XCOM: Chimera Squad

XCOM: Chimera Squad

Gain Intel Per Capture
55 Comments
Hellborn26 1 Oct, 2022 @ 7:25am 
So i could put like Min=15 and Max=30 plus a bonues of 60, and randomly the enemies will give me the intel in those parameters? Sweet
NaughtyGeyser 20 Mar, 2022 @ 4:43am 
Conflicts with "Cant Miss Stunned With Melee", will crash game when using Cherub's turn
Shark Merchant 16 Nov, 2020 @ 4:38am 
Are there any other mods that make this mod not work? I don't have the freeplay mod installed, so I wanna figure out which one is conflicting here.
CarlosCostaCox 18 Aug, 2020 @ 5:08pm 
Just finished the game on Impossible, tried 1-5 intel (2.5 avg) without a cap. Feels very satisfying but is a bit overpowered. The best imo is 2 intel per capture without a cap. Capping feels shitty and wasteful. With 2 per capture the low target missions compensate for high count missions. A normal run has around 60 missions, on average that's 20x60= 1200 intel, and around 660 potential captures 660x2 = 1320 intel. Any more is unbalanced, any less is not worth it.
CarlosCostaCox 13 Aug, 2020 @ 6:14pm 
Yep. The Free Play mod overrides the changes this mod makes, it's unfortunate but they are incompatible, @rihz818 maybe you could fix that so we could use both together? I tried but it's too complicated for me
11 Jul, 2020 @ 10:55am 
@Kirbster, I'd recommend raising the minimum from 1 to 2 intel to make it more interesting.
_b1ack0ut 4 Jul, 2020 @ 8:14am 
@Cid by default they give u between 1 and 5 intel
Cid 2 Jun, 2020 @ 5:37pm 
What is the default intel value range per capture with this mod?
Kirbster 27 May, 2020 @ 4:17pm 
Was getting only 3 intel per capture, so, better off without it.
Kendov 19 May, 2020 @ 6:33pm 
cap 500, 0-8, because might be goot intel, but might be nada too *shrug*. works well for me so far, thank you very much for the mod :)
Oblivious Naga 18 May, 2020 @ 9:59am 
Im guessing this mod is also incompatible with the continuous campaign mod
Snek Breadmoncher 18 May, 2020 @ 9:06am 
I set the cap to 1000 and 5 per capture, but I'm still only getting 20 intel in the end even with 19 captures.
Mean Lean 17 May, 2020 @ 3:39pm 
Nice mod, thanks - though on a story mission I was suppose to subdue a lieutenant to gain more Intel. It seemed this mod obstructed the intel gain! FYI
Lord Shadow 17 May, 2020 @ 3:32pm 
Thanks a lot for this mod. On my second and third play this felt like the game was intended to play. Trying to capture as much enemy you can, saving lives. With vanilla it feels like why bother with poor 20 intel when you can just switch to AP rounds or better and go full boom, no mercy.
HeadStrikeR ! 7 May, 2020 @ 11:28am 
A good addition who wants flat intel. I understand why they put in a chance for it, not every capture will divulge useful information.
Online Addict 7 May, 2020 @ 8:57am 
Wow. That's a lot of Intel. Lol.
T.K. 6 May, 2020 @ 8:12pm 
I've set the game to give me 100 for each capture with 3000 as cap (cheatin I know) but it only gives me 20-30, sometimes nothing regardless of how many I cappture
Online Addict 6 May, 2020 @ 2:25pm 
uhh, I have always gotten my achievements and I'm more than halfway through
Mr Groovy 6 May, 2020 @ 12:05pm 
@Black Sheep
No mods can disable achievements. Otherwise developers would have a warning info about it.
Seems like you ran into a bug.
valky 6 May, 2020 @ 6:48am 
cool change with the min/max scaling and upper limit; with the old setting I got a few times >60 intel o_O (all member with tranq ammo) even if lowered to 3 after that - that damn reinforcement farming :)

/me likes
SheerTorcher 5 May, 2020 @ 8:57pm 
Hey, my experience with this mod is at the initial post-battle screen it tells me I'm awarded about 2.5 intel per capture, but when I get to the debriefing screen intel gained is capped at 20 even though I raised the intel bonus cap to 40.
Black Sheep 5 May, 2020 @ 9:55am 
Does this disable achievements? i believe it does, i activated prior to a load, completed gray takedown, and missed the achievement, anyone can confirm?
LordLancelot 3 May, 2020 @ 12:52am 
I mean anyone can change the settings to what they wish.
LordLancelot 3 May, 2020 @ 12:52am 
I like your default settings !

[GainIntelPerCapture.DioStrategyAIMod]
+CapturedEnemyIntelRewardMin=1
+CapturedEnemyIntelRewardMax=5
+BonusIntelLimit=30

And with those 3 settings everyone can be happy.

Careful too much intel make the game easy fast.
rihz818  [author] 2 May, 2020 @ 11:04pm 
@Online Addict
Yeah, update should be there. I was able to get the new stuff when i unsubscribed then resubscribed so maybe that haha? And yeah, I agree with you, but this way you can either have it be a random range if you want, or set the min and max both to 10 and have it be a flat amount per capture. Everybody wins :)
Online Addict 2 May, 2020 @ 6:40pm 
Um, did you push the update through? I still see the old configs.
Online Addict 2 May, 2020 @ 5:37pm 
That's fine I guess. I still don't think it's that OP to get 10 intel flat per capture. 10 isn't really that much.
rihz818  [author] 2 May, 2020 @ 4:38pm 
Also still planning on checking out the Cherub issue for those it's affecting. Thanks!
rihz818  [author] 2 May, 2020 @ 4:38pm 
Pushed out an update to add more customization. Now each captured enemy gives 1-5 Intel, up to a maximum of 30 per mission. The range and limit are all configurable so feel free to go nuts!
Online Addict 2 May, 2020 @ 4:42am 
I, personally, think the mod is great on its own. I've always been short on intel and this way I can get a decent amount per mission.
LordLancelot 1 May, 2020 @ 11:05pm 
Or starting at the 6th capture another value and if possible with a range like 0-2.
with it's own config option in the mod.
=[NK]= Col. Jack O'Neil 1 May, 2020 @ 10:57pm 
Yeah a varied range between 1 and 3 would be awaesome! I think I'll personally reduce it from 4 intel :) But thank you!
CaptainVietnam 1 May, 2020 @ 10:52pm 
Good mod but It needs better balance. 1-3 intel per cap would be ideal.
We have so many non lethal ways to catch enemies.
Vertani 1 May, 2020 @ 10:37pm 
Yes! This is exactly what I wanted. I hate how in the vanilla game capturing 12 enemies is no better than capturing 5.
Sterls 1 May, 2020 @ 6:53pm 
@rihz818
I'm have a similar issue to DNXyken
CTD after a placing Cherub's Kinetic shield on himself
Online Addict 1 May, 2020 @ 6:31pm 
Maybe two screenshots, one with the default and one with a different number.
LordLancelot 1 May, 2020 @ 5:20pm 
You might want to update your mod scrrenshot 2 capture for 40 intel.
should be 8 with the new default.

Your mod has been on my wish list of thing for this game, thanks !
Online Addict 1 May, 2020 @ 1:58pm 
Okayyy... Sorry to spam the comments, but for those who are concerned, I believe I figured it out. The integrity of some of my files were poopy and 55 files needed to be replaced. After doing that and upgrading the AML to Beta-2 things seem to be running smoothly. First mission gave me 40 intel for 4 captures. Success!
Online Addict 1 May, 2020 @ 1:10pm 
Damn it. More than one mod of mine isn't working. GRR!
Online Addict 1 May, 2020 @ 12:36pm 
Okay, doesn't seem to be working. Mission 2 I captured 2 and it told me I had a 40% chance... blah blah blah... <sad>
BlockadeRunner 1 May, 2020 @ 12:31pm 
I like this idea, but what about instead, you are given intel from each individual, but its on a random scale from 1-20? This will simulate never knowing what enemy will have what intel. I think that would be a nice middle ground.
Green Raven 1 May, 2020 @ 12:27pm 
Maybe tone it down a bit. With Verge's Collar ability I cleaned up 60 bonus intel. Maybe 2 per collar?
Online Addict 1 May, 2020 @ 12:21pm 
I upped the parameter to 10, so we'll see what mission 2 gives me.
2Scribble 1 May, 2020 @ 12:20pm 
Brilliant - gives a MASSIVE incentive to capture without killing

Ya know, like fucking cops WOULD :P
Online Addict 1 May, 2020 @ 12:19pm 
I am sad. First mission, all I got was 20 intel for 6 captures.
rihz818  [author] 1 May, 2020 @ 12:04pm 
@DNXyken I will take a look at it for sure. I'm not sure why this mod would cause an issue like that, but you never know! Thanks for the heads up.
Online Addict 1 May, 2020 @ 11:49am 
I'm fixin' to start a new campaign with it, so I'll let ya know if mine crashes. I do have several new mods being added as well though. Wish me luck!
DNXyken 1 May, 2020 @ 11:43am 
I don't know how or why this is related, but I've tested it doing the same thing 3 times, and getting crashes each time with the mod active in my load order.
I lead with Cherub on a mission opening breach, breach fire, and order some surrenders, then at the start of the round, I place Cherub's Kinetic Shield on himself, and after I gain +15 Aim buff, the notification popping up "1 Additional Action," the game CTD's.
Maybe it's a mod conflict, but otherwise it maybe something to look at, although I wouldn't be surprised if it was something more personal. I added the mod mid-campaign, but NOT mid-mission.
Online Addict 1 May, 2020 @ 11:33am 
YES! I've been waiting for this mod! THANK YOU!
rihz818  [author] 1 May, 2020 @ 6:49am 
should be fixed now!