XCOM 2
51 ratings
[WOTC] Stop Spamming Reinforcements!
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
118.875 KB
14 Jun, 2022 @ 9:35am
23 Aug @ 6:02am
8 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[WOTC] Stop Spamming Reinforcements!

In 2 collections by lordabizi
LordAbizi's War Of The Glass
32 items
War Of The Glass Collection
450 items
Description
Stop Spamming Reinforcements!
Abstract
Many enemy mods give their newly added enemies the ability to summon reinforcements. The author finds this behavior undesirable, and as such reduced this phenomenon considerably, using the fantastic tools developed by Boundir.


How does it work?
There is a config list of abilities in XComGame.ini. These list have a condition added to them, which makes them never to be available. The result - the unit can never use this. In addition, some other abilities, like the Hive swarm ability, gets increased cooldown. Some other abilities are flat-out removed from the units in question. This is the "kill it with fire just to be sure" approach.

New!
Now this mod comes with a functionality to limit the sizes of reinforcements groups and Lost groups (or Lost reinforcements groups). This can be configured to not work in certain mission types or against certain encounters.



Configuration and compatibility
This entire mod is config-based, feeding the configs into the wonderful machines developed by Boundir. You may change anything to your liking. The files one should edit are XComGameData,XComAbilityEditor,XComDisableAliens, and XComRepurposeAbilities, and XComGame.
For the list of supported enemy mods, and exactly what this mod changes, see Appendix A.

New!
See XComGame.ini for configuration of the new functionality to limit pod size of reinforcements groups and Lost groups. There are three flags - one that affects Lost, one that affects reinforcements, and one that affects Lost reinforcements. For each flag there is configuration to whitelist certain encounters or certain missions (for example if reinforcements pods are limited to 3 enemies, then MOCX pods will also be limited to 3 enemies, but MOCX pods are excluded from this functionality).

This mod makes the game too easy!
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Sociis natoque penatibus et magnis dis parturient montes. Pharetra vel turpis nunc eget lorem dolor sed.



Required Mods
The required mods are striclty required. If the author was smarter, then perhaps it would have been possible to eliminate some of them.

Vanilla version?
Of cou- No. Not really.



Acknowledgements
The author is grateful to Boundir for the fantastic game-editing tools employed here, and for the clear instructions as to how to use them. The author appreciates the useful discussions with h4ilst0rm and the permission to re-use some of the logic of DABFL to create the new functionality to limit reinforcements pod size and Lost pod size. The author is also grateful to the MEME Discord server for the continued emotional support.
Popular Discussions View All (1)
0
14 Jun, 2022 @ 9:48am
PINNED: Appendix A: Supported Mods
lordabizi
20 Comments
lordabizi  [author] 25 Jul @ 9:29pm 
Yes, this mod makes no effort to affect scheduled reinforcements on missions. It only addresses enemies that CALL for reinforcements. As far as I know, LWOTC has no such thing (I guess except for Nightmare Hive...)
Výn 25 Jul @ 3:23pm 
Not working in LWOTC
lordabizi  [author] 25 Jun @ 11:15am 
This mod makes no attempt to touch scheduled reinforcements from missions. This is out of scope the mod and kind of out of scope of my knowledge.
zigzag 24 Jun @ 10:08pm 
Hey hope the author is still around! You do good work sir. So... Is there any way in this or as you know how to put a min turn limit between reinforcements? Or to delay the eventual every turn reinforcements thing? I feel like I got 5 stars in GTA like 4 turns into every damn mission.
lordabizi  [author] 23 Feb, 2023 @ 10:12pm 
@havokscorp
I don't think there should be any problems with that. Just not in a mid-mission save (so activate this mod and then load a geoscape save)
havokscorp 23 Feb, 2023 @ 6:52pm 
safe to add mid campaign|?
lordabizi  [author] 31 Oct, 2022 @ 1:16pm 
The author would like to thank the reader for the comment, and inform the reader that this has been corrected. The author is also grateful for the kind words.
A total stranger 31 Oct, 2022 @ 2:27am 
The reader points out that "undesirable" has been spelled "undesriable" in the description of this fantastic mod.
lordabizi  [author] 24 Jun, 2022 @ 11:44pm 
I think the mod page is quite clear about what it does, but if there's still confusion than the Supported Mods pinned discussion has an in depth explanation.
OctoRat 24 Jun, 2022 @ 5:18pm 
The author of this comment says that the author says....huh? No help on what this mod does. Thanks.