XCOM 2
No Avatar Project
Scryehard 25 Feb, 2017 @ 9:43pm
Does somebody know how to make this compatible with LW2?
Or just what to edit within LW2's ini files to replicate the function? I've tried myself, but nothing seems to work. My playstyle is way too slow to deal with the Avatar project, so I can't play the game until I find a way to get rid of it.
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Showing 1-15 of 40 comments
Reaper 2 Mar, 2017 @ 8:07pm 
I would also like to know this.
Koltt2912 5 Mar, 2017 @ 5:54pm 
Im hoping the author will update it soon
Wandering Mania 21 Mar, 2017 @ 8:03pm 
Not really sure what Fraxis was smoking the day they came up with the Avatar Project any way. But they need to lay off it. Most game devs try to find ways to add time to their game. For some reason they thought it was a good idea to speed it all up and make 99% of the game feel rushed. And by rushed I meen you have to rush through the game or get the "You Lose!" screen.
Thanantos 30 Mar, 2017 @ 12:22pm 
They should have made the AP an in game option...I hate to rush my game.
Shiny Goblin 29 May, 2017 @ 4:00pm 
In terms of excuses for making you rush, the Avatar Project isn't a bad one. At least it makes sense in the story and isn't just "Commander, if we don't beat the aliens in a month we'll all implode!".

That being said, I agree, I HATE the Avatar Project.
Wandering Mania 30 May, 2017 @ 2:22pm 
Originally posted by SneekyWOMBAT42:
In terms of excuses for making you rush, the Avatar Project isn't a bad one. At least it makes sense in the story and isn't just "Commander, if we don't beat the aliens in a month we'll all implode!".

That being said, I agree, I HATE the Avatar Project.
In a stratagy game, rushing is the polar opposite of what the game is about. So I would have to say, yes, it is a bad option to add it in the first place. They could have had it but without the "Doomsday clock". It's not the project that is the problem, It's that damn count down that kills it, and the whole premice of the game trying to be a stragic game.
Cheshire_Katzen 29 Jun, 2017 @ 4:05pm 
Any word on someone working on this?
Mulqueeny 12 Jul, 2017 @ 12:32pm 
Now That I have finished and seemed to have cracked this whole thing here's what you should do below. I have re-edited this post to contain the data neccessary for greater ease.

Go to the mod folder for LW2

Go to XcomGameData.ini and go down the lines around 263 (Use Notpad+ or similar)

[XComGame.XGMission_AlienFacility]
iBaseCooldown_Doom=99999
;iBaseCooldown_DarkEvent=672
;iBaseCooldown_UFO=554
iDoomPerDay=0
iDoomInitialImpulse=10


;Days until first point of doom appears (set to half of doom interval)
MinFortressAppearDays[0]=99999 ;Easy
MaxFortressAppearDays[0]=99999
MinFortressAppearDays[1]=99999 ;Normal
MaxFortressAppearDays[1]=99999
MinFortressAppearDays[2]=99999 ;Classic
MaxFortressAppearDays[2]=99999
MinFortressAppearDays[3]=99999 ;Impossible
MaxFortressAppearDays[3]=99999



;Hours between subsequent points of doom appearing on fortress
MinFortressDoomInterval[0]=99999 ;Easy
MaxFortressDoomInterval[0]=99999
MinFortressDoomInterval[1]=99999 ;Normal
MaxFortressDoomInterval[1]=99999
MinFortressDoomInterval[2]=99999 ;Classic
MaxFortressDoomInterval[2]=99999
MinFortressDoomInterval[3]=99999 ;Impossible
MaxFortressDoomInterval[3]=99999

AlienHeadquarters_LoseModeDuration[0]=672 ;Easy
AlienHeadquarters_LoseModeDurationVariance[0]=0
AlienHeadquarters_LoseModeDuration[1]=672 ;Normal
AlienHeadquarters_LoseModeDurationVariance[1]=0
AlienHeadquarters_LoseModeDuration[2]=672 ;Classic
AlienHeadquarters_LoseModeDurationVariance[2]=0
AlienHeadquarters_LoseModeDuration[3]=576 ;Impossible
AlienHeadquarters_LoseModeDurationVariance[3]=0

AlienHeadquarters_MinLoseModeDuration[0]=72 ;Easy
AlienHeadquarters_MinLoseModeDuration[1]=48 ;Normal
AlienHeadquarters_MinLoseModeDuration[2]=24 ;Classic
AlienHeadquarters_MinLoseModeDuration[3]=24 ;Impossible

AlienHeadquarters_StartingForceLevel=1
AlienHeadquarters_MaxForceLevel=20


AlienHeadquarters_DoomStartValue[0]=0 ;Easy
AlienHeadquarters_DoomMaxValue[0]=50
AlienHeadquarters_DoomStartValue[1]=0 ;Normal
AlienHeadquarters_DoomMaxValue[1]=50
AlienHeadquarters_DoomStartValue[2]=0 ;Classic
AlienHeadquarters_DoomMaxValue[2]=50
AlienHeadquarters_DoomStartValue[3]=0 ;Impossible
AlienHeadquarters_DoomMaxValue[3]=50

DoomThrottleMinPercents[0]=0.0f ;Easy
DoomThrottleMinPercents[1]=0.0f ;Normal
DoomThrottleMinPercents[2]=0.0f ;Classic
DoomThrottleMinPercents[3]=0.0f ;Impossible

DoomThrottleScalars[0]=0f ;Easy
DoomThrottleScalars[1]=0f ;Normal
DoomThrottleScalars[2]=0f ;Classic
DoomThrottleScalars[3]=0f ;Impossible

DoomAccelerateScalars[0]=0f ;Easy
DoomAccelerateScalars[1]=0f ;Normal
DoomAccelerateScalars[2]=0f ;Classic
DoomAccelerateScalars[3]=0f ;Impossible

DoomProjectGracePeriod[0]=999999 ;Easy
DoomProjectGracePeriod[1]=999999 ;Normal
DoomProjectGracePeriod[2]=999999 ;Classic
DoomProjectGracePeriod[3]=999999 ;Impossible

Next go to

XComLW_Activities.ini !!!!

Change number of consecutive difficulty you play on.

[0]=Easy [1]=Normal/veteran [2]=commander [3]=Impossible


; Research time to add doom, for each difficulty, from the facilities. This is a biggie for campaign length/difficulty. Fortress doom is in GameData.
REGIONAL_AVATAR_RESEARCH_TIME_MIN[0]=960 ; 40 35 days // avg 45
REGIONAL_AVATAR_RESEARCH_TIME_MAX[0]=1200 ; 50 days

REGIONAL_AVATAR_RESEARCH_TIME_MIN[1]=99998 ; 36 days // avg 40
REGIONAL_AVATAR_RESEARCH_TIME_MAX[1]=99999 ; 44 days

REGIONAL_AVATAR_RESEARCH_TIME_MIN[2]=768 ; 32 days // avg 36
REGIONAL_AVATAR_RESEARCH_TIME_MAX[2]=960 ; 40 days

REGIONAL_AVATAR_RESEARCH_TIME_MIN[3]=672 ; 28 days // avg 32
REGIONAL_AVATAR_RESEARCH_TIME_MAX[3]=864 ; 36 days

;chance to transfer a point of doom from regional facility to Alien HQ -- triggers when local doom timer triggers
;each chance to transfer is rolled independently (e.g. 3 10% chances is slightly less than 30%)
CHANCE_PER_LOCAL_DOOM_TRANSFER_TO_ALIEN_HQ[0]=0.0
CHANCE_PER_LOCAL_DOOM_TRANSFER_TO_ALIEN_HQ[1]=0.0
CHANCE_PER_LOCAL_DOOM_TRANSFER_TO_ALIEN_HQ[2]=0.0
CHANCE_PER_LOCAL_DOOM_TRANSFER_TO_ALIEN_HQ[3]=0.0

; this is a chance that each facility will be able to generate doom if the update ticks during a super-emergency
; Note this mechanic is still coded, but disabled with these ini settings for new vigilance/avatar throttling mechanisms
CHANCE_TO_GAIN_DOOM_IN_SUPER_EMERGENCY[0]=0.0
CHANCE_TO_GAIN_DOOM_IN_SUPER_EMERGENCY[1]=0.0
CHANCE_TO_GAIN_DOOM_IN_SUPER_EMERGENCY[2]=0.0
CHANCE_TO_GAIN_DOOM_IN_SUPER_EMERGENCY[3]=0.0



Copy this, This should stop the Avatar project timer when combined with the "No Avatar Project mod"


ALSO ENSURE YOU COPY THESE IN A SEGMENT AT A TIME OVERWITING THE ORIGINAL LINES OF CODE.

THERE ARE SOME CHUNCKS INBETWEEN THAT I HAVE MISSED OUT.



Last edited by Mulqueeny; 30 Jul, 2017 @ 3:27am
Mulqueeny 13 Jul, 2017 @ 12:41pm 
So, having made the above changes and now into the month of April I have yet to see the Avatar Project pop up, I am unsure as to when in LW2 the Avatar project is supposed to first rear it's ugly head but so far nothing. I'll continue to play and hopefully my changes won;t effect the game objectives.
Wandering Mania 13 Jul, 2017 @ 1:17pm 
Originally posted by Mulqueeny:
So, having made the above changes and now into the month of April I have yet to see the Avatar Project pop up, I am unsure as to when in LW2 the Avatar project is supposed to first rear it's ugly head but so far nothing. I'll continue to play and hopefully my changes won;t effect the game objectives.
Keep us updated, I would love to know if your fix works. It's the whole reason I can't play LW2.
Mulqueeny 14 Jul, 2017 @ 9:38am 
I will do, I'll notify you when I get to around July/August or until/if it turns up.
BrotherDeath 17 Jul, 2017 @ 7:53am 
so after i have looked over the file itself, i think one of the changes you made in this example would just shut down the game:
AlienHeadquarters_DoomMaxValue --> is shown through in game Graphic, so if somehow it still gets shown it would crash the game, perhaps start with 50 or so...

And if GracePeriod works the same as in other Games, than
"DoomProjectGracePeriod" should be the time to increase to put the beginn of the project to a later date.Will have to experient here.
Mulqueeny 17 Jul, 2017 @ 8:59am 
Originally posted by BrotherDeath:
so after i have looked over the file itself, i think one of the changes you made in this example would just shut down the game:
AlienHeadquarters_DoomMaxValue --> is shown through in game Graphic, so if somehow it still gets shown it would crash the game, perhaps start with 50 or so...

And if GracePeriod works the same as in other Games, than
"DoomProjectGracePeriod" should be the time to increase to put the beginn of the project to a later date.Will have to experient here.


I've not experienced a crash so far, and as of yet it's not popped up.
Mulqueeny 17 Jul, 2017 @ 11:22am 
Originally posted by Gomikael:
I just got the Avatar project to appear in my playthrough and I have been searching through everywhere for a fix to stop this since and it only appears once a region is liberated I'm going to do the fix from here and reload a save before it appears and hope it doesn't activate again.


I'm not sure whether this is a fix yet, but you're welcome to try. Make a backup of your .ini files though.
Mulqueeny 25 Jul, 2017 @ 8:53am 
Into August now, no Doom Counter thus far.
Last edited by Mulqueeny; 25 Jul, 2017 @ 8:53am
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