XCOM 2
Delayed Force Increase
90 Comments
MrCloista  [author] 3 Jun @ 3:23pm 
Yeah unfortunately i don't touch lwotc with a barge poll, so can't help you there.
Wrath 3 Jun @ 3:08pm 
Well it works actually, at least partially, because on my LWOTC playthrough I have now a largely global ForceLevel Delay, thanks to the .ini settings of your mod . The only problem is that it only affects global (rate of dark events basically) , not the havens. And also affects some modded aliens FL requierements to spawn. Wich has an impact, not huge, but still

Im looking for a way to delay the force level increase of the havens now because it is unsychronized with the global force level now with the ini tweak
MrCloista  [author] 3 Jun @ 2:59pm 
@wrath yes, because lwotc was released afterwards which means it has a later mod number which means it loads AFTER mine so it's numbers are what are used not this mod's functionally this mod is incompatible with lwotc, which frankly it was never built for anyway.
Wrath 3 Jun @ 2:08pm 
Thanks @RustyDios , any hint you could give my what to look for ? Like ini file , keywords.. Im kinda inexperimented in modding ! Thanks

@MrCloista Okay, but when I installed your mod I started a new campaign and started to scan for some time, like 2-3 in game months, and the game kept raising the FL
When I did the same ini tweaks to the lwotc ini file, then started scanning for 3 months again, the FL did not increase. So lwotc ini is overwriting your mods ini
MrCloista  [author] 3 Jun @ 1:45pm 
This mod predates the workshop release of lwotc so wouldn't change it as it would be earlier in the load order.
RustyDios 3 Jun @ 1:26pm 
If you are playing LWotC (which I assume by the haven mention) this mod does very little to your game, as LWotC pretty much ignores the global Force Level in favour of its own localised system.

There might be configs in LWotC to tweak the haven force level increase/decrease but I wouldn't count on it. LWotC is designed to be brutally unforgiving.
Wrath 3 Jun @ 12:48pm 
One question tough
IT just applies on the world global force level
not on each heaven force level?

Im only FL 1 and I alreeady see mecs wich are supposedly FL 4 because one of the heavezns is FL 4

Any idea what is necessary to tweak in order to delay the heavens FL to increase , the same way than the global FL ?
Wrath 3 Jun @ 12:46pm 
The fact is, Im playing LWOTC and I had to change it in the LWOTC ini file, it was overriten by it
So I guess this mod is useless for people playing LWOTC becauue doing the changes on the file in the LWOTC folder did the change work
Good job anyways, all, the best and thanks for answering
MrCloista  [author] 2 Jun @ 10:12am 
You probably changed it either by not enough (as there's a little variance in the mod anyway) or midway through a FL increase cycle, so it won't noticeably change until the following fl
Wrath 2 Jun @ 7:20am 
I changed the values in xcomgamedata.ini but the FL kept increasing at the same rate , any advice ?
MrCloista  [author] 23 Apr @ 4:32pm 
Whichever is the newer mod would take precedence @shodanpc
shodanpc 23 Apr @ 5:35am 
This Mod seems to conflict with [Marathon] mod since both have an ini setting for Force Level Time Increase.
MrCloista  [author] 11 Jan @ 7:13am 
It's just a config change, so yes.
_m_a_ 11 Jan @ 3:10am 
Is this mod still working?
MrCloista  [author] 27 Jul, 2024 @ 8:32pm 
LWOTC has it's own logic so this does very little. i don't play lwotc so I can't say exactly though
Gunter McGunt 27 Jul, 2024 @ 8:13pm 
How does this interact with LWOTC? I see this note in the LWOTC XcomGameData.ini regarding AlienHeadquarters_ForceLevelInterval:

;This doesn't do much in LW Overhaul but keeps a few clocks ticking
;Calibrated to rate of Force Level UFO landings
Cúchulainn 23 Jan, 2024 @ 4:44pm 
I feel so unbelievably dumb HAHAHAHAHA, thank you so much @MrCloista . Appreciate you effectively hand holding me bc I couldn't understand.
MrCloista  [author] 23 Jan, 2024 @ 4:38pm 
- means 'remove this'
+ means 'add this'

so what this mod does is remove the old numbers and replace them with new numbers. if you've set them to both the same all you've done is set them back to vanilla numbers and this mod will do effectively nothing.
Cúchulainn 22 Jan, 2024 @ 6:40pm 
Hey @MrCloista , sorry I keep bothering you (from other threads)
Was wondering if you can help me understand the difference between the + and - in front of each line? Because I set the config file to have the same numbers for both top and bottom but I'm not sure if I'm setting it properly?
MrCloista  [author] 25 Aug, 2023 @ 5:41pm 
Just increase the number (it's in hours)
Kinsect 25 Aug, 2023 @ 4:55pm 
@MrCloista
Thanks ^^;;
Also how do you delay the force level even more in the config?
I'm running with 1K mods (alongside a Requiem for man mods) and it is getting pretty hard pretty fast ^^;; (I'm on force level 4 on my second retaliation mission)
MrCloista  [author] 24 Aug, 2023 @ 6:12pm 
They do different things so don't interact at all. Activity Difficult Variety changes Alert Level, whereas this changes Force Level. They work fine together, infact it's what I use.
Kinsect 24 Aug, 2023 @ 6:03pm 
@MrCloista
Does this work alongside Activity Difficulty Variety CI or do we have to disable this one for the other to work?
MrCloista  [author] 21 Jul, 2023 @ 4:46pm 
@luzpo i don't play lwotc so wouldn't know what they've done to progression to do so.
Luzpo 21 Jul, 2023 @ 2:43pm 
By any chance can you make a long war of the chosen version for this mod?
MrCloista  [author] 2 Mar, 2023 @ 6:13pm 
also if you are running covert infiltration there is this specific version of the same mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2758095231
MrCloista  [author] 2 Mar, 2023 @ 6:12pm 
@zecrayz no plans to, but this mod already exists and adds variety to alert levels and can be tweaked to make easier difficulty missions spawn more often https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2556670777
zecrayz 2 Mar, 2023 @ 4:50pm 
I have a weird request, is there any way you could either add on or make a mod that makes it so that the monthly alert level also goes up slower? I'm basically looking to play a massively modded campaign with a lot of research to get through, that will slow down my pace heavily. I've already found a mod to lower my exp gains, and found this mod alongside a mod that makes it so that force level can actually go down sometimes, but I'm still stuck with the fact that after only 6 months the alertness level will be maximum and I'm still going to be running into crazy difficult fights while undergeared.

I'm not sure if possible or not, but a way to make it so it took 9 months instead of 6 to max out would be really nice.
MrCloista  [author] 28 Feb, 2023 @ 12:41pm 
Theoretically yes and you'd go back to the default progression. No promised that something won't break though due to being close to a FL increase or something.
havokscorp 28 Feb, 2023 @ 9:27am 
can this be turned off mid campaign?
HaziTru 26 Dec, 2022 @ 7:08am 
Helps when you have extra autopsies and research-based items. Without this mod I was falling behind in progression trying to research modded items. Good job.
MrCloista  [author] 17 May, 2022 @ 9:19am 
The numbers are the intervals between increases in force level - in hours.
SergioCOL 17 May, 2022 @ 9:05am 
can someone explain to me how to edit the ini file?, i dont understand what any of those numbers mean, or what to change and how it would impact the actual delaying :/
MrCloista  [author] 8 Jan, 2022 @ 4:39pm 
yes he's using the defaults
Stratejik Skum 8 Jan, 2022 @ 8:27am 
does anyone know if chris odd uses the default settings for this mod in his recent playthrough?
Deadput 29 Nov, 2021 @ 8:29pm 
Dude...every mod has it's own config folder...

You simply have had it wrong the entire time, this is how it's always been.
MrCloista  [author] 29 Nov, 2021 @ 8:29pm 
This mod works exactly like every other mod when it comes to changing it's configs...

i highly recommend using the alternate mod launcher so you can go to the mod's folder directly from there.
tmonahan23 5 Oct, 2021 @ 11:27am 
i mean the changes you did for legendary in your mod,.. made the vet = the same . =)
MrCloista  [author] 5 Oct, 2021 @ 11:26am 
this mod already does that.... makes vet 15 days (vanilla legendary length)
tmonahan23 5 Oct, 2021 @ 11:25am 
i didn't see the change so i made some edits so the legendary FL is for the Vet difficulty ... want a long war lol. thanks
MrCloista  [author] 5 Oct, 2021 @ 10:54am 
the config file is xcomgamedata.ini
tmonahan23 5 Oct, 2021 @ 9:18am 
i dont see the mod's file name in the config folder? should there be? I dont think its working for me?
Lurch The Bastard 4 Oct, 2021 @ 6:41pm 
I've been looking for something like this. Having a few mods which slow down the progression for your side with new techs and stuff to make means the enemy progress a bit too fast in comparison. I want to take things slow dangit.

Good work
MrCloista  [author] 3 Oct, 2021 @ 1:26pm 
only file in the mod
tmonahan23 3 Oct, 2021 @ 12:21pm 
Whats the file name, wanted to alter the vet delay to = the the legendary,... like to make the campagin go longer lol
Blobby Hill 5 May, 2021 @ 7:57pm 
Combining this with Start at Force Level 5/10 and Quicker Start makes starting new campaigns frighteningly addictive, thank you :)
MrCloista  [author] 29 Mar, 2021 @ 9:12am 
@ragnakore you 'can' though obviously it will only affect force level increases after you've added it, it wont adjust force level to be in line with if it had been in since start.
BurgerKing 29 Mar, 2021 @ 7:55am 
Can I run this mid campaign?
(ps, i was looking for this mod for a long time... THANKS!)
LeyShade 28 Mar, 2021 @ 9:22am 
@MrCloista - That's kind of ironic that you're thinking of doing an unpredictable one, as tweaked this to make give it more variance for spice reasons xD
Leytra 19 Mar, 2021 @ 3:19am 
starting at a higher force level isn't what I'm after, I just want the enemies to get tougher at the same speed as me, and I get better tech way too quickly.