XCOM 2
Delayed Evac
30 Comments
Snoup Sniddly 12 Oct, 2018 @ 7:34pm 
Wow, pretty good mod
Maluco Marinero  [author] 25 Sep, 2017 @ 5:11am 
Maluco Marinero  [author] 2 Sep, 2017 @ 3:13pm 
Not yet, in planning to do so.
Tabris 2 Sep, 2017 @ 8:37am 
WotC compatable?
Mandrake 27 Jul, 2017 @ 8:17am 
Can't find the XComDelayedEvac.ini. Where is it located?
Boisegangpc 21 Jun, 2017 @ 3:14pm 
Alright, that worked. Never mind.
Boisegangpc 21 Jun, 2017 @ 3:03pm 
I'm playing with Reality Machina's Additional Mission types, and I have an odd interaction. I've played this before and haven't gotten any problems, but there is no Evac flare showing, no exclusion flares(they are activated), it doesn't go on cooldown after being placed, and even after waiting X amount of turns, it doesn't appear. I'll try uninstalling and re-installing this mod.
Pencey 8 Dec, 2016 @ 9:52am 
Just dropping by to say how awesome this exclusion radius mechanic is. Been away from XCOM for a few months and was pleasantly surprised when I did my first evac. You rule!
Meatbang 29 Nov, 2016 @ 6:09am 
@Maluco Marinero You're a total fucking babe, thanks mate.
Maluco Marinero  [author] 29 Nov, 2016 @ 5:03am 
@Meatbang, you can now disable the ExclusionRadius by setting ExclusionRadiusVisible to false. Enjoy.
Meatbang 27 Nov, 2016 @ 7:47am 
@Maluco Marinero Whenever you find the time, it'd highly appreciated.

Playing at 10fps when extracting in mission almost kills me.
Maluco Marinero  [author] 27 Nov, 2016 @ 2:52am 
@Meatbang: not currently, but no reason I couldn't make them optional.

@The Happy Madman: The XComDelayedEvac will be in your SteamFolder - /Steam/steamapps/workshop/content/268500/766513507/Config I think. But you should be able to add your own to your My Documents/Games/XCOM cornfig section.
Madman 26 Nov, 2016 @ 10:50pm 
Where do I find the XComDelayedEvac.ini file?
Meatbang 13 Oct, 2016 @ 5:24am 
Any way to disable the overly obnoxious perimeter flares? With smaller exclusion radii it really grates the system.
Charnoculus Prime 4 Oct, 2016 @ 11:34am 
OK Maluco,

Thanks for posting, subscribed.
Maluco Marinero  [author] 4 Oct, 2016 @ 4:13am 
5 turns comes from the time you drop the Evac Flare, not when the Evac arrives. Honestly 5 turns after the evac arrives is practically a lifetime in XCOM 2 terms, unless you're holed up real well.

Evac is only aborted if the enemy is present ON ARRIVAL. The Evac Zone will not collapse if the enemy enters the zone after evac is complete, I thought that would be a bit too much to handle.

I'm not super big on adding random evac delay either. In a game of all sorts of random chance, it's kind of good to have a few sure things to rely on, and this evac delay feels like one of them. Also, as stated, if combined with reinforcements it's important a flare can't drop and reinforce within the timeframe of your evac, otherwise it'll be just random luck whether you succeed or not.
Nickburger 3 Oct, 2016 @ 7:29pm 
@Tiger's Eye: My guess is that the 5 turn timer refers to 5 "plies". A ply is one player's turn so your turn is one ply, the alien's turn is the second ply, your next turn is ply 3, etc. This would lead to the default timer being 2.5 complete player/alien turns which might shake out as 3 depending on when the timer starts counting.
Tiger's Eye 3 Oct, 2016 @ 10:58am 
For some reason the cooldown timer was just three times instead of five the last time I triggered it. I also noticed that two of my soldiers died in that period. Is there maybe a hidden mechanic that the cooldown goes down for kills (or maybe I'm just bad at counting but I checked the evac option every turn so I'm pretty sure)?

I don't like the random evac delay when using the full guerilla war package because the reinforcements can appear anywhere, so if you roll more than two turns till evac the reinforcements can trigger the cooldown and you can't do anything about it.

Also, does the evac only get aboarted when enemys are present in the zone when firebrand arrives or also when they enter while firebrand is hovering over the area?
Charnoculus Prime 27 Sep, 2016 @ 11:32am 
See Maluco? Nickburger likes it.

If you do it, you will probably be responsible for the greatest mod of all time! :D
Nickburger 27 Sep, 2016 @ 1:42am 
Ooo! I like that random time idea from King Rollo!
Charnoculus Prime 26 Sep, 2016 @ 11:53pm 
Hey author! Have you thought about making time to extract random (say between 1 and 5 turns)?

Think it would make things more interesting tactically, plus more realistic.
Maluco Marinero  [author] 26 Sep, 2016 @ 8:43am 
Updated to not block evac zone placement on soldiers.
d_valroth 24 Sep, 2016 @ 6:12pm 
Nice with the hot LZ feature.
Maluco Marinero  [author] 24 Sep, 2016 @ 1:32pm 
Yeah sure that makes sense.
Ser Lancelot 24 Sep, 2016 @ 8:14am 
I'm with Tapir there, actually.
Tapir 24 Sep, 2016 @ 7:39am 
could you take out the condition, so that you CAN place Evac Zones on your soldiers?
with the delay added, this condition is no longer needed for balance
Maluco Marinero  [author] 23 Sep, 2016 @ 7:16pm 
No probs, figured it was about time.
Meatbang 23 Sep, 2016 @ 3:17am 
Fantastic mod, easily the only part of Guerrilla War I wanted. Thanks Maluco.
Ser Lancelot 22 Sep, 2016 @ 5:42am 
Lovely! Probably would be a good addition to a Long War-esque campaign.
Drake 21 Sep, 2016 @ 7:07pm 
interesting