
=[NK]= Col. Jack O'Neil 29 Mar, 2017 @ 5:01pm 
Are you guys using true concealment? That also edits the timers
Elias "Five" Knight 29 Mar, 2017 @ 1:35pm 
I am having the same issue ColonelZoren
ColonelZoren 22 Mar, 2017 @ 12:46pm 
Its not working... i went into the ini files and changed the timers there but it doesen't change anything, did i miss something?
Online Addict 20 Mar, 2017 @ 1:49pm 
Thanks for the help. I actually went into the ini files and changed the timers there.
Dragon32 20 Mar, 2017 @ 9:46am 
@Jace:
You seem to be getting that with a number of mods. Check that the necessary files have in fact downloaded, e.g. for this one:
Steam\SteamApps\workshop\content\268500\847425711\Config\XComLW_Overhaul.ini

Not sure all of the other mods you're seeing this error with but if there's one which makes obvious changes, e.g. to the UI, that would be a good testbed for seeing if this is a real problem or the error log being weird.

IIRC, I've seen that error when looking at my launch.log but not had problems with the mods it mentions.
Online Addict 19 Mar, 2017 @ 7:42pm 
Just subbed and started my game, getting this msg (for Misc too): Warning, Failed to load 'EasierWarTimers': Can't find file 'EasierWarTimers' ... Is it still working or no? What do I do?
Rivers 1 Mar, 2017 @ 1:36pm 
Doesn't seem to have any effect.
Elias "Five" Knight 1 Mar, 2017 @ 11:54am 
okay so if you go into the file yourself and add on time there will be no change. unless i am doing it wrong. did all possible options by changing the individual mission timers, the difficulty (rookie, medium, hard) timer and by doing either or, or both. no change, still 12 for me
Andala_Boromir 27 Feb, 2017 @ 9:25am 
Considering all the map packs that seem to have huge maps in them this mod is a necessity to reach the objective in time :)
Marik Marauder 8 Feb, 2017 @ 12:35pm 
changed "Across-the-board (blah blah blah) [0]=4" to "=40" game not loading gatecrasher/loading bugged, request option or different mod to disable timers please.
John King 6 Feb, 2017 @ 5:51am 
What I think would be nice is make it so the Timers do not countdown while Infiltrating
tepes 1 Feb, 2017 @ 2:30am 
hello, How to correctly modify them in the ini file? Because although I have changed the number of turn in play it does not give anything. I would just added 25 round history to have beautiful fighting on unbeatable mission. Thank you in advance for your reply
RealityMachina  [author] 29 Jan, 2017 @ 4:24pm 
Extends the timers.
myfisheyesky 29 Jan, 2017 @ 3:31pm 
So wait, does this actually disable timers or extend the time? My apologies for the possible idiotic question.
Maff 28 Jan, 2017 @ 10:49am 
Thank you for keeping this updated
Elias "Five" Knight 26 Jan, 2017 @ 7:39am 
is there a way to completly turn off timers? just wondering. i dont like playing games where i know i am timed even if its modded and extended.
gorillaCHEEZ 25 Jan, 2017 @ 1:02pm 
How about a mod that allows the squad to initiate an early retreat/extract?
Melmoth 24 Jan, 2017 @ 11:32pm 
What about ADVENT progress? I am actually fine with the mission timers but I would like a slight reduction in the ADVENT progression.
Not a Bard 24 Jan, 2017 @ 5:16pm 
Just to understand: why didn't you just change the TimerDifficultyMod for each difficulty to have a +4 bonus, instead of changing the InitialTurnCounts for individual mission types? Wouldn't that have more expected results if missions are added via other mods?

Anyway, thanks for the mod! The timers were making the game more stress than fun.
Flik the Changeling 24 Jan, 2017 @ 1:24pm 
I dont have any problem with the mod. I just wanted to tell you how awsome you are for making all those mods for people to enjoy ^^ I really love your works the most out here and I hope you will continue what you doing because youre darn good at it :D Thats all ^^ :spycon:
LeftPaw 24 Jan, 2017 @ 7:00am 
Haha! For a minute there are thought it read +4, then I realised it must be a typo and should read +40
ORANGE_AGENT™ 23 Jan, 2017 @ 12:55pm 
@IanDresari tks for the explanation. I wonder why the mod author didn't bother to explain how to edit the ini.
IanDresari 23 Jan, 2017 @ 8:44am 
For those who wonder how to edit the XComLW_Overhaul.ini: the lines starting with "-" are removed from the original LW2 code and the lines with "+" are added to it. That means if you want to change the values, you have to leave the lines with "-" alone and only change the lines with "+". Took mit 20 min and posting a now deleted comment before figuring that out...
NRFBToyStore 22 Jan, 2017 @ 10:05pm 
I'm restarted a few times trying to get a feel my findings have been... On a VIP rescue... 200% gets me 3 pods of 1-5, with a reinf of 3-4. 100% gets me 4 pods of 3-6. 87% dropped me in 3 pods of 5-7 each and was fighting from first turn so WHO KNOWS what else was back there.

<100% you're screwed, >100% you get a LITTLE breathing room. I wish more of a curve.
Belhedler 22 Jan, 2017 @ 2:00pm 
Ok so that means I have to aim for a 100% infiltration most of the time unless I need this fast evac?
RealityMachina  [author] 22 Jan, 2017 @ 12:57pm 
@Belhedler That's not a bug, both vanilla XCOM and LW2 will cap their difficulty at the minimum, which is 1. Over 100% infiltration just won't have that much effect on pod composition at a mission with that low of a starting level.

It'll still have effects re: evac timer and how big the spotting ranges on enemies are.
Juravis 21 Jan, 2017 @ 9:56pm 
LW2 needs modular timers that adapt to various conditions instead of going "yeah youre 60 tiles away, have X turns" regardless of pod size or how late in the game you are. Thanks for this.
Nasarog 21 Jan, 2017 @ 4:17pm 
Good stuff. That should get the complaints down.
azrael502 21 Jan, 2017 @ 3:50pm 
thanks for the mod i am in the middle of an ironman run on legendery will i need to restart ?
Reprogrammed Automaton 21 Jan, 2017 @ 3:14pm 
Do you have any idea how I can reduce the maximum number of soilders allowed to be draged along on a mission? I know its not making things easier, but I figure you might have found the right variables while poking around to make this. >.<
Belhedler 21 Jan, 2017 @ 3:02pm 
Hi, can you tone down the difficulty too. Or at least that infiltration score has a real meaning while far over 100%. I checked the config file XCOMMissions.ini and I found that the pods should have a MAXIMUM of 3 ennemies on a level 1 advent force. This is clearly not what happens. Both the maximum thing is not correct and the pod strength is not correct either.

I have asked Pavonis and I'm waiting for an anwser. I'll share what they say when I got it.