XCOM 2
Delayed Evac WOTC
36 Comments
zin 17 Apr, 2023 @ 4:34pm 
I tried setting EvacCountdownTurns to 0.5 for a delay of 1 turn, but it never showed up. The cooldown was also 3 turns, instead of 2 like I set in the config. Hope someone can make an updated version of this mod.
zin 20 Mar, 2023 @ 6:10pm 
@TotalKhonest So set it to 1 if I want it to take 2 turns after the flare is dropped?
Pencey 19 Mar, 2021 @ 11:11am 
Though I did see the unfortunate mission that caused Beagle's comment below, I wanna note that this mod works perfectly for me with the following settings. Thanks @TotalKhonest

EvacCountdownTurns=1
EvacCallCooldownTurns=2
Wet Lettuce 6 Jul, 2020 @ 10:48am 
Big Sky would never leave me hanging like this!
TotalKhonest 30 Oct, 2019 @ 2:42am 
For everyone who has problems: By default it doubles the time the time you set in the .ini for the evac to appear. To fix that, simply fill in half the time you want it to take, then it will work perfectly.
nobubblegums 18 Aug, 2019 @ 5:24am 
Would be amazing if someone uploaded a fixed version
Saunders 12 Apr, 2019 @ 4:05am 
Firebrand!!!!!!! Where are you!!!!!!!!!
odebate 6 Apr, 2019 @ 8:52pm 
spaghettitime85 died because of this mod.
Beagle 6 Apr, 2019 @ 8:51pm 
Hello, is this tech support? I am on a mission and firebrand is not coming!!! Please send me a new firebrand and do not use this mod on ironman !!!!!!!!!!!! it is definitely a little somewhat broken!!!! for wotc!!!!!!
mystermask 3 Nov, 2018 @ 7:25pm 
Thanks for the response, I did the same thing as well.

It worked as intended :)
hickurt 29 Oct, 2018 @ 10:37am 
I would upload it, this mod doesnt work as intended and hasnt been updated in a year. I'd try to fix it myself but I don't have space for a 100gb SDK, and I don't see a problem with there being two mods, one with exclusion zone and one without.
looplick 27 Oct, 2018 @ 1:54am 
It's in DelayedEvac_GameState_EvacZoneSpawner.uc. Unfortunately it's not in a config file.
What I did was take this mod into the XCOM2 SDK and made my own personnal mod from it. I removed the whole exclusion zone aspect and the *2 on the EvacCountdown. I don't want to publish it to undercut this mod though.
mystermask 22 Oct, 2018 @ 10:57am 
@looplick

Where do you see "SpawnerState.Countdown = default.EvacCountdownTurns * 2;", I would like to edit myself as well.

Thanks !
looplick 17 Oct, 2018 @ 7:13pm 
I noticed you have
SpawnerState.Countdown = default.EvacCountdownTurns * 2;

Why do you multiply the countdown set in the config by 2? Wouldn't this double the number of turns the player sets for EvacCountdownTurns?

Anyway, I took your mod and removed all the exclusion zone stuff and removed the *2 and it works fine. I just wanted a simple delay to prevent me from escaping too easily ;)
looplick 17 Oct, 2018 @ 4:29pm 
I had the same issue. I set the exclusion radius to 0 and the countdown timer to 2. After two turns Firebrand didn't show up.
THE COUCH MAN 25 Mar, 2018 @ 2:26pm 
Using this mod, I'm running into an issue in which the evac zone seems to be delayed indeinitely. I've set ExclusionRadius=1 and haven't touched anything else. Five turns later Firebrand hasn't arrived and my squad is being overrun. Is this a known issue?
Lynsis 13 Feb, 2018 @ 4:54am 
Gemini, it happens, all you can do is restart. you have to see all the cutscenes in each mission section to progress/
Madman 10 Feb, 2018 @ 3:24pm 
Gemini, are you using the Better Lost mod? (I think that's what it's called) Disabling that fixed the very same problem for me.
GeminiGod 7 Feb, 2018 @ 10:15pm 
My mistake, I spoke too soon. Disabling this didn't solve problem. Tough to troubleshoot in ironman mode!
Maluco Marinero  [author] 3 Feb, 2018 @ 3:38pm 
Any other mods being used alongside this one? It shouldn't be breaking scripted EVAC points like that, as I don't actually change their behaviour at all, merely player deployed EVAC zones.
GeminiGod 3 Feb, 2018 @ 1:32pm 
There seems to be a glitch with this mod in WOTC on the reaper intro map. When all soldiers get to the exit point, nothing happens. It never jumps to the skirmisher map.
krumiro 24 Jan, 2018 @ 7:22am 
p.s.
Every once in a while I still try some tests to make the dead Viper's tail "relax" while being carried with your amazing GW Extract Corpses... but still unsuccesfully... I still haven't learnt enough in that part of XCom2 code... ;)
krumiro 24 Jan, 2018 @ 7:14am 
Also, I noticed that if I save and load the game during the Countdown (between throwing the Beacon and the Evac Zone appearing) in that case the Blue Beacon doesn't reappear to finish the countdown (and therefore have to throw it again... It seems therefore that saving the game doesn't save the information of where the Beacon was placed and how many countdown turns were remaining... It's no big deal, now that I know it I simply save "after" the Evac Zone has appeared, Just telling you in case you have time to look into it... ;)

Thanks for this great mod! You are one of my Modder Superheroes who inspired me with your fantastic Guerrilla War collection in learning how to program to make my own collection (Realistic War)... This is a Mod that I would have doubtlessly done myself if it didn't exist yet! Thanks! you saved me a bounch of programming time to focus on other mods... ;)
Maluco Marinero  [author] 20 Jan, 2018 @ 1:16pm 
Ah, I'll look into it.
krumiro 17 Jan, 2018 @ 5:04pm 
Great Mod! I love it! I noticed that when I throw a second Evac Blue Beacon (before the countdown has ended) the first one doesn't disappear... not sure if it is a bug... it ends up showing multiple evac beacons and zones
Saisher 22 Oct, 2017 @ 7:22pm 
Loading a save on a turn before the countdown finishes appears to cause the evac to not touch down at all.
forerunner398 12 Oct, 2017 @ 6:32am 
I can't wait for the Reinforcement Mission module, any updates on that front? All three of your GW mods go so well together that it feels like a crime to not use them all at once.
Enemy Infant Tree 4 Oct, 2017 @ 6:26am 
I'm not at my home computer right now so I don't have accesses to the logs.
The only possible conflict I can think of off the top of my head would be the disable mission timers mod...although I had this working alongside evac all back in vanilla.

For right now I think I'll keep it off and try it again when I get around to doing my beta strike run.
Disabling it actually saved my skin - I botched a rescue mission the other night and just barely managed to avoid losing three of my top soldiers!
Maluco Marinero  [author] 4 Oct, 2017 @ 2:38am 
There should be a dialogue chirp either way. Possibly some logs might help me find the source of the issue, but also worth checking what mods you have running alongside this?
Enemy Infant Tree 3 Oct, 2017 @ 6:23pm 
Nothing happens when the timer counts down. The 3x3 square doesn't pop up, nor does Firebrand to give her little 'all clear' quip.
I'm not allowed to evac any of my troops. I tried placing a second one only to get same results; timer goes to zero, no evac, no notice.

I didn't have any ADVENT troops near the exclusion zone - living ones, that is.
There were dead bodies in the zone. I also placed the first evac point on top of my SPARK.
Not sure if one or both of these things might have caused a hiccup.
Maluco Marinero  [author] 3 Oct, 2017 @ 5:55pm 
Could you provide more specifics on what happens when the timer runs down? It's never shown a timer, it's merely a two turn delay by default, with a circular exclusion zone during the process. Once the timer runs down the Evac zone should spawn as a regular 3x3 square. (intended behaviour demonstrated here: https://youtu.be/psmIupLQ5Y8 )
Enemy Infant Tree 3 Oct, 2017 @ 4:02pm 
Broken.
I can place an Evac point down, but when the timer runs down (which doesn't show), I'm unable to Evac my troops.
mystermask 30 Sep, 2017 @ 3:30pm 
I was traumatized by this mod during a playthrough with bigger pod and reinforcement.

Glad to see it back !
Juravis 25 Sep, 2017 @ 2:43pm 
If i may suggest the idea of making evac take 1 action point and not end the turn also (Aid Protocol style). Free actions arent very strategic.
marshmallow justice 25 Sep, 2017 @ 6:08am 
Nice, I liked this idea when it first came out.
Pownage 25 Sep, 2017 @ 5:17am 
Can't wait for infinite reinforcements (If you're doing it, that is, probably going to take a lot longer I imagine as well)