XCOM 2
More SITREPs
66 Comments
The Best We Have 30 Jun @ 9:57pm 
Yeah, that Experimental Stimulant sitrep has got to go. It's so stupid and not worth it. It should be an optional toggle in the battle - not an automatic severe injury generator afterward.
The Professor 19 Jan @ 11:44am 
Sorry, neutral Avatar VIP in the facility.
The Professor 19 Jan @ 11:22am 
I'm sorry to say this, but I can't recommend this mod as it brokes blacksite vial facility raid - the game crashes on the start of the mission, until this mod is turned off.
Dragon32 15 Nov, 2023 @ 10:43am 
@Tommy
Area of Operations, the battle map.
Tommy 14 Nov, 2023 @ 5:49pm 
what means AO?
ObviouslyEvil 21 Sep, 2022 @ 8:27pm 
Honestly I wish Experimental Chemical Weapon gave ADVENT troopers and officers acid rounds or something like that.
Dragon32 27 Aug, 2022 @ 3:06am 
@PremierVader
I did. Scroll down
PremierVader 27 Aug, 2022 @ 2:07am 
Hello can somebody tell me how to actually disable the Experimental Stims and Experimental Chemical Weapons sitreps? I just want the Resistance Cell one. Everyone is saying it can be done but nobody is saying how. We are not all very knowledgeable about these things so please help! Thanks.
Vanilla Autismotron 24 Aug, 2022 @ 6:24am 
People are acting like you can't just modify the chemical weapon sitrep to give a -20 to aim with a +40 to crit
If I judged every mod based on their default values, I'd probably end up removing every one I had
DaViper 7 Aug, 2022 @ 6:57am 
I'm with @Halte on this one. Just not having a good time with the play. (On paper it sounds awesome.)
Haite 6 Dec, 2021 @ 11:11am 
The idea of the mod is great; in theory experimental chemical would create a more stealth scene, where you can do the object with less worry about the shots. Stims would feel nice be powerful once in a while. However, in practice, because nobody can hit anybody, enemies start to flood the map and both sitreps appear too often along other mods to be felt as a novelty.
I really respect the mod idea and it works, but it's hard to recommend it. Maybe you can work around the sitreps, and that would be interesting, but because they show up so often and are so prevalent, it really drags the gameplay. Either way, great work that maybe needs some tweaks.
Premier666 1 Dec, 2021 @ 5:58pm 
Experimental chemical weapon is by far the least interesting sitrep in the xcom2 modding scene. "wow lets just make everyone have a penalty to hit"
It doesn't matter how small or big the penalty to hit is, a generic +X or -X to hit is the most boring type of bonus/pealty there could possibly exist.
Cúchulainn 6 Oct, 2021 @ 12:18am 
@Tomjo you can always nerf the -40 aim yourself. It's not the end of the world, and i bring literally 3 rangers and 2 templars if i can just bc of the aim nerf. Rmb it affects the enemy too so you can abuse it along with smoke grenades to be near untouchable if you play it right!

It adds an interesting mechanic to play around, that's not super toxic because it affects enemies.

AND lastly, you can always just disable the experimental stims!
XpanD 27 Aug, 2021 @ 8:13am 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up.

(did end up removing the Chemical Weapon though; the ability activation kept revealing all units on the map at mission start, and I'm not a huge fan of the idea)
tomjo66 24 Aug, 2021 @ 8:07pm 
In what world did you think -40 aim was a good idea? It prolong the encounter and makes its so random. Plus you have a bug if you flank someone that has his back against a wall you get -40 for heavy cover also. The aim on my best sniper is around 50% not fun. This will not be endorsed.
Queen Victoria's Top Guy 22 Jul, 2020 @ 7:19pm 
There's a commented out alien swarm sitrep OwO what's this?
Dragon32 9 Jun, 2020 @ 2:49pm 
@Heavy_Vetal
There is no more information I can give than what's in my posts. If you can't follow them then either don't use the mod or accept that SitRep.
Cybersnake 8 Jun, 2020 @ 11:47pm 
Please tell me how to disable ExperimentalStims wounds. I didnt find necessary .ini
Dragon32 31 May, 2020 @ 5:50am 
@TheProtofire
Comment out the +SitReps="ExperimentalStims" line in the [XComGame.X2SitRep_DefaultSitReps] section.

The other section is about the characteristics of the SitRep
TheProtofire 31 May, 2020 @ 12:42am 
Where in the INI can you comment the stims sitrep? There are a couple different configs.
Slackboy101 8 Jan, 2020 @ 2:29pm 
that last one sounds like an average day in XCOM
Dragon32 27 Nov, 2019 @ 11:56am 
@Littleman:
I'd comment out the SitRep's lines in the .ini using a semi-colon.
Littleman 26 Nov, 2019 @ 9:15pm 
@Dragon32 what would I change exactly in order to disable it? Because to me it seems as simple as just deleting that part of it, but then I think that would just cause problems
alberto_adm 18 Nov, 2019 @ 3:20am 
Hello @Dragon32 ,You are a hero to us for all the help over time.
Hi @RealityMachina , I am a great enthusiast of your work.

I really like the idea of having more variations for SITREP but there are some MODs that I would really like to see their Sitreps and I just can't find it. With my large amount of Mods (I play over 200 at the same time) and this has created a lot of siteps and I just can't find a few - due to their excess - and that frustrates me.

I would like to know if there is a possibility to "delete / disable" some Sitreps specifically or even enter a hit order so that ALL Sitreps can occur? This way I have a bigger and better variation of the mission content, unfortunately I don't have the technical knowledge to do it without help.

Thank you very much for your attention.
Dragon32 7 Jul, 2019 @ 2:47am 
@lil dave:
<Steam>\SteamApps\workshop\content\268500\1169625825\Config\XComGameData.ini

XCOM 2's unique ID is 268500; you can get a mod's unique ID from its URL here on the Workshop.
lil rat 6 Jul, 2019 @ 11:01pm 
Which file is where I can deactivate the Experimental Chemical Weapon sitrep?
lordabizi 21 Jun, 2019 @ 7:05am 
Is commenting a specific sitrep at XCOMGameData enough to make sure it will not appear?
Dragon32 9 May, 2019 @ 7:48am 
Had the "Experimental Chemical Weapon" SitRep pop for the first time.

When the game was doing its "here's the objective" camera pan I got a nice preview of where all the enemy units were as the status effect was being applied.

Not sure if it's possible to hide that or make the status effect apply on reveal of enemy pods?
Lumiere 2 May, 2019 @ 12:26pm 
I've been looking for a mod like this that adds a chance that militia will be in the AO, like the raider faction. More chances to have allies show up when there's 3+ enemy factions duking it out would be awesome. I hope this helps my desires, but a more frequent chance of that would be nice
Dragon32 18 Apr, 2019 @ 1:32pm 
@hammerstar:
Yeah, had that Sit Rep in this campaign. Made a mental note to bring rookies next time I get it...

That said, I had the Resistance Cell Sit Rep on a "Neutralize Avatar Project VIP" mission from "Additional Mission Types Redux", they very kindly killed the VIP I was looking to knock out and extract. Thanks guys.
hammerstar 18 Apr, 2019 @ 12:48pm 
Wow, Experimental Stims plus MEC Troopers is hilariously OP. Not even at the midway point of the game, still using Tier 2 stuff, but my MEC guy had 9 armor with the Stim sitrep. He was literally shrugging off everything that came his way.
Dragon32 24 Oct, 2018 @ 7:32am 
@Anelorfin:
You can change it in the INI, make it -20 or -5.
Anelorfin 23 Oct, 2018 @ 5:56pm 
Well Experimental Chemical Weapons ruined my game. I had 4 soldiers standing beside the last enemy: an Archon Shaman. They sometimes hit the target, but that unit regenerates 4 health each turn, so got inmortal, and as a flying unit, unflankeable. Really bad, gonna look for the mod scripts to see if i can nerf it, otherwise gonna unsubscribe.
Viper 18 Jun, 2018 @ 2:49pm 
For some reason I hate and love Experimental Chemical Weapon at the same time. The shot percentages are so low but it changes up the game play to be more risk rewarding. Interesting...
ava 6 Jun, 2018 @ 8:06am 
So, I ran into a mission with experimental stims, and the aim bonus from that was a bit excessive. Looking into the ini file I saw a 1.5f multiplier, but it seems that came on top of the aim the soldiers already had. So an 80 aim soldier ended up with 200 aim (80 + 80*1.5) - needless to say all shots were 100% all the time.
RealityMachina  [author] 20 May, 2018 @ 12:28pm 
I can do that.
Kane_Severance 20 May, 2018 @ 8:55am 
Ugh, Experimental Chemical Weapons combined with World War Lost = death. Wish Lost missions and ECW missions could be prevented from occuring at the same time
Moxx 12 May, 2018 @ 12:52am 
After finishing Experimental Chemical Weapon run my troops had there aim dropped permanently. It could have been a conflict with other mods but watch out.
AJ 29 Apr, 2018 @ 1:46am 
My game's locking up after completion of a Supply Raid with the Chemical Weapon SITREP. It either crashes right away or hangs on the loading screen during the transition back to the Skyranger. The rest of the mission plays fine and I'm not seeing any other bugs. Not sure what it could be conflicting with.
Haybusa 18 Dec, 2017 @ 5:13pm 
Kind of a insane request sorry just throwing it out there as an idea!
Haybusa 18 Dec, 2017 @ 5:11pm 
This will probably be a weird request but ever since I got this one sitrep that basically reveals everything on the map I was curious is it possible to make a mod whereas you can buy positive sitreps and they act as consumables? So if I were to buy that sitrep that reveals everything on the map without exploring, activate it or it just automatically gets used on the direct next mission, and finally after the mission is done it's gone till you get a new one again. Most logical currency would be intel.
Feezec 22 Nov, 2017 @ 8:14pm 
nvm. I disabled my map pack mods and was able to load a supply raid
Feezec 22 Nov, 2017 @ 7:02pm 
My game crashed while trying to load Resistance cell and Experimental Chemical Weapon Supply Raids. Any idea what caused this?
Dragon32 23 Oct, 2017 @ 3:17pm 
@treevenewson:
You can change it in the INI, make it -20 or -5.
treevenewson 23 Oct, 2017 @ 3:15pm 
As much as I like a majority of what you create sir, the Experimental Chemical Weapon component of this MOD I find just too restrictive.
Khan 22 Oct, 2017 @ 4:47pm 
Only if the mines are undetectable. A field of visible mines, or where safe and unsafe areas (if not necessarily the exact position of the mines) are marked could work, or giving every member of the squad a mine-scanner that detects all mines in a wide area but costs an action to use (unlimited uses, but can have a cooldown). Any mission timer should be extended. The trick would be AI for minefield missions - "dumb" units like zombies, chrysalids and berserkers can simply igore mines, but others should try to avoid them.
Zahnloli 21 Oct, 2017 @ 3:48am 
Here's an idea:
Archon bombardmend
Each other turn, a bunch of Blazing Pinion strikes randomly target the map. So you start the mission, next turn you get the markers, they blow up the turn after, next turn more markers ect.
You you wanna be mean add Devastate strikes and/or make new markers appear every turn
Nazo 20 Oct, 2017 @ 8:18pm 
a mine feild seems to much rng for this...
Arkhangel 20 Oct, 2017 @ 6:18pm 
you know what i'd love to see as a Sitrep? Minefields. have 'em dangerous to both sides. would lead into some great ambush moments, or conversely, some horrible "OH SHIT!" moments.
Cyber Von Cyberus 20 Oct, 2017 @ 4:38pm 
"Experimental Chemical Weapon - resistance activity in the area has gotten ADVENT to test deploy a new weapon here. It's affecting all sides though: expect everybody to have -40 aim and crit chance."

And kids, this is why you take grenadiers, templars and Psi ops