XCOM 2
Timer Tweaks for WotC
54 Komentar
tocoming 17 Sep 2023 @ 1:06pm 
For those with mods: Tweak is not compatible with the Long War.
The timer settings are already in it.
Agenda 2030 24 Jul 2023 @ 8:33am 
shaska, thank you very much for posting a reply here I appreciate it. when I play Xcom 2 I'll load in the mod that triggers timer at time of stealth being broken. If I find I need more turns, I will try your mod in conjunction to give myself 2 and 4 more turns respectively. Hopefully they can go together, if not I'll just use yours since it will probably help a little more :). Also I am going by advice of internet and not playing WOTC until after I play the vanilla game first. I enjoyed xcom 1 about 7 years ago and looking forward to this before jagged alliance 3!
Shaska  [pembuat] 23 Jul 2023 @ 12:41pm 
To my knowledge there haven't been any patches to the game that breaks the mods. When the mod isn't working for people, the issue is usually that they forgot to turn on the mod in the launcher. You can always give the original mod a try and see if it works, but otherwise I'd recommend the mod that doesn't start the timer till stealth is broken.
Agenda 2030 23 Jul 2023 @ 10:46am 
Giggles made me giggle. Also never played xcom2 yet and not playing with WOTC first time, so here is my question: Was looking at the mod from shaska that removes timer completely from vanilla but comments suggest it does not work now. Is there an alternative that works, or better yet does not disable timer completely but adds a few turns like this one (2 and 4 respectively)?

Thanks for the help.
HaziTru 16 Jul 2023 @ 11:32am 
Pretty cool mod, I play with larger pods and harder enemies and the default time isn't balanced for that. Thanks.
Giggles 7 Mei 2023 @ 7:50pm 
@BottomScorer Just stfu, christ. Every damn mod. As if your spam wasn't bad enough, "War of the Chosen" is awful and WotC is the most used and proper tag,
BottomScorer 6 Jan 2023 @ 6:41am 
One Steam tag should be sufficient!

War of the Chosen

NOT war of the chosen!
NOT WotC!
SabinyAK | Fire Nationalist 10 Des 2022 @ 1:53pm 
thanks for this i love the game but i'm starting to get sick of the tight ass timers
which are fun sometimes but when every mission is so tight it feels like a big chore
the game is punishing enough already thank you very much
apache_alfredo 5 Okt 2022 @ 6:58am 
How to i modify this to +2 turns across the board, instead of 4. I think 4 is just a little too much time.
Toko 9 Feb 2022 @ 8:15am 
There is a line in this mod don't have "="
[SecureUFO]
BaseTimerLength_Rookie=8
BaseTimerLength_Veteran=8
BaseTimerLength_Commander7
BaseTimerLength_Legend=6
Pengos 10 Agu 2021 @ 1:57am 
Seems to be working fine for me. 16 turns for extract VIP on legendary, was 12 by default I believe. Might not have been working when I previously tried it, before I switched to the alternative mod launcher.
Dragon32 4 Mar 2021 @ 6:41am 
@Morgan
It's just .ini changes; have you tried the basics?
https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
Morgan 4 Mar 2021 @ 6:22am 
I'm not sure this mod still works.
tungsten(iv) oxide 28 Mei 2020 @ 1:24am 
The timer mod no longer seems to work with the most recent updates.
jsavvysync 7 Jan 2020 @ 5:13pm 
Also adding a simple thank you. I activated a mod that adds enemy types (sounds cool, right?), except said mod added rather than replaced pods. Even playing overly aggressive I barely made it with everyone alive thanks to this mod. Very nice to have a simple .ini edit for this setting, as it makes other mods playable. If anyone's wondering:
steam>steamapps>workshop>content>268500>112547.. for the text file
VS-lockon 12 Des 2019 @ 4:30am 
omg @ Shaska thank you i wanted the timer still be there but way longer
Tayron 6 Okt 2018 @ 11:48am 
What would be really cool is if it could be configureable not just based on difficulty but by how far into the game you are. So at different force levels you would have less or more time. So for example around force level 1 you would have 2-3 turns added and maybe force level 11 1 turn added or even 1 turn subtracted
Dragon32 5 Okt 2018 @ 12:58pm 
@Fonzosh:
Probably not needed as it's just a .ini change
Fonzosh 4 Okt 2018 @ 5:30am 
Will this be uppdated with the release of the Tactical legacy pack?
ABuff 17 Sep 2018 @ 9:04pm 
@Shaska From what I read on reddit, if you set your game to opt out of beta it should download just the 'modbuddy' portion of the editor, instead of the entire SDK. It is much much smaller from my understanding. Hope that helps.
Shaska  [pembuat] 12 Agu 2018 @ 7:17am 
That could possibly work, I'll have to look into it.
Dragon32 12 Agu 2018 @ 2:55am 
@Shaska
Heh. For one character.

As this is just a change to an .ini, would using the Alternative Mod Uploader be possible?
Shaska  [pembuat] 11 Agu 2018 @ 2:04pm 
Good catch, surprised I missed it for so long.
Unfortunately I'll have to download about 91 GB to fix it, so I'll probably be dragging my feet a bit on that.
Dragon32 11 Agu 2018 @ 10:47am 
Hey Shaska, thanks for the mod. I spotted a typo though:
[SecureUFO]
BaseTimerLength_Commander7
Should be:
BaseTimerLength_Commander=7
jpinard 27 Jun 2018 @ 4:29pm 
Thanks!
Shaska  [pembuat] 23 Jun 2018 @ 12:05pm 
@jpinard
It should, yes, though it won't change the timer of the current mission if you're on one.
jpinard 23 Jun 2018 @ 8:32am 
Will this work if I enable it with a campaign already in progress?
Kazraan 21 Feb 2018 @ 6:44am 
Gotcha. Thank you @Shaska
Shaska  [pembuat] 21 Feb 2018 @ 5:49am 
One will likely overwrite the other, though I'm not sure which.
Other than that, I doubt there'd really be any issues, but you probably are better off just picking either the mod or the double time limit option.
Kazraan 20 Feb 2018 @ 7:52pm 
Will this have issues if the time limit is doubled via the advanced options?
Shaska  [pembuat] 5 Feb 2018 @ 12:32am 
Should increase the turn limits by 2-4 as normal.
*Ru$H*Teddy 4 Feb 2018 @ 3:35pm 
Hi :) How does this affect a campaign with beta strike on?
Thunder 22 Jan 2018 @ 9:04am 
By the way. Your mod seems perfect this way, story missions must not get altered and 2-3 turns more are what I was looking for to still have the "oh my god I must hurry" but still use some tactics instead of running to death if the luck turns around (when everything is fine and perfect of course you can run, but that must not be the common mission nor should I feel to re-load each time events are not perfect, which usually means events are funnier when not perfect).
Thunder 22 Jan 2018 @ 9:01am 
WOTC doubles the value, which is exagerated, it's like "disable timers". You don't feel timers at all with doubled values.

We just need a couple of turns more for some tactics or to stop rushing-only to death if something "strange" (and funny) happens, like a boss spawning in a timed mission or an unlucky turn of events. Instead of reloading a couple turns more give you the possibility to use your brain to balance the lack of luck.
Baleur 7 Des 2017 @ 11:21am 
But doesnt WOTC already include this as an advanced new game option?
soehner18 12 Sep 2017 @ 4:31pm 
Thank you so much for this I am so tired of getting 7 turn timers with 3-4 pods in a datatap mission
Orpheus 8 Sep 2017 @ 8:36am 
Thanks a lot
The Ranch King 5 Sep 2017 @ 10:24am 
@Doombunny That sounds like the psionic transmitter mission, which has a normally low base timer, but can be increased by destroying the 2 hp nodes along the way.
Shaska  [pembuat] 4 Sep 2017 @ 1:37am 
You'll have to be a bit more specific.
Which mission type was i?
What difficulty are you playing on?
Doombunny 3 Sep 2017 @ 8:50pm 
Does not appear to be working in WOTC - was just on a mission with a 6 turn limit with an objective too far to reach while running, let alone fighting. Status?
PatientLandBeaver 2 Sep 2017 @ 8:42pm 
Thanks for updating this for WOTC Shaska!
atletikus 2 Sep 2017 @ 1:27pm 
Alright. Thanks for quick reply. Shows your mod is needed.
From_Russia_With_Love 2 Sep 2017 @ 11:38am 
Thank you. / Спасибо.
Shaska  [pembuat] 2 Sep 2017 @ 11:28am 
Yeah, the story missions weren't altered.
It should work for the rest of them though.
atletikus 2 Sep 2017 @ 10:55am 
Not working for me in WotC. Second mission in (from Tutorial start) and mission timer is merely 8.
Ouroboros 2 Sep 2017 @ 1:51am 
isn't there now already a setting for that in WotC ? I've read here and there that one can chose to double the timers
Shaska  [pembuat] 1 Sep 2017 @ 11:14am 
@BlueRaja
Sounds like a good idea. I'll see if I can't figure out how to do that.
Raksascha 1 Sep 2017 @ 11:11am 
Thankyouthankyouthankyou. Forgot how ridonculous Xcom 2 was without this. 3 pods of 2 Faceless and a Stunlancer and 6 turns to get to the crate? Jake, I know "that's Xcom baby!" and all, but give a brother a break!
BlueRaja 1 Sep 2017 @ 11:08am 
It would be great if this mod supported Mod Config Menu, so that the turns added were configurable. It would also be great if this mod supported holding the timers until concealment is lost, like True Concealment used to (that should be easy, since it's now a config option: just set EngageTimerWhenConcealmentLost and EngageTimerAtMissionStart)
Stick Rick 1 Sep 2017 @ 10:59am 
indeed.