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Avatar project timer

Posted: Mon Jan 23, 2017 6:49 pm
by Vorph
While looking at DeaconIvory's mod compatibility list, I saw that for the "Avatar project" mod it's written "This mod has a similar function to a mechanic built into LW2".

So is there any way to modify the avatar project timer through the LW2 config files ?

Re: Avatar project timer

Posted: Wed Jan 25, 2017 10:35 pm
by Vorph
Ok so after some research I've finally found it. So let's do a shameless self bump

Go to \Steam\steamapps\workshop\content\268500\844674609\Config

open XComGameData and check for the lines 311-318

AlienHeadquarters_DoomStartValue[0]=0 ;Easy
AlienHeadquarters_DoomMaxValue[0]=20
AlienHeadquarters_DoomStartValue[1]=0 ;Normal
AlienHeadquarters_DoomMaxValue[1]=20
AlienHeadquarters_DoomStartValue[2]=0 ;Classic
AlienHeadquarters_DoomMaxValue[2]=20
AlienHeadquarters_DoomStartValue[3]=0 ;Impossible
AlienHeadquarters_DoomMaxValue[3]=20

There you can modify the DoomMaxValue you want for the difficulty your're playing in.

Re: Avatar project timer

Posted: Fri Feb 03, 2017 6:00 pm
by code99
Might be obvious but i assume DoomMaxValue increases the number of ticks the Avatar project needs to be completed, right?

Re: Avatar project timer

Posted: Sat Feb 04, 2017 3:24 am
by Postmaster
Code99, You are correct

Re: Avatar project timer

Posted: Sat Oct 21, 2017 9:37 am
by boy_cad
For a heavily modded game, playing on Legend, it would be nice to know something about the effects of:
AlienHeadquarters_DoomStartValue[3]=0 ;Impossible
AlienHeadquarters_DoomMaxValue[3]=20

to>

AlienHeadquarters_DoomStartValue[3]=0 ;Impossible
AlienHeadquarters_DoomMaxValue[3]=26 (for instance)

I mean in general on the overall game and for balance and viability if I ever get that far if you see what I mean thanks :|

edit...theres a reddit post here https://redd.it/5po75m, but it doesnt help.