XCOM 2
Grimy's Attrition Mode
229 Comments
Zigg Price 16 Feb, 2019 @ 9:02am 
Oh man, it's been confirmed that this isn't working with WotC? That's unfortunate. Has the author said if he plans to come back and update this one?
PADDY 13 Jan, 2019 @ 5:41am 
WOTC support?
4rrakis 3 Sep, 2017 @ 11:50am 
@Mechanical Morgana: You are welcome! For WotC you may want to take a look at this one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1126802682&tscn=1504464169
morgan mode 3 Sep, 2017 @ 8:17am 
Thanks!
4rrakis 2 Sep, 2017 @ 1:30pm 
It is not compatible, and its one full clip plus 8 shots.
morgan mode 2 Sep, 2017 @ 1:27pm 
A few questions about this mod:
How are you supposed to do eliminate all enemy objs?
Is it WOTC compatible?
And, iso that 8 shots, or 8 clips?
4rrakis 3 Jun, 2017 @ 10:26am 
Does anyone know how to stop the ammo count from resetting to full when loading a tactical save?
Insufferable Smartypants 13 Feb, 2017 @ 4:31pm 
Overtime is enabled on all missions by default *unless* you have LW2 installed. He set it to default to off if it detects a LW2 installation, because LW2 has its own reinforcement system.
Boisegangpc 13 Feb, 2017 @ 4:20pm 
With Overtime, is it only enabled on certain missions?
Insufferable Smartypants 13 Feb, 2017 @ 2:47pm 
There are 2,451 mods for XCOM 2 here at the moment. Not sure how many are on the Nexus.
FreeFormSage 13 Feb, 2017 @ 2:45pm 
As we roll back to straight up Xcom /1/. 1990's level of salt mining, here we come.

Going to have to do a grimy playthrough...had no idea you had more that loot mods, man.


Are there more mods here than Nexus? I'd have thought for sure I'd find more there, but...apparently not.
Insufferable Smartypants 6 Feb, 2017 @ 2:22pm 
@GrimyBunyip - This is one of those mods that has really stood up and added to my game. Even with the LW2 addition and deactivated additional reinforcements, the limited ammo aspect of it has created extra tension that I never expected.

With the addition of pistols as utility slots, they have now reintroduced a kind of unlimited ammunition back into the game. Would it be possible to add a variable that limits the new pistols to a set number of shots?
NewBee 1 Feb, 2017 @ 12:18pm 
is it possibble to base the limited ammo feature on magazines/reloads instead of how often its possible to fire ?
van the man 23 Jan, 2017 @ 1:22pm 
Ammo count remaining resets to full everytime I load a game mid-mission (which I do almost every mission because I'm scum). Is this a limitation of the coding or a bug/conflict?
Ishmael 20 Jan, 2017 @ 7:12pm 
This mod shouldn't spawn a turret in Gatecrasher. At least, I've never ran into that problem. It sounds like a very bizarre interaction in your modlist. If you're using the Alternative Mod Launcher, it helps ferrets out the major conflicts in modlists.
Flik the Changeling 18 Jan, 2017 @ 3:12pm 
From what I was able to chek each ammo counts as a single shoot/bullet. Not a magazine. So if you got default 8 ammo then you got 8 extra ammo bullets for reloads plus the full magazine of your weapon. But as for reienforcments its imposable to play with them unless you edit them to come later XD Also not sure if its this mod fault or just problem betwen other mod but on gate crusher I was welcomed by a freaking mk2 Turret XD I still think its just 2 mods conflicting but just throwing that in case anyone else had this suprise
Boisegangpc 17 Jan, 2017 @ 6:52pm 
Okay.
Ishmael 17 Jan, 2017 @ 6:51pm 
Ammo count is ammo pips.
Boisegangpc 17 Jan, 2017 @ 4:58pm 
Is "Ammo Count" ammo pips, or is it reloads?

Also, if I comment out everything that has to do with reinforcements and overtime, will I not get any? I'm just interested in the limited ammo.
Flik the Changeling 17 Jan, 2017 @ 12:15pm 
well I found ini files and edited the missions timers a bit to be actually fair. Either way love your mods so far and I guess I need to learn how to set this one completly XD
Flik the Changeling 17 Jan, 2017 @ 12:08pm 
Ammo limit alone would be awsome. But the additions to the mod really kill the fun of all game
Kaldin 1 Jan, 2017 @ 2:45am 
Agent Warushington: And you can see what the number of the folder is in the url in your Steam-Browser when being on this mod's page. It's that number after "?id=". It's the same for every mod.
aZmoDen 31 Dec, 2016 @ 5:04pm 
go to your workshop folder, which is found @ steam\steamapps\workshop\content\268500 and look for the mod. go to the config folder of the mod and edit the .ini
It has instructions in the file for what to turn on and off and how to do it.
Welp 31 Dec, 2016 @ 12:39pm 
where can i go to edit this so its just the attrition aspect and not the countdown
AlphaBenson 25 Dec, 2016 @ 9:47am 
Is there a way to just have the limited ammo mechanic?
aZmoDen 23 Dec, 2016 @ 8:55pm 
wow double reinforcements, my 4 squad of rookies are getting their asses slowly but surely handed to them. I commend you on you modding, this is truely nuts!

edit: Oh yeah i also have tripple enemies mod installed so even with savescumming, i cant kill enough reinforcements before more drop in, and with basic weapons ammo capacity and reloading... i am going to fight this mission to the bitter end, i cant evac untill i neutralise all enemies!
MaCC165 22 Dec, 2016 @ 1:07am 
awesome work, same of all ur other things i downloaded, u improved this game so much for me, more than any other modder
maximumfox 29 Nov, 2016 @ 4:27pm 
Hello, I believe I may have found a bug that causes save corruption with this mod. After enemy reinforcements drop from the attrition timer, if I were to exit the game and try to reload that save the game would crash upon loading. If I load the save before the enemies dropped from the timer, it loads just fine.

It is my belief that after enemies drop from the timer, the game will be unable to load any saves from that point on until the mission is completed. If the mission is completed either by victory, or evac, the game can be safely saved and loaded.
GallowsLTD 22 Nov, 2016 @ 4:03pm 
Love this mod... Trying to find the right balance in a heavily modded set up, but this and Neutralize Enemies optional are my core.

I thematically prefer all early game reinforcements to come via dropship instead of psi gate/teleport in. Any idea why this is happening and how i can change it?
Dema 14 Nov, 2016 @ 6:00pm 
I love this mod but I had two issues during the last two missions of the campaign that kinda screwed it. At the radio tower mission, the reinforcements timer still ticked even though I disabled the ticking during concealment, but I'm almost sure that this was caused because I did the mission while having the "individual concealment" intel thing on (nothing of a major problem, but still not ideal).

The other problem was during Leviathan. The first reinforcement wave was composed by two archons and a Avatar (that's awesome, since it fits the mission). The issue was that after I killed this extra Avatar, the main objective triggered even though I was out of the main room, so I believe it's possible to cheese the final mission by just waiting for Avatar reinforcements instead of going into the last room (It needs more testing, but I don't think that the Avatar counter should be activated when spawning a Avatar from a reinforcement wave).All in all, awesome mod :D
Sir Sunkruhm 11 Nov, 2016 @ 7:01pm 
I couldn't do this mod, as much as I wanted to. I ended up with sometimes not being able to get through the first mission due to panicking.

That said, most of this was because of my other mods. Long War Toolbox with red fog enabled doesn't help. And more importantly, I had a mod that adds individual turns per unit, Recovery Based Turns or something, which made dealing with the additional reinforcements almost impossible since they would often move in the middle of what would normally be "my" turn. All in all, I think this mod has a really fascinating premise.

I do have a couple of warnings, however. On the second mission I had psionic reinforcements warping in (not getting dropped in) from the LW enemies mod, including 7 hp advent. This mod definitely should be applied with caution.
maximumfox 3 Nov, 2016 @ 4:34pm 
infinite ammo does not work
GrimyBunyip  [author] 3 Nov, 2016 @ 11:16am 
@Eduardo
they should include modded enemies, I didn't hardcode the enemies.
Nickburger 30 Oct, 2016 @ 10:42am 
@Noobgamer1: That is a very nuanced take. I had heard similar criticisms before but I had not really put much stock in them until I read and reflected upon your subtle analysis. I hope Grimy takes some serious time to consider each of your points very carefully. Thanks!
Void 28 Oct, 2016 @ 10:46pm 
i hate this mod
NeroAmatam 29 Sep, 2016 @ 7:33pm 
Is there any chance of getting just the limited ammo in an individual mod for the people that use Guerilla War?
forerunner398 25 Sep, 2016 @ 9:41am 
Hwy Grimy, does this mod make it like Guerilla War where you can evac to complete all missions, or do you still need to kill all the enemies, because I don't see how to win that when they keep coming at you.
Gajoo 18 Sep, 2016 @ 12:23pm 
Does this also spawn units from other mods like ABA or do you have to enter that in manually somewhere? I tried this out quickly in gatecrasher but it only spawned vanilla soldiers. Also with a 5 turn delay every time, isn't it supposed to vary?
FoxF1VE 13 Sep, 2016 @ 4:56am 
While I enjoyed the idea of the class, I am having an issue where I have removed the mod and now all my guns have only one clip of ammo and cannot reload afterward... any suggestions?
Kaldin 6 Sep, 2016 @ 6:38pm 
@Blue: IIrc if you want to do that, just kick the timers number up absurdly high.
Blue 6 Sep, 2016 @ 1:14pm 
I really like the limited reload/ammo concept, but having reinforcements showing up on turn 4 while I'm concealed isn't something I want AT ALL. Is there a way to remove feature 2 of the mod? Because the rest is like A+ stuff, but that is like... D-.
Tried to remove the timers in the INI but the feature is stuck in there like glue.
GenoReborn 5 Sep, 2016 @ 2:28pm 
So I want to modify the type of aliens that are reinforcement, I checked out the INI, but I'm not too sure on how to find the proper class ID to actually put in there. Can you put me in the right direction?
Jean Doe 5 Sep, 2016 @ 8:24am 
So regarding feature 6, the mission does not end when the usual timer runs out, but difficult reinforcements are being send instead?
Waves 28 Aug, 2016 @ 10:32am 
Question: If we only want the unlimited reinforcements/overtime...

Can we disabled GTS Perk/Loot Upgrades from appearing as well? Would be sort of pointless if we set to infnite ammo but the upgrades still appear on armor.
Empire 23 Aug, 2016 @ 8:50pm 
Having a blast. I just started a new game. 8 man squad (will go to 10) fighting IESS+ and Attrition. I just have to take shots and losing a soldier is almost a certainty every map.

My only issue is that when Bradford tells me to clear out all the enemies, he counts Attrition enemies :( So basically I have to wipe out the aliens before the overtime reinforcements drop or I have to pull out and lose out on loot/corpses.
Nickburger 23 Aug, 2016 @ 8:40am 
@Orionox Yes. The post-concealment countdown is a must for my tastes. I wish it was an option in UI.

You can toggle it by going to /Steam/SteamApps/workshop/content/268500/669212530/Config/XComGrimyAttrition.ini and changing "bTickDuringConcealment = true ;" to "bTickDuringConcealment = false".
Orionox 22 Aug, 2016 @ 12:46am 
is it possible to make reinforcements only start showing up after concealment is broken?
Nickburger 18 Aug, 2016 @ 5:59am 
Perhaps too small of a bug to be worth your attention: if you press 'Restart Mission' after failing Gatecrasher (a common occurrence for me) the attrition timer does *not* count down during your second attempt.

PS: LOVING this mod by the way -- especially in combination with Rapid Reinforcements. RIP all my soldiers all the time. I have been trying to play it on Legend without bumping up my starting squad size. Every battlefield turns into a complete war zone :steamhappy:
Spotter 13 Aug, 2016 @ 11:47am 
No worries Yamino, I didn't either until I looked in the comments of those mods. :steamfacepalm::steamsad:
Kaldin 13 Aug, 2016 @ 11:13am 
@Spotter: Oh, didn't know that. :/