XCOM 2
[WOTC] Marathon
47 kommentarer
shodanpc 21. apr. kl. 14:49 
This Mod seems to conflict with Delayed Force Increase since both have an ini setting for Force Level Time Increase.
Potatoes and Tomatoes 27. mar. 2022 kl. 9:23 
lwotc?
mihael.karlovcec 23. nov. 2021 kl. 8:41 
Is this save compatible?
Malek Deneith 18. maj 2020 kl. 10:02 
Note for anyone that might read this: If you intend to use this mod with class mods that add a Brigador rank, you might want to edit Marathon's XComGameData_XpData.ini and add RequiredKills[8] value for each difficulty or else you'll get "free" rank-ups after Colonel. (Number of required kills is up to you obviously, myself I just repeated last increase resulting in 145/185/240/295 kills required)

Probably also worth putting Marathon at the end of load order to ensure it overwrites required files.
TheyCallMeVincenzo 15. okt. 2019 kl. 7:22 
Does this slow down the Avatar Project because if it is or is not doing anything with the Avatar Facilities, it could really use a small slowdown.
⚡Judge Zed⚡ 9. mar. 2019 kl. 14:44 
the values state the thresholds that trigger the next level of chosen knowledge, higher means longer in each case.
ShotgunJR 3. feb. 2019 kl. 7:03 
i was wondering about the Chosen Knowledge rates addition that Malek Deneith posted about how do i edit them in the file? like how do incresse the lvls? what number should i increase or decrease to get the rates to go like super fucking slow?
yes_commander 21. nov. 2018 kl. 21:59 
Although, now that I post that, I'm seeing different numbers in-game with Show Me the XP installed, so RPGO's numbers here may not be taking effect properly. Or Show Me is reporting things incorrectly. Who knows any more?! But leveling is too fast with RPGO, I agree. Especially when you can pick multiple perks per promotion.
yes_commander 21. nov. 2018 kl. 21:51 
@Demonic & @Macho Man
You can directly control how much XP is needed per promotion with RPGO.
268500\1280477867\Config\XComGameData_XpData.ini

+RequiredXp[0]=0
+RequiredXp[1]=1
+RequiredXp[2]=70
+RequiredXp[3]=160
+RequiredXp[4]=305
+RequiredXp[5]=520
+RequiredXp[6]=825
+RequiredXp[7]=1250
+RequiredXp[8]=2500
Macho Man Randy Savage 11. nov. 2018 kl. 13:27 
@Demonic are your soldiers still levelling quickly? I have PGO as well and would wary of using thiss unless i can slow down the rate they level up at.
Demonic 10. nov. 2018 kl. 5:43 
Nevermind me, I'm just a complete fuckin' moron.
Demonic 9. nov. 2018 kl. 19:17 
Hi, posting it here on the odd chance someone actually knows what to do. Since the TLP the room excavation times seems to be back to vanilla, or I have serious issues with my memory.

Anyone knows why the basic excavation (the one with one engineer) suddenly only lasts 10 day instead of 30 I vaguely remember from pre-TLP?
AK-47 30. sep. 2018 kl. 13:20 
Nice mod. I'm playing on normal, and I think you could perhaps lower the money. Because the things you can spend the money on also come slower, we end up saving insane amounts. By the time I get new tier of weapons and armour, I can fully upgrade everyone instantly, which shouldn't be possible imo.
Dawnpromise 22. sep. 2018 kl. 17:14 
Word of warning: As far as I can tell this mod does NOT affect the Doomclock. If you're using this mod you may want to activate the 'Lengthy Scheme" second wave or the campaign may be near impossible to complete due to Avatar Project.
Demonic 16. sep. 2018 kl. 18:05 
Hi there, first of all perfect mod! And if you don't mind me asking, I'm currently rolling a new campaign with this and RPGO enabled (previously I played just with this one) and it seems to me the levelups are... a bit faster then I remember from the previous plythrough.

Could you tell me which file to look for when I want to see the exact number of kills to promotion, so I can check if everything is going correctly or if there's anything in the RPGO interfering with this?
Omegabigb 7. juni 2018 kl. 15:00 
@Omegabigb, actually nevermind, it's pretty obvious :steamfacepalm:
Omegabigb 7. juni 2018 kl. 12:34 
Bit of an odd question, but i haven't played xcom for a while and I dont really remeber how long everything normally takes, so any tips on how I can easily check if the mod is working?
Enemy Infant Tree 26. feb. 2018 kl. 14:58 
@Malek Deneith
Yup, the edit you made seems to be working as intended.
(Though I personally recommend doubling the vanilla values)
Malek Deneith 22. okt. 2017 kl. 9:51 
As a followup on my previous post: been playing with that edit for a while, the only oddity I saw was Warlock deciding to do nothing at all once he reached final bar of his meter. He died soon after so no idea if it'd continue, or was it a one-of derp. Haven't seen chosen Avenger assault but that's because I'm not letting them get there if I can help it.
Malek Deneith 15. okt. 2017 kl. 8:22 
For people asking for adjustment to Chosen Knowledge rates: after some digging in config files, and failing to get input on what I found I decided to try what seemed logical, namely applying the following *addition* to XComGameData.ini of Marathon mod: https://pastebin.com/nvTd8hfQ

This should, in my understanding, increase the thresholds for Chosen "level ups" by roughly 80% (numbers being adjustable obviously). Thus far it seems to have had the intended effect i.e. the knowledge bar is rising considerably more slowly, do note however that I've only started a campaign with this edit a day ago so this is barely tested. It's possible that it'll end up breaking something later on, I simply don't know yet. Use at own risk and keep your fingers crossed.
Badger 13. okt. 2017 kl. 20:06 
program files>steam>steamapps>workshop>26500>1127116380
Vriska 1. okt. 2017 kl. 10:21 
Can you tell me what folder this mod is in? I wanted to change the config to remove the 25% legendary addition, but I can't find the folder
Jagonchen 19. sep. 2017 kl. 23:30 
Chosen's Knowledge rates need to get ajusted.
Charmed  [ophavsmand] 17. sep. 2017 kl. 9:34 
@MisterDog yep, that's what I do, I use the mod but only the will and healing settings. Though you might want to refresh the relevant ini in your documents to be safe. Or comment them out with ; in front.
MisterDog 17. sep. 2017 kl. 8:42 
If I wanted this mod to affect only certain things to better suit my tastes, would it be safe to remove entire blocks of settings from the inis, or will that break everything? I know that I could adjust the changes to their respective defaults but it's more effort than simply removing the things that I want left untouched.
Charmed  [ophavsmand] 10. sep. 2017 kl. 7:56 
@GIBUS POWER Probably, not sure on all of them.
Vriska 10. sep. 2017 kl. 7:54 
Will adding this to an existing campagin still work?
Charmed  [ophavsmand] 8. sep. 2017 kl. 23:26 
@j2deline it does change the training center project timing, but no, not compatibility building. It would be nice to slow that down and make it a more deliberate thing one has to do, though, I'll throw it on the todo list.
Badger 8. sep. 2017 kl. 21:42 
does this affect bond times at all? I've noticed on Vanilla they are EXTREMELY fast; like I've gotten bonds at the end of Gatecrasher in my last 3 campaigns, and usually have 3-4 by the end of Lost and Abandoned; so I can only imagine if the rate isn't (or can't), that it wouldn't take very long for your whole roster to have a buddy with this on. If this doesn't adjust it at all I'd love a mod that toned them down in general tbh haha (not a request to you specifically lol, much thanks just for getting Marathon back up and kicking in general. I'm more a Medium-War guy that a Long War guy lol)
Charmed  [ophavsmand] 8. sep. 2017 kl. 10:47 
@Dragonmaster thanks for the feedback! No, I did not change the chosen knowledge. I've not looked at how that mechanic works under the hood either, though.
Dragonmaster 8. sep. 2017 kl. 10:37 
Couple of observations from my veteran game I got going on right now with this mod.
Were the Chosen's Knowledge rates adjusted at all. I've only had 1 soldier captured and none had knowledge extracted yet I have had the assassin fill her knowledge bar nearly twice (1 defense mission so far). With the increased XP requirements and the longer downtime for soldiers, i'm having a hard time getting up to Major Rank with someone. I've had to run 2 covert ops with promotions to skip the last 2 to get to major to unlock the stronghold. (Racing to either have the op done first or a 2nd defense mission gonna happen).

Avatar Project times compared to Force Level and Research all seem pretty balanced and work fine. A little more difficult for sure and having to keep about 3-4 squads available due to increased times (another reason for having a hard time reaching major) but really its only the knowledge rate that seems "off" for the extended time.
Charmed  [ophavsmand] 4. sep. 2017 kl. 15:47 
@Vaeringjar I already did, by 2.5 days (~15% longer). It's in XComGameData at the bottom, AlienHeadquarters_ForceLevelInterval
Vaeringjar 4. sep. 2017 kl. 15:36 
@Charmed So for playing on legendary, is it easy to mod the force level progression to compensate as well?
Charmed  [ophavsmand] 4. sep. 2017 kl. 15:21 
@Vaeringjar pretty much every item in the list in the description makes things harder for XCOM to some extent. Fewer covert actions because they take longer, soldiers out of action longer for will and health recovery, research takes longer, having to go longer before facilities are built or debris cleared. Force level progression is what alien types can be fielded. It goes from 1-20, 7 or so is when upgraded troopers are deployed for instance. On legend in vanilla this progression is slowed down, so in this mod that slowdown is extended to all of the difficulties.
Vaeringjar 4. sep. 2017 kl. 15:12 
@Charmed What makes it harder though? And what is "force level progression"?
Badger 4. sep. 2017 kl. 13:56 
@micro and Cerberus; just go into the config files and adjust them. Anything that takes a time duration has a set number of "points". For example, if something takes 3 days, it may be 5000 points of "time unit"; adjusting that value up or down will adjust times accordingly. It's a good idea to make backups before and after as well, in case a mod update over-writes your changes, or you accidentally delete a section or something.
Badger 4. sep. 2017 kl. 13:52 
are AP gain rates adjusted?
Charmed  [ophavsmand] 4. sep. 2017 kl. 13:11 
@Vaeringjar No, it's harder. The only compensation is slower Force level progression like Legend has.
Vaeringjar 4. sep. 2017 kl. 9:11 
does the game remain equally balanced when changing the timescale?
Charmed  [ophavsmand] 4. sep. 2017 kl. 7:54 
Toned down research time, wound healing, and XP requirements for rookie and veteran.

@micpo notepad works, the settings are in the various inis in the config folder of the mod. It's in your steam folder/workshop/common/268500/1127116380/config
micpo 4. sep. 2017 kl. 3:41 
Cerberus ----> to edit this file do I need Xcom Tools? Or I can just use notepad?
Also wher can I find this file?
micpo 4. sep. 2017 kl. 3:40 
Cerberus is right. Charmed - please can you change this?
Cerberus 3. sep. 2017 kl. 15:03 
45 days to heal gravely wounded on commander with the same amount of missions per month is too much. I had to uninstall this mod because the time for research and heals was way too high to handle. You should make this mod as a second wave option with tweaks so we'll be able to choose the options.
Charmed  [ophavsmand] 3. sep. 2017 kl. 14:15 
@Podunk Noname It'll work on an existing one.

@micpo It's pretty easy to change in the inis, search for the various 'timescalar' options in the xcomgamedata.ini . Changing some of the other options like covert actions is a little tedious but the big ones like research and construction are simple :)
Podunk Noname 3. sep. 2017 kl. 13:42 
Do I need to start a new campaign or will this work on an existing one?
micpo 3. sep. 2017 kl. 8:10 
Thanks! Can you make also optional 50%.... :)
Swords 3. sep. 2017 kl. 6:35 
Been hoping this would come along, thank you!