XCOM 2
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[WotC] RW Realistic Facility Upgrading
   
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9 Mar, 2017 @ 3:02am
4 Dec, 2018 @ 6:55am
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[WotC] RW Realistic Facility Upgrading

In 1 collection by krumiro
Realistic War... or the "Mine Yours" Collection... ;)
25 items
Description
;My Facilities don't "magically" upgrade in an instant (!!!) but instead realistically also require both time and assigned engineers, yours?

;Donations: paypal.me/krumiro

;CHANGE THE VALUE FROM THE .INI FILE
FacilityUpgradesConstructionTimeIsItsFacilityConstructionTimeDividedBy = 4
;Personally, 1/4 seems realistic to me. ;)

;Remember that "Rapid Construction" Scanning Bonus also applies facility upgrades constructions as it does with facility constructions. ;)

;CLASS OVERRIDES
;+ModClassOverrides=(BaseGameClass="XComGameState_HeadquartersProjectUpgradeFacility"
;+ModClassOverrides=(BaseGameClass="XComGameState_FacilityXCom"
;+ModClassOverrides=(BaseGameClass="XComHQPresentationLayer"

;INCOMPATIBYLITY LIST
;Please help me to update this list


DONATIONS
Are you so full of gratitude for this Mini-Mod that you will just explode if you don't offer me a beer?
Need me to add an option you like?
Want to help to keep this mod “surviving” XCom updates?
You’d like me to make it compatible with your favourite Mod?
Seen a bug and want to help me find the time to squash it?
XCom Modding is fun but doesn't pay the rent and free time is limited… Donations are NOT mandatory but if you want to "motivate" me to escalate this mod maintenance (or your suggested idea) higher on my free-time priority list… here is the Paypal link and I'll have a beer (or maybe lunch) in your honour. ;)
https://www.paypal.me/krumiro


DETECT CLASS OVERRIDES CONFLICTS BETWEEN MODS
Simply make a quick Harddrive Search for “+ModClassOverrides=(BaseGameClass=“
The results will show all the XComEngine.ini files of Mods that make Overrides. Check if any of those files have the same Class name after the “=“ and kindly ask the Modders to try to avoid that override or cooperate with each other. When 2 mods override the same class the game gets HORRIBLY VERY SLOW and only 1 of the 2 Mods works (randomly).


BIRTH OF “REALISTIC WAR” COLLECTION
(ALSO KNOWN AS THE “MINE YOURS” COLLECTION ;) )
Long story short: One Megamod that rules them all… “Mutilated” into tiny little self-functioning Mini-mods ;)
Short story long: I always wanted to publish my millionaire Smartphone App super-idea but totally forgot how to program from my first University years. I tried to relearn with Youtube channels and online Tutorials but got bored to death after a week. One day, playing my favorite game ever (and the only one I have the luxury to have time to play) I asked the author of my favourite Mod to please apply a tiny little idea on his Mod for me. No answer… I got struck by the brilliant idea: relearn programming by making your only stress-release game more fun and the way I wished it to be!!! Modding was love at first sight. Not only I didn’t get bored relearning to program from zero, but I actually have became so enthusiast and obsessed by the constant intellectual challenge that it now keeps me literally hypnotised for hours, days, weeks, months… I now have 10 times more fun by reprogramming my only game than playing it! How crazy! Solving programming puzzles turned out to be for me much more fun than solving this strategy-game puzzles themselves! My first XCOM Modification starting from 0 took ages… literally weeks: to interpret the code of other Mods achieving a similar result and to understand what I needed to change (no need of reinventing the wheel, right?), to understand that it wasn’t enough to naively just “paste/edit” text inside someone else’s Mod files but that I also had to “rebuild the solution” with a “solution builder”, to discover Modbuddy, to find a way to run XCOM Development Kit on a Mac, to find a way to shrink it from 60GB to 2GB ‘cause I had only 8GB available (deleting the graphic/sound content), etc… But the gratification and earned experience was way worth it once finished. Then each next Modification, like a university exercise, once solved made me realise that I learned 1 or 2 new important tricks that allowed me to program the next one. An so on, modification after the next I completely changed XCom exactly the way I always wanted it with a SINGLE HUGE MEGAMOD that puts its hands everywhere in the game. Now, I can’t give you the Megamod because it has way too many modifications at once for another single person to have the chance to like them all (and God knows which other Mods it isn’t compatible with). Now I’m simply multitasking between making additional modifications (the hardest ones, now that I have the skill) and simultaneously “mutilating” the Megamod into tiny little self-functioning mods (dozens and dozens of them!!) to share with you guys… but mainly because the mutilation process is an additional superfun and challenging programming exercise (even making these stupid Mod Preview Images. Until yesterday I didn’t know how give a transparent background to pasted images) that pushes my skills every day one step closer to my future millionaire supersuccessful Smartphone App. Wish me luck! ;)
27 Comments
Stache73 26 Dec, 2024 @ 8:24pm 
This mod is not compatible with "Long War of the Chosen" (LWotC) as they have a conflicting class override for the class "UIFacilityUpgrade".
the__mentat 1 Nov, 2024 @ 10:50am 
Problematic mod. Yesterday I tried using it to upgrade the resistance ring. I ended up building to digital networks followed by a hologram (or whatever the last upgrade is called). I ended up with 3 extra resistance order slots.
miku567 5 Jan, 2022 @ 4:47pm 
Just came to say this mod conflicts with Immersive Strategy Layer ('XComHQPresentationLayer')
Thalioden 12 Dec, 2020 @ 10:15pm 
I can confirm the conflict with Immersive Strategy Layer.
Blaze 31 Dec, 2019 @ 5:46pm 
Confirming @nelVlesis's comments re: this mod causes some significant slowdown, despite AML and manual search confirming no shared class overrides /:
Facenor 8 Jul, 2019 @ 1:42pm 
What a shame, your mod conflicts with Immersive Strategy Layer (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1544760525) as it overrides XCOMHQPresentationLayer too.

For some reason the alternative launcher didn't see it... It only see that you overrides XComGameState_HeadquartersProjectUpgradeFacility.
neIVIesis 18 Feb, 2019 @ 5:44pm 
Not hits, I also used notepad++ advanced search, nothing.

So none of my 340 mods edits those 3 entries....Bummer.
krumiro  [author] 18 Feb, 2019 @ 4:27am 
In the description above there are instructions on how to manually detect double overrides... ;)
neIVIesis 17 Feb, 2019 @ 7:44am 
It is possible, how could I figure it out? The Mod Manager did not report a conflict. I am assuming all your other mods are compatible with this.

It'd be good to find out, so you can post incompatibility. I can give you my mod list if you're interested in tracking conflict.
krumiro  [author] 17 Feb, 2019 @ 3:57am 
That means, as explained above, that one of your other 340 mods is also overriding one of these classes... ;)

;+ModClassOverrides=(BaseGameClass="XComGameState_HeadquartersProjectUpgradeFacility"
;+ModClassOverrides=(BaseGameClass="XComGameState_FacilityXCom"
;+ModClassOverrides=(BaseGameClass="XComHQPresentationLayer"