XCOM 2
[WoTC] More Shielded Power Coil Options
23 Comments
david.kahil1 12 Jul @ 11:40pm 
absolute must for LWOTC + Requiem playthrough
Dęąth Viper 22 Dec, 2024 @ 7:32pm 
this is great lmao
the__mentat 19 Nov, 2024 @ 2:56pm 
Thanks for this mod. I searched for ways to make late game more challenging, and decided on removing power coils altogether. This mod made it possible.
AgRipnus  [author] 24 Jul, 2024 @ 10:55am 
I've pushed a fix for this. Do tell me if it worked.
Soul 23 Jul, 2024 @ 6:32am 
Oh yeah I'm playing on legend too,didn't even think that could affect it,but yeah not working for having more than 2,the 2nd row work tho
?? 22 Jul, 2024 @ 11:27pm 
I CANNOT get any other than two power coils, no matter what options I pick, unless I have my campaign run on lower difficulty than legendary (legend?). For other lower difficulties your mod is doing something, like for example all coils except the first row, etc.
But, once I start back in legendary difficulty, I get nothing but (up to) two power coils.
I don't know if it interferes with other mods, because I have only 2-3 others: like unit details, stop time passing for just looking at the map, and another minor graphical one.
Soul 17 Jul, 2024 @ 4:33pm 
Hmmm so I had number of coil set to 3
bLimitFourthRow=false
MinimumRow=2
(So basically the mod default values eh)
but I only have 2 power coil,one was in 2nd row so it work,but does it just randomly pick between 2 and 3? I thought having 3 in the number of coil would give me 3.
edit : just saw your comment on the first page,dang guess I'll restart. I also thought unlimited would just give 12 lmao,maybe put the explanation in the ini in case some miss it.
edit 2 : ok so I had the options up there as same and unlimited to true,but I still only get 2,not sure I get it then
AgRipnus  [author] 26 Jun, 2024 @ 3:26pm 
For Steam users mods go to "Steam\steamapps\workshop\content\268500" in folders that use the ids of their workshop URLs. Inside there's usually a Config folder with .ini files that can be opened and edited with notepad.
?? 25 Jun, 2024 @ 1:02am 
"In the XComPowerCoilOptions.ini config file you can..."
Where is this file?? Also, where are all mods installed?
AgRipnus  [author] 24 Jun, 2024 @ 12:54am 
This mod can't be used to place coils in specific rooms, you can only nudge the game in the direction you want in the config. It's this leeway that allows this mod to not be buggy like the mod you mentioned.
Giving you the choice to place coils in specific rooms would end up having the exact same problems as that other mod. You can't simply disable the randomness unless you you know exactly what the base generation script does and in what order so as to do it manually. It would require homework for the user, I didn't want that for this mod.
LightenedDark 23 Jun, 2024 @ 5:49pm 
I love the reference. Did the base game always refuse to put power coils in the 2nd row or is that a later / WotC thing?

There was another mod that attempted to manipulate the starting rooms, but I think I found it to be a bit buggy. Can this mod be used to place power coils in specific rooms? For instance both power coils in row 3, one in the middle and one in the left.

It would be really neat if the 1 or 3 debris or machine entries be unrandomized as well...
horsepowerYT 15 Jun, 2024 @ 9:52pm 
This is actual more useful for other mods that give a lot of power but not enough to get everything, this is a good addition
AgRipnus  [author] 12 Jun, 2024 @ 10:40pm 
Did you have Unlimitedpower set to True?
jat11241976 12 Jun, 2024 @ 4:28pm 
Love the mod, but I did run into an interesting situation. I was testing the mod, and I had all 3 power coils spawn in the 2nd row. I don't consider it a bug, I was wondering if there's a way to expose limiting coils for the 2nd and 3rd row, similar to what you've done with the 4th row. Again, love the mod, fantastic mod preview image too!:steamthumbsup:
AgRipnus  [author] 31 May, 2024 @ 7:31am 
Total randomisation is only available for rows 2-4. If you set unlimitedpower to true the game will try to place the number you have set in NumberOfShieldedCoils completely randomly in rows 2,3,4. It excludes row 1 because of the empty room. Letting coils spawn in row 1 would make it so sometimes you wouldn't get an empty room or the empty room would also be in a random location. I didn't want the mod to do this.
Djackdau 30 May, 2024 @ 6:38am 
Does this mod allow for a randomized range of possible coil spawns across all rows? Say, 1-4 coils that can spawn anywhere?
The Unslain Dragon 10 May, 2024 @ 9:09am 
Unlimited power indeed. I love me a Palpatine reference.
Lofty 10 May, 2024 @ 12:00am 
The art is beautiful. Palpatine would approve.
Lanford 9 May, 2024 @ 9:10pm 
I see. I thought unlinmitedpower, when set true, mean you have all 12 rooms be coil without needing to change anything. So it just mean allow unrestricted placement.

Okay, thanks for the swift replied and for the help.
AgRipnus  [author] 9 May, 2024 @ 12:18pm 
The game will take the number of shielded coils you've entered in the config and try its best to add them in the base. There might be some random layout permutations that don't result in all power coils fitting, because the game blocks certain rooms from spawning coils if other rooms have coils so you don't get fucked over by the rng. I know that the leftmost room of row 2 and the center room in row 3 will always be available for coils, so you can always get at least 2 coils. The only way to guarantee you get the numbers of coils you entered is to set bUnlimitedPower to true, then with NumberOfShieldedCoils=3, you will always get 3, the drawback is that they could all spawn in the 4th row.
Lanford 9 May, 2024 @ 11:30am 
Is the the number of power coils specific in ini definite? I start the campaign while keeping the default setting which should set the power coil to 3. However, I only get 2 power coils, but I got the coil on second row. So the mod surely working.

Is the number of power coils is just a range of possible number coil?
PsyCHo 8 May, 2024 @ 6:11am 
@ArcticJack: AFAIK if it's at the start of the line, then it doesn't matter. But you can use // to disable part of the line to write comments, like
code that does something // explanation what this line does
ArcticJack 8 May, 2024 @ 12:41am 
I don't know if this affects anything or not, but I noticed a number of lines in the ini files start with //'s rather than ;'s. Don't know if that affects anything, but it is unusual enough for me to drop a mention.