XCOM 2
Disable Timers
Gavdawg 20 Jan, 2017 @ 2:23pm
LW 2 Disable Timers?
Anyone know a way to completly disable timers on Xcom 2 Long War Mod?
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Showing 1-15 of 25 comments
Wish I did, this mod doesn't seem to work for it.
Shaska  [developer] 20 Jan, 2017 @ 4:09pm 
Yeah, this mod only disables the timers in the vanilla game.
For now, you will have to use Kiva126's method to disable the timers in LW 2.
Windkin 21 Jan, 2017 @ 4:55am 
Will you fix this mod so it works with LW2 ?
(UGA) Suizezem 21 Jan, 2017 @ 5:19am 
Hi Shaska, you mentioned Kiva126's method. Can you point me in a direction where to find that? :D thanks.

Found it :D thanks
Last edited by (UGA) Suizezem; 21 Jan, 2017 @ 5:34am
Commander789 21 Jan, 2017 @ 11:44am 
I'll post their comments here for anybody who may need them in the future.

Originally posted by Kiva126:
Long War 2 has built in timer modifications for those that don't want to wait for mod authors to update. (XComLW_Overhaul.ini) Lines 1037 - 1040 will have what you're looking for.


Originally posted by oOReaK:
This is where you can find the file to adjust timers C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\844674609\Config\XComLW_Overhaul

Originally posted by Everdarkgrn:
I`ve tried oOReaK`s idea so it works. Put 66 turns and get 67 on veteran difficulty.


Originally posted by Fuzzywuzzy:
Right above lines 1037 are all the individual timers. So you can set it per mission.

So for everyone here it was already stated but I will restate it. (First off use a program like Notepad++)

(Your Game Directory)\Steam\steamapps\workshop\content\268500\844674609\Config\XComLW_Overhaul

Search -> Go to 1025

Edit Initial turn counts however you wish.

Lines 1027 to 1034 are the defined turn counts for each mission respectively.

Lines 1037 to 1040 are modifiers that add a specified number of turns to a mission's defined turn count depending on the difficulty.

For example, the # of turns for a hacking mission is by default 8 as defined in line 1029. If I set my TimerDifficultyMod value for Rookie defined in line 1037 to equal 70 instead of its default value of 4, the total turn amount for the hacking mission will be 78 turns.

[# of turns for specific mission (lines 1027-1034) ] + [ # of turns for TimerDifficultyMod (line 1037-1040) ] = Total Turns for specified mission.

So for the hacking mission example above,

8 + 70 = 78 turns

(Edit: added in some explanation and fixed formatting.)

Last edited by Commander789; 21 Jan, 2017 @ 12:15pm
Shaska  [developer] 21 Jan, 2017 @ 8:29pm 
Originally posted by Windkin:
Will you fix this mod so it works with LW2 ?
Probably not. I suspect it won't take long for timer mods to appear for LW 2 though.
Balalaika 25 Jan, 2017 @ 2:49am 
Someone please get a mod up and these timers out the window.
Last edited by Balalaika; 25 Jan, 2017 @ 2:50am
Gavdawg 25 Jan, 2017 @ 2:06pm 
Originally posted by kancho anego:
Someone please get a mod up and these timers out the window.

Yeah, I know hot to change the timers now to pretty much unlimited, but that timer is still annoying...
k 26 Jan, 2017 @ 1:13pm 
I changed the timers to 99, but now it seems like there are infinite numbers of reinforcments coming in once I get past the usual LW2 turn limit.
This makes the missions kinda impossible, is there a way to fix that in the .ini?
Gavdawg 26 Jan, 2017 @ 6:06pm 
Originally posted by knüpplerkonrad:
I changed the timers to 99, but now it seems like there are infinite numbers of reinforcments coming in once I get past the usual LW2 turn limit.
This makes the missions kinda impossible, is there a way to fix that in the .ini?

I've noticed that too.
alanmatilla 28 Jan, 2017 @ 12:43pm 
Originally posted by Gho:
Originally posted by knüpplerkonrad:
I changed the timers to 99, but now it seems like there are infinite numbers of reinforcments coming in once I get past the usual LW2 turn limit.
This makes the missions kinda impossible, is there a way to fix that in the .ini?

I've noticed that too.

Just above the section in the .ini that deals with timers is a section for reinforcements. There is a variable there for each mission that caps reinforcements, by default it is -1 which is no cap. I have just set mine to 2 and am just about to experiment to see what happens.
Last edited by alanmatilla; 28 Jan, 2017 @ 12:43pm
Gavdawg 31 Jan, 2017 @ 5:30pm 
Originally posted by alanmatilla:
Originally posted by Gho:

I've noticed that too.

Just above the section in the .ini that deals with timers is a section for reinforcements. There is a variable there for each mission that caps reinforcements, by default it is -1 which is no cap. I have just set mine to 2 and am just about to experiment to see what happens.

How did this work out for you?
godfather101 7 Feb, 2017 @ 4:47am 
hmm, anything new on this Timer mod?
Tried to do it with the ini but that didn't work.
Really hope there will be a Timer-Mod soon.
Last edited by godfather101; 7 Feb, 2017 @ 4:47am
Larsen 9 Feb, 2017 @ 8:21am 
look for InitialTurnCounts=(MissionFamily="Recover_LW", Turns= then add what ever you want for that kinda mission, it do not work on a mission you have started, but if you restart a mission it will work.
godfather101 9 Feb, 2017 @ 9:03am 
Already tried that, changed every Turns into 60 but that did not work.
Started 2 new mission but the timer was still the same (i think 12 or 16 turns).

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