XCOM 2
Cooldowns Instead of Charges
59 Comments
MadMonkee10 24 Aug, 2024 @ 6:26pm 
wish it was possible to implement a hybrid system where abilities with more than one charge still have those charges but they refresh after these cooldowns expire, for example I use both charges of Advanced Teamwork in one turn like I'm used to and then get them back after the 4 turns this mod set as its cooldown
Epic Dovahkiin 1 Feb, 2024 @ 7:24pm 
so can i use this mod to say change abilites from Jedi Class Revised to use a cooldown instead of a charge?
oceansoul 14 Nov, 2021 @ 6:21am 
For those having trouble removing abilities from the list the way to do so is to set the cooldown to a negative value rather than comment it out. So +SKULLJACK_COOLDOWN=-1 sets skulljack back to charges.
Yahtzee 11 May, 2021 @ 2:22am 
Commenting out abilities does not work as far as I tested. Any way to pick and choose which abilities get affected by this mod? Would really like to use this mod if so.
rocterius 28 Jun, 2020 @ 11:54am 
Does not wok for me, any help?
Play WOTC.
plaYer2k 14 Dec, 2019 @ 10:26am 
As requested earlier by others, I personally would also greatly appreciate a vanilla version without LW and WotC.
SupremeMorpheus 7 Aug, 2019 @ 4:53am 
Anyone know if we can comment out some of these and have it not break horribly? Got some other mods that this might override and I'd rather keep the cooldowns from them
Prscyse 18 Jul, 2019 @ 7:24pm 
Does it work on WotC?
Lady Silentice 9 May, 2019 @ 4:12pm 
Me again...
Seems incompatible with the following, no idea why: "Bladestorm Customization V2"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=869566977
Creed 28 Apr, 2019 @ 8:17am 
Could you possibly change Richard's Classes from his class mod and convert all of those charges to cooldowns? Im not sure if you take requests or not just thought that would be a really nice addition to his class mod. If not then no worries just thought I would ask!
Philadelphus 20 Apr, 2019 @ 6:50am 
Great mod! I like the flexibility it gives me to not always be worrying about wasting my abilities too early. Makes the game a lot more fun.

@Silentice I'm using Remote Start Purifiers in my campaign and haven't noticed any issues.
Dęąth Viper 14 Feb, 2019 @ 6:06am 
please add dominate
Zigg Price 24 Oct, 2018 @ 8:26pm 
Any chance of adding in the pain ops, or adding in other variables? Customize All Abilities, Ragestrike Remastered, and the Long War 2 Perk Pack were crazy useful back before the expansion for modifying the way skills worked, but a lot of these mods don't work anymore.
DERPKING1991 2 Jul, 2018 @ 12:54am 
Wouldnt it be best to add all of them from the others in this mod??
Cibertron 22 May, 2018 @ 8:11am 
@Silentice i don't think so, cause that mod "adds" an abilitie to one already existent abilitie and it doesn seen to change much more on the remote start, and also this mod here doesn't seen to alter the Remote start so it should be safe, but you must understand that in programming there is always a chance of one key code to conflict with another, so i advise you to test it, should be safe and it shoudn't do much even if it conflicts with this other mod
AshHill07 28 Feb, 2018 @ 12:33pm 
Is there a non-WotC Version? Or will this just work with the vanilla game (without the changes the the abilities the vanilla version doesn't have obviously).
Lady Silentice 27 Feb, 2018 @ 4:40pm 
Is there any incompatibility with WotC: Remote Start Purifiers - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1305837971
Thank you
rockhounddiva 27 Feb, 2018 @ 7:47am 
I do find it dumb that stuff like revive can only be used once, and that combat and discharge have limited use on standard specialists but Shen's versions have a cooldown instead
pauloel7 7 Feb, 2018 @ 3:30pm 
What about Sting Charges Removal mod?
pauloel7 4 Feb, 2018 @ 6:55am 
Compatible with Skirmisher Rebalance @https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1125671906? How are the overlaps gonna work out - load order?
Plastique Tiara 21 Jan, 2018 @ 10:14pm 
Is it possible to add SilenceRS from Richards Classes
Airu 18 Jan, 2018 @ 10:01am 
Is it possible to add skills yourself via the ini file?
MeAMoose 8 Jan, 2018 @ 2:37pm 
Could you try and make this to be configurable with the MCM (Mod Config Menu)
Zigg Price 4 Jan, 2018 @ 5:41pm 
Putting any of these skills on CD instead of charges is OP. Skulljack, alone, is an instant kill attack. If you are willing to wait, or play around with the settings yourself, you can instakill an entire mission of Advent.
Cahos Rahne Veloza 8 Dec, 2017 @ 10:39pm 
@PM_Zigg Price:

Having that skill use cooldowns would make Psi Ops EXTREMELY OP. Just imaging camping through the final mission with your Psi Ops so you can dominate every alien instead of just killing 'em and sending 'em all towards the three final room bosses.
Zigg Price 8 Dec, 2017 @ 10:20pm 
Any chance of adding in The Psi Op? Mind Control, or Domination, or whatever it is called, has a charge instead of a cooldown.
Zigg Price 12 Oct, 2017 @ 5:32pm 
YEEEEESSSSS! THANK YOU!
Cahos Rahne Veloza 11 Oct, 2017 @ 5:41pm 
Thanks for adding Skulljacking and skullmining to the list :)
Zyxpsilon 11 Oct, 2017 @ 3:51pm 
@Jace.. oh -- but i surely would just re-activate the copy i already have installed.. unless you'd be willing to provide the same type of system within this mod. It's quite alright if you simply won't. ;)
John  [author] 11 Oct, 2017 @ 10:40am 
@Zyxpsilon I looked at the page of that mod you mentioned and I don't see why you can't just install that mod alongside this one. It seems like both mods should be compatible with each other.
Puppet Master 11 Oct, 2017 @ 10:06am 
I would also like a compatability with this and persistant heals, they would work so well together :o
Zyxpsilon 10 Oct, 2017 @ 1:46pm 
Although.. of course krj12's authentic initial version still is compatible with WotC. I just reasoned the intent of your stuff could be somewhat related to that one also.
No bad intentions were meant by my suggestion, btw.
Zyxpsilon 10 Oct, 2017 @ 1:36pm 
Cool stuff.. makes a whole bunch of sense to at least have some sort of control over various Gameplay conditions even if that all hooks into the ruleset principles.
Besides.. whomever really feels like "cheating" their ways in just about anything -- can, already with Console or whichever other indirect file editing methods.

Although.. another aspect has been very precious to me -- the absurdity of MediKits that actually do NOT heal anybody when it matters.. on the Battlefield!

Thus.. there was this other Mod (( MakeHealsPersist )) for XC2. Mind having a quick look at this stuff for me & maybe integrate the feature in **THIS** mod of yours, please??
MrT 9 Oct, 2017 @ 10:42am 
Thank you. this fits nicely with my mod setup.
DoctorDabPHD 9 Oct, 2017 @ 9:56am 
On the one hand the ability to get a combat protocol which hits any mechanical fucker for 10+ damage with level 3 Gremlin is nuts...
On the other hand some maps go on for so FUCKING long in this game it's insane to limit people to 2 charges per mission so---
Rook 9 Oct, 2017 @ 7:28am 
Wow this just looks so incredibly overpowered i dont even know what to say
John  [author] 9 Oct, 2017 @ 5:28am 
@solartraveler160 just set all the skirmisher cooldowns in this mod to -1 to prevent any conflicts with that mod. (it will use that mod's settings instead)
Omni-Gawker 8 Oct, 2017 @ 11:07pm 
Would this conflict with the more Skrimishing Mod?
ProxyJames 8 Oct, 2017 @ 3:43pm 
were is the file to set it to -1 for us people who have beat the game a billion times and just want to mess with aliens by spaming chain shot every turn lol
John  [author] 8 Oct, 2017 @ 10:36am 
@TheToric you can set the cooldown values here to -1 so it will skip changing the skirmisher abiltiies.
TheToric 8 Oct, 2017 @ 10:13am 
how will this interact with skirmishers rebalanced? i assume it will overwrite the changes?
John  [author] 8 Oct, 2017 @ 2:45am 
@Jax it works on existing campaigns.
obin0684 8 Oct, 2017 @ 2:42am 
Does this mode only take effect after starting a new game?
ProxyJames 7 Oct, 2017 @ 10:12pm 
well this fixs one the reapers problems, now they suck slightly less!
Samio 7 Oct, 2017 @ 8:11pm 
Excellent idea. Well done!
HeadStrikeR ! 7 Oct, 2017 @ 8:12am 
Personally i find this is how it should have been. Whiplash for instance was one of the most unlogical things onlyhaving 1 charge, only OP stuff like banished i would keep as 1 charge, since it basically allows you to delete a high profile target. But customization is king, with your mod you can adjust it exactly how you like it.
Cahos Rahne Veloza 7 Oct, 2017 @ 7:43am 
Will it be possible to add "Skulljacking" and/or "Skullmining" to this list of charge abilities as well?
General Hawk 6 Oct, 2017 @ 7:18am 
wow this is great!
teh1archon 5 Oct, 2017 @ 2:27pm 
Good mod, now for the first time I'm actually going to pick Conceal, Combat Protocol and any of the Specialist ults which are not one time schtique that I save and never use.
CyniksteR 5 Oct, 2017 @ 11:53am 
Ok, this is official. Thanks for the mod