XCOM 2
Mission Mania [WOTC]
111 Comments
b9thirty99 7 May @ 8:50am 
Correct, it's harmless.
Alex Nares  [author] 7 May @ 4:28am 
I discovered that the empty guerrilla ops may be caused by the "Random Supply Drop Interval" mod. In any case, it's harmless so I guess it doesn't really matter.
b9thirty99 28 Apr @ 6:48pm 
I think this could be causing empty guerilla ops with other modded sitreps... Meaning when I hit Review Target and Confirm, but it goes away without crashing.
PatoManco 14 Jan @ 8:42pm 
There were 6 missions in month 1, then I got like 8 to 12 missions, so if you use the mod and it hits you hard, in the comments explain how to reduce that frequency of missions one after another XD. I don't know English, I use a translator
PatoManco 10 Jan @ 6:26pm 
I already tried it and it worked for me. I had about 6 missions in 1 month, but starting from 0."Additional Mission Types Redux"
Lucas Pereira 6 Jan @ 7:51am 
the gameplay turn on a dynamic non stop fight, i really love this mod and i will put in my QOL folder
Celepito 27 Jun, 2024 @ 9:18am 
Got it, thank you very much!
Alex Nares  [author] 26 Jun, 2024 @ 6:07pm 
Yes, if I recall correctly (it's been a few years now): Open the XcomGameData.INI and scroll down to "MissionDecks". There is a parameter that says "MissionMonthDays=65". This is the number of days it will take for the game to go through a mission deck. Typically a mission deck is 9 missions, so it will take 65 days to have 9 missions (one of the missions is a "blank" mission that doesn't spawn one). If you increase the number to, say, 130 (twice as long), then the 9 missions will be spread out across 130 days which increases the number of days between missions.
Celepito 25 Jun, 2024 @ 6:58am 
I dont suppose this is configurable to reduce the frequency of missions a bit?
Alex Nares  [author] 20 Jan, 2023 @ 9:06am 
I have some previous posts in this comments thread that goes over how the MissionsDeck works. If you're getting the same missions back to back. It could a string of luck. Sometimes the game draws cards from a "Random Missions" deck which contains about 4 Council missions per 45 days. It could be that the deck was shuffled and many of those cards are on the top. Keep in mind, Supply Raids and Resistance Ops are not considered Council missions.
Swanky 20 Jan, 2023 @ 3:49am 
It's a decent mod though I don't fully understand how to config it as it also spawns Council Ops and Retaliations much more often to the point where I think they might spawn too often now.
Alex Nares  [author] 21 Nov, 2022 @ 4:45pm 
Good question. I am not sure. I haven't tested both mods at the same time. You can check to see (or ask the mod author) if their mod modifies the "Mission Decks". If it does, then these 2 mods won't work at the same time.
Aiolia 21 Nov, 2022 @ 4:10am 
Hi, does it work with "Additional Mission Types Redux" or will it conflict ?
Alex Nares  [author] 8 Jul, 2022 @ 4:53am 
It might not work right away. You have to go through the current MissionDeck that you have, then when the deck is empty, the cards are shuffled and your new changes should take effect.
Ttiney 8 Jul, 2022 @ 12:18am 
Oh that's a good idea actually. I'll letcha know if it works out whenever I go through a month or two, assuming the effects won't immediately take effect mid game.
Alex Nares  [author] 7 Jul, 2022 @ 11:50pm 
It should work just fine. The "cards" in the MissionDeck will be evenly spread out across the MissionMonthDays. It would mean you'll have less missions - so maybe you'll want to just replace the Retaliation missions with "RandomMissions".
Ttiney 7 Jul, 2022 @ 11:35pm 
I wanna lessen retals to like, 1.5x or to the vanilla amount since I've got a mod that lets me skip most missions except those without penalty. I looked in the gamedata.ini and saw how you made the double missions work, bringing me to ask: If I deleted a few retal cards and adjusted it accordingly, would that fuck anything up or would that work just fine?
Juliet Taylor Briar 20 May, 2022 @ 3:46pm 
also, lol, looove your mod. im reading my last mwessage back and i realize it totally looks like im upset with your mod, but i think i was just typing in frustration. love this mod, im just trying to stop major will drops from haviing people go on multiple missions is all. def nothing wrong with your mod. <3<3 :SG0_OK:
Alex Nares  [author] 20 May, 2022 @ 5:17am 
This mod does not make any modifications to soldier Will. If you are having Will problems, maybe you are using the same soldiers too much. The higher mission frequency means more Soldier rewards per month for missions, and more money to hire more soldiers. Or just use that other mod that eliminates Will loss altogether.
Juliet Taylor Briar 19 May, 2022 @ 2:23pm 
jesus christ how do i stop every character from having shit will because of this mod, majority of my soldiers are taking lonmger to recover will than we get missions. even if theyre high ranking. is there any mods to disable will reduction? i wanna have fun, not deal with the oddity of Spartan IIs having mental breakdowns because they went on TWO missions.
Moisesjns 6 Apr, 2022 @ 10:09pm 
Thank you so much for that info. will have to do that. Because as much as i love the Tactical combat, I also like Geoscape. And scanning around at the different sites.
Alex Nares  [author] 1 Apr, 2022 @ 10:10pm 
I think there are mods that increase the length between missions. Or at least make it so that you aren't penalized for choosing a skip a mission when it comes up. But yes, you can change the INI yourself. Open the XcomGameData.INI and scroll down to "MissionDecks". There is a parameter that says "MissionMonthDays=65". This is the number of days it will take for the game to go through a mission deck. Typically a mission deck is 9 missions, so it will take 65 days to have 9 missions (one of the missions is a "blank" mission that doesn't spawn one). If you increase the number to, say, 130 (twice as long), then the 9 missions will be spread out across 130 days which is what you were asking for.
Moisesjns 1 Apr, 2022 @ 7:38pm 
So as much as i like this mod, I want to ask, Is there an opposite to this? Or what can i modify in the INI so that it INCREASES the time? I like how in OpenXcom or old Xcom EU, i could go 1-2 weeks without a mission, i have lots of mods and it seems i cant go more than 2 days without some sitrep, or something happening.
Mustang0524 26 Jul, 2021 @ 6:31pm 
Well I was gonna use NO BOXES but I knid of wanted the weapons as I used no boxes before. I'll have to look into the research times in Grimy then. TY for the responses guys.
ImLinkn 25 Jul, 2021 @ 8:35am 
@Mustang0524 You should be able to edit research times in the Grimy's Loot mod in the Mod Config Menu. Not sure what edits to make since I use WotC Grimy Loot NO BOXES.
Alex Nares  [author] 24 Jul, 2021 @ 11:58pm 
This mod doesn't modify research times. I don't think it's related to the problem. Sorry I couldn't be more helpful.
Mustang0524 24 Jul, 2021 @ 11:41am 
Ok, really appreciate this mod but I have an issue. Sorry if this was asked and I didn't see it(skimmed the comments) but I'm running Grimy's loot mod and the increased research made the loot boxes from Grimy's take 120+ days to decrypt one basic box. What do I need to edit in the ini to potentially remedy this?
Alex Nares  [author] 2 Jun, 2021 @ 7:23am 
I haven't seen or heard of running out of missions. Either with or without this mod. I would guess that the answer is "No", you will never run out of missions, although I can't say with 100% certainty.
Vaultwulf 1 Jun, 2021 @ 10:29am 
Does Mission Mania suffer from the same downside as this mod.... https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1893908447 (POI's stop appearing late game) Will we eventually run out of missions? I'm asking because I read a comment on a Discord channel that seemed to suggest that it did.
Vaultwulf 15 May, 2021 @ 12:04pm 
Such a brilliant idea! Thanks for making this!
SuperDigga 10 Jan, 2021 @ 3:16am 
Update: mod is ok no crashes caused by it
Alex Nares  [author] 9 Jan, 2021 @ 10:04pm 
I believe LWOTC uses a custom MissionDeck - that would be the reason for these two mods not working hand-in-hand. Both mods are trying to replace the MissionDeck.
NNL 9 Jan, 2021 @ 7:28pm 
Note: this mod is not compatible with LWOTC, all of the missions will not have infiltration mechanics enabled for them
Alex Nares  [author] 28 Dec, 2020 @ 9:40pm 
I have not noticed any increase in CTDs while using the mod. It could be a conflict between multiple mods.
SuperDigga 28 Dec, 2020 @ 8:30am 
Is there a chance that using this mod results in more CTDs when going to missions?
If not, great mod (anyway)
Alex Nares  [author] 28 Dec, 2020 @ 6:19am 
Haha, well *MY* mods are not likely to mess up your campaign, so you should be safe. I aim to produce quality products and test them before release. I can't say the same for some others.
ImLinkn 28 Dec, 2020 @ 6:03am 
@Alex Nares I play Ironman with your mods because I'm a bad boy.
Alex Nares  [author] 27 Dec, 2020 @ 8:23pm 
But if you are not privy to the INI files, I don't recommend messing with it because it could mess up your campaign. It took me several hours of trial and error to figure all of this out and make this mod actually work. If you want to try your luck, search for "MissionDecks" in the mod's files and look at what it there. To reduce the number of missions, simply delete some lines with the mission types (Resistance Op, Guerilla Op, Council Mission). You should make a backup first just in case you mess something up - and as always with ANY mod - do not play Ironman with mods!
Alex Nares  [author] 27 Dec, 2020 @ 8:21pm 
This mod was kind of tricky to make. It is not easy to explain but not super complex either. Basically the game generates a "deck of cards" at the start of a new campaign. Each card represents a mission. Every now and then, the game draws a mission card to see what type of mission appears (Guerilla Op, Resistance Ops, Retaliation, etc). There is also a "blank" card where no mission spawns. This mod replaces the mission deck with a new deck that I made which basically doubles the number of cards in the deck, therefore doubling the number of missions. It takes 65 game days before all of the cards are drawn, then a new deck is shuffled and it starts over again. But there are different decks; and "early-game" deck, mid-game, late-game, and end-game decks with different amounts and types of missions.
BlazinHothead 27 Dec, 2020 @ 8:22am 
If I wanted to change the mission frequency for 2x to 1.5x, how would I go about doing so? Bear in mind that I am not a modder and do not understand the stuff in the .ini files in any mod beyond the true and false stuff (and some numerical things).
Petr 26 Dec, 2020 @ 6:07am 
Thanks :3
Alex Nares  [author] 26 Dec, 2020 @ 1:54am 
Yes, the game can go on infinitely as long as you do not start the final mission sequence. However, do keep in mind that the Aliens will continue their research and advance their technology until they reach the max Force Level (20).
Petr 25 Dec, 2020 @ 4:06pm 
Can i play WotC infinitly whit this?
Petr 25 Dec, 2020 @ 4:06pm 
Can i play WotC infinitly whit this?
Alex Nares  [author] 11 Oct, 2020 @ 5:04am 
Cool. I like some of the RW mods
Alex Nares  [author] 7 Oct, 2020 @ 5:02am 
I am not sure how these two-mods will interact with each other, so I will not be combining these two mods.
Alex Nares  [author] 4 Oct, 2020 @ 5:12am 
Alex Nares  [author] 1 Oct, 2020 @ 9:26pm 
It only reduces the Covert Ops for the missions added by the mod "Cover Action Missions" - it does not reduce the time for any other covert actions.
Alex Nares  [author] 1 Oct, 2020 @ 2:02am 
You can try both of them at the same time, but I don't know if the other mod changes the frequency of missions. if it does, then both mods will not function as intended.
Alex Nares  [author] 30 Sep, 2020 @ 11:11pm 
That mod you posted does not increase XP requirements to rank up. It extends the number of days for all things like research to make the campaign take more days to complete.