long war timers

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warbrand2
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Joined: Thu Jul 14, 2016 5:55 am

long war timers

Post by warbrand2 »

Ok, I love long war 2 already but damn the timers do not make sense some times.

the big problem is you have to rush it to even get to the points before one turn left if you are lucky. I am not dogging the timers completely they force you to not turtle but damn they are spartan at points especially if you are like me and have severa PCP mods and map mods that make all the maps larger unless story based.

yeah nothing like having 12 turns to get to something that it takes 13 turns to get to.

Not complaining here, just asking for some one to make a timer tweak mod for long war 2, so we can set the timers how we want and for our mod stiles. like the option between 10 turns and 60 just for an example.
mattprice516
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Re: long war timers

Post by mattprice516 »

You can edit the timers in an .ini file. If you're using mods that change the map sizes, it's not all that surprising that the timers balanced for LW2's map sizes don't work haha.
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warbrand2
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Re: long war timers

Post by warbrand2 »

which one?
mattprice516
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Re: long war timers

Post by mattprice516 »

Lw_overhaul.ini.

It's an array that breaks it down by difficulty, so just change the modifier for your difficulty to whatever you want the new one to be. By default it's +3 on rookie and +1 on veteran.
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warbrand2
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Re: long war timers

Post by warbrand2 »

that file does not exist in my mod folder for long war 2. hell there are no .ini files their are config files but no .ini ones.


EDIT: never mind found a similar file, and found it.
Amineri

Re: long war timers

Post by Amineri »

All of the config files always start with "XCom", so we got in the habit of just omitting that bit. Sorry for the confusion!
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warbrand2
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Re: long war timers

Post by warbrand2 »

ok, thanks and sorry for missunderstanding things.

yeah, larger map mods do not work well with this. they are fun but damn the timers mess things up.
Jtgam
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Re: long war timers

Post by Jtgam »

Yeah, the turn timers really need to be tweaked. Every timer for me has been 8 turns, and in many cases even when playing optimally I absolutely cannot complete the objective.

In fact, on one train mission, I literally had to dash for 7 turns to even be able to make it to the objective in time. I leap-frog dashed through enemies, throwing flashbangs, dodging overwatch fire, and running into cover. I had no time to engage the multiple packs that I encountered. FYI, infiltration was 106%, and I saw 12 enemies on a "Extremely Light" mission. Commander difficulty.

Unfortunately, on turn 7, upon dashing into range of recovering the objective, I activated a pod that was sitting on top of the objective. 4 ADVENT troopers. My team was quickly surrounded and dispatched. I'm counting that mission as unwinnable, so I will not feel bad at all when I increase the turn timers by around 50%.
mattprice516
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Re: long war timers

Post by mattprice516 »

Jtgam wrote:snip
Just to clarify (because I haven't personally found the timers to be tuned badly in my testing), are you using any mods which might affect the sizes of the maps? It's probably possible to get a map that's too big still but there has been a decent amount of tuning on those timers. I'll definitely keep an eye out in my own games.
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warbrand2
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Re: long war timers

Post by warbrand2 »

Just to note

"Maps by Vozati" is a big one when it comes to timer problems with LW2, think half the maps in it are large and make timer runs near impossible with base timers on all but easy.

Along with that even on vanilla the train objective missions tend to be just barely passable on easy wouldn't want to run them on any higher difficulty. The problem with the timers comes in when you hit a large map, though their are not many in the base game, every single one with a train objective is a large map.
Zaramnor
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Editing the mission timers

Post by Zaramnor »

Hello,

I am not into modding and can't find the value to edit, to get way more time to complete the missions.

Someone said, we shall find 'turn' in the XCOM_lw_overhaul.ini but there are many occurrences of 'turn' in this file and the hint, that it is an array with +3 for rookies doesn't work either, because there is no hit, when I search for '+3'.

Please, can you tell me exactly which value to edit?

Thank you very much.
Krzysztof z Bagien
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Re: Editing the mission timers

Post by Krzysztof z Bagien »

It's at the end of the file, search for "[LW_Overhaul.SeqAct_InitializeMissionTimer]" without quotes.
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xwynns
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Re: Editing the mission timers

Post by xwynns »

same file
;;;;;;;;;;; MISSION TIMERS ;;;;;;;;;;;;;;;;;;

[LW_Overhaul.SeqAct_InitializeMissionTimer]
; Initial mission timer values
+InitialTurnCounts=(MissionFamily="Recover_LW", Turns=8)
+InitialTurnCounts=(MissionFamily="Jailbreak_LW", Turns=12)
+InitialTurnCounts=(MissionFamily="Hack_LW", Turns=8)
+InitialTurnCounts=(MissionFamily="DestroyObject_LW", Turns=12)
+InitialTurnCounts=(MissionFamily="Extract_LW", Turns=12)
+InitialTurnCounts=(MissionFamily="Neutralize_LW", Turns=12)
+InitialTurnCounts=(MissionFamily="Rescue_LW", Turns=12)
+InitialTurnCounts=(MissionFamily="SecureUFO_LW", Turns=16)
Zaramnor
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Re: Editing the mission timers

Post by Zaramnor »

Thank you very much!

So, I have to adjust each mission timer one by one, not a general bonus like +50 to all.
mattprice516
Long War 2 Crew
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Re: long war timers

Post by mattprice516 »

Another thing that could be affecting people's experiences is a possible mobility bug. All soldiers in LW2 should have 12-18 base mobility (might even be 13-18) if NCE is turned on, or 15 if it is turned off. If you're seeing soldiers with 11 base mobility or below, you're experiencing a bug of some kind that would definitely make timer maps seem too long.

Seconding what was said above about map mods. If you get a map where LITERALLY dashing every single turn can't even get you to the objective in time, that's something that they would want to try to address (LW2 isn't that mean :P).... but that shouldn't happen very often if at all in vanilla LW2. If it does, uploading a save would be helpful so it can be looked at look it but if it's due to a different mod messing with the map size, not a whole lot that can be done on the LW2 side (probably would then want to pair that mod with an increase to mission timers).
mattprice516
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Re: Editing the mission timers

Post by mattprice516 »

There's place to add a difficulty based modifier to all in that same ini I believe.
Jtgam
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Re: long war timers

Post by Jtgam »

I do not have any map mods enabled. I barely have any mods enabled at all, mostly just voice packs and stuff like stop wasting my time, evac all. I'll check to see what my soldier's mobility was tonight.

I think it was due to the fact that it was a "train" mission. I think those need to be looked into more, as they tend to be longer and thinner (the objective is farther away). Most other missions I could barely complete the objective, but at least it was possible, if brutal. I mean possible as in theoretically possible if my 4 soldiers could kill 25 aliens and ADVENT in 8 turns, and blue-move towards the objective while doing so. I did in fact turn up the turn timers to 12-18 (based on mission type) and the game is not less difficult - i just have a couple extra turns to make it not impossible in some scenarios.

Edit: My soldiers even had above average mobility, 17!
Zarnak
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Re: long war timers

Post by Zarnak »

I've only started playing long war 2. I've had one mission where a rookie hacked the objective under heavy fire on the last possible turn and made it to a second lz (first was too hot) wounded under the same heavy fire. His three compatriots didn't make it. We killed 5/15 enemies fully infiltrated with 'extremely light resistance.'

I had a second escort mission where three soldiers were all still one turn away from the evac zone when the limit expired.

I'm debating modifying the veteran difficulty modifier from 1 turn to 3. Out of curiosity, how much can an officer extend the limits?
Amineri

Re: long war timers

Post by Amineri »

Zarnak wrote: I'm debating modifying the veteran difficulty modifier from 1 turn to 3. Out of curiosity, how much can an officer extend the limits?
The ability is "Intervention" and all officers get it for free when training their first rank. Costs are configurable, and (on my internal version) are :

Code: Select all

INTERVENTION_EXTRA_TURNS=2
INTERVENTION_INTEL_COST=10
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