XCOM 2
Guaranteed Breakthroughs
21 件のコメント
Blayze  [作成者] 2023年4月15日 6時11分 
I don't know if the mod still works; I was never able to get the editor working again after TLP, so if it doesn't work, then I can't fix it.

As for the Breakthroughs themselves, turns out there's some limit--possibly hardcoded--on how many you can get, so you're not going to get all of them.
Thicc thighs save lives 2023年4月14日 21時27分 
is the mod fixed? Also, are the breakthroughs supposed to happen at random but all are eventually guaranteed, or are they supposed to be on the research list available at any time?
Blayze  [作成者] 2022年3月30日 10時39分 
Don't know, and probably not.
Yusukitty 2022年3月29日 16時19分 
Cam you add this mid-campaign and is it LWOTC compatible?
khumak 2022年3月13日 21時04分 
This mod actually gives me a reason to want to build a lab since the breakthroughs slow down regular research. I like having so many breakthroughs in my game even if it puts me behind in tech overall. Great mod.
Blayze  [作成者] 2019年11月21日 3時40分 
If you can, I either don't know--or can't remember--how to; this mod just affects the global chance for a Breakthrough.
Azerbaijan_Technology 2019年11月20日 16時10分 
Just a question, can I remove specific breakthrough tech from the game? Some of them are op and i don't like to see them show up, such as magnetic weapon.
Blayze  [作成者] 2018年10月13日 6時58分 
Editor's broken, or I've broken it. Maybe both. I'll make a TLP version of this mod when--or if--I can fix it.

In the meantime, in case you want to emulate the effects of this mod yourself, here's the settings you have to change.

Open XCOMGameData.ini in "XCOM2 War of the Chosen\XComGame\Config".

The numbers in square brackets are the settings by difficulty. [0] is Rookie, etc. You only need to change the settings for difficulties you intend to play on.

Change MaxInspiredTechTimerHours from "504" or "672" to something mad like "504000".
Change StartingBreakthroughTechTimerHours from "336" or "504" to "0".
Change MaxBreakthroughTechTimerHours from "840" or "1176" to "0".

The first setting makes Inspirations all but nonexistent.
The other two ensure that even the briefest of standard research (aside from instant autopsies) projects will give you a Breakthrough.
trsand98 2017年10月28日 6時43分 
I just took another look at the Strategy Tuning ini that is in the Steam folder, not the one in the My docs folder, and found found the following quote at the top:
"To override a strategy stat for a particular difficulty level add a new section below for the difficulty selected using the section format"
This is followed by this: [{BaseTemplateName}_Diff_{Difficulty} X2CharacterTemplate]
This means that it actually is possible to adjust both time and resource requirements for all projects on all difficulties via the Strategy Tuning ini.
Juravis 2017年10月22日 10時22分 
By the way BreakthroughLaboratoryModifier=0.75 means having a lab makes breakthroughs take 25% less time, which is why some people may find that breakthroughs take too long to be bothered with without a lab. You can tweak the two values for the Resistance Order and Lab Bonus.
Blayze  [作成者] 2017年10月22日 10時20分 
Thanks Avenger. I see what you mean about the Inspirations; for some reason I thought messing with the Max timer line would do the job. Ah well, I'll make the description more accurate; I only really know how to do .ini changes at this point.

Thanks for the code, regardless.
Juravis 2017年10月22日 10時17分 
To disable completely Inspiration timers you would have to override the core game function

private function ResetInspiredTechTimer()
{
local int InspiredTimerHours;

InspiredTimerHours = `SYNC_RAND(`ScaleStrategyArrayInt(default.MaxInspiredTechTimerHours));
InspiredTechTimer = GetCurrentTime();
class'X2StrategyGameRulesetDataStructures'.static.AddHours(InspiredTechTimer, InspiredTimerHours);
}

And change it to something like this

private function ResetInspiredTechTimer()
{
local int InspiredTimerHours;

InspiredTimerHours = 99999999;
InspiredTechTimer = GetCurrentTime();
class'X2StrategyGameRulesetDataStructures'.static.AddHours(InspiredTechTimer, InspiredTimerHours);
}
Juravis 2017年10月22日 10時15分 
Correction,

InspiredTimerHours = `SYNC_RAND(`ScaleStrategyArrayInt(default.MaxInspiredTechTimerHours));

This means that Inspirations arent disabled, they will just randomly take between 1 and MaxInspiredTechTimerHours, which isnt disabling. You could get another inspiration technically.
Blayze  [作成者] 2017年10月22日 10時14分 
Isn't that the chance for a Breakthrough to occur? Not exactly needed if so with this mod. :P
Juravis 2017年10月22日 10時11分 
Also the breakthrough Lab modifier is just below the lines you change yourself:

BreakthroughLaboratoryModifier=0.75
trsand98 2017年10月22日 8時19分 
I just did some looking around, and found four lines in the Game Data ini that start with ResearchProject_TimeScalar. My bet is that the game finds the time scalar for the selected difficulty, and then multiplies it by the time it finds in the Strategy Tuning ini to get the research time.
Blayze  [作成者] 2017年10月22日 8時10分 
Unfortunately, ZyF, that's only for Legendary difficulty, which means the timer for the other difficulties is coming from somewhere else, perhaps even hard-coded along with whatever line of code stops scientists from afffecting them.

The best I could do would be to halve the numbers (or remove the lines? I dunno) to make them take five days. You'd have to ask someone with more experience with the editor if they know how to get at the default values.
trsand98 2017年10月22日 7時37分 
@ZyF IDK about making that possible, but I do know that the time they take can be changed in the Strategy Tuning ini.
Blayze  [作成者] 2017年10月22日 3時59分 
I'll have a look through the .ini files and see what I can come up with.
ZyF 2017年10月21日 20時12分 
Could you make the breakthroughs benefit from lab/scientists?

The fixed 10 days makes most breakthroughs too time-intensive to be viable.
Blayze  [作成者] 2017年10月21日 14時01分 
I just made a mod that changes the criteria for instant autopsies to 10,000 corpses.
That do you? ;)