XCOM 2
Long War 2
For those of you that are waiting on various timer mods.
Long War 2 has built in timer modifications for those that don't want to wait for mod authors to update. (XComLW_Overhaul.ini) Lines 1037 - 1040 will have what you're looking for.
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Showing 1-15 of 28 comments
Azmodiuz 19 Jan, 2017 @ 8:38pm 
Thank you for that info.
texasgoldrush 19 Jan, 2017 @ 8:47pm 
How do you tweak these timers?
@texasgoldrush Just change the numbers. It'll add whatever number you put in to the turn timer. So if you change it from 0 to 50, for instance, it'll give you 50+(base turns) per mission.
Last edited by Absinthe Girl Scout; 19 Jan, 2017 @ 8:59pm
texasgoldrush 19 Jan, 2017 @ 9:52pm 
Originally posted by Kiva126:
@texasgoldrush Just change the numbers. It'll add whatever number you put in to the turn timer. So if you change it from 0 to 50, for instance, it'll give you 50+(base turns) per mission.

Is their global avatar project tweaks as well?
Pablo 20 Jan, 2017 @ 3:38am 
Sory for the (probably obvious) question, but i can't find the file you mention. Where should it be located?
MeatPopsicle 20 Jan, 2017 @ 4:21am 
C:\...\Steam\steamapps\workshop\content\268500\844674609\Config - It's not obvious.
Last edited by MeatPopsicle; 20 Jan, 2017 @ 4:21am
Blarry 20 Jan, 2017 @ 4:59am 
Would you need to start a new campaign after changing the .ini?
Romual 20 Jan, 2017 @ 5:12am 
Does mod that makes timer start ticking after you've been found still work?
Enhas 20 Jan, 2017 @ 5:40am 
You're supposed to get a global +4 extra turns on rookie and +1 on veteran, but this doesn't seem to be working for some people and they're still getting the default timers no matter the difficulty.

@SwagWeedEveryYear No, True Concealment does not work yet.
Last edited by Enhas; 20 Jan, 2017 @ 5:43am
Panicsferd 20 Jan, 2017 @ 2:42pm 
Originally posted by SwagWeedEveryYear:
Does mod that makes timer start ticking after you've been found still work?
the mod you are talking about is true concealment, and I would like to know that as well since with that the timers weren't as bad.
Originally posted by texasgoldrush:
Is their global avatar project tweaks as well?

For increasing the amount of pips needed for the Avatar Project to initiate the Doomsday Timer? Yes (XComGameData.ini) Lines 311 - 318. Though everything from 260 - 342 is relevent to the Avatar Timer. File found in the same place as the last one.

Originally posted by Blarry:
Would you need to start a new campaign after changing the .ini?

Shouldn't need to as it calls the function every time you launch a mission. It will not work on missions already in progress though.
Last edited by Absinthe Girl Scout; 20 Jan, 2017 @ 5:38pm
JaguarLeader 20 Jan, 2017 @ 5:44pm 
how do i find the line it is on
Originally posted by JaguarLeader:
how do i find the line it is on

Use a text editor like Notepad++.
Behrg 20 Jan, 2017 @ 9:29pm 
Would someone please list the text of the lines for folks just using simple notepad.
Behrg 20 Jan, 2017 @ 9:47pm 
Got it. Its almost at the very end of the Overhaul.ini in \Steam\steamapps\workshop\content\268500\844674609\Config. Look for lines 1037-1040 which reads:

; Across-the-board extra turns by difficulty level, can be negative
TimerDifficultyMod[0]=8; Rookie
TimerDifficultyMod[1]=1; Veteran
TimerDifficultyMod[2]=0; Commander
TimerDifficultyMod[3]=0; Legendary

And thank you for the initial info, Kiva XD
Last edited by Behrg; 20 Jan, 2017 @ 9:48pm
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