[WOTC] Rulers Pause Timers

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Author: RustyDios

Last revision: 31 Aug, 2022 at 03:39 UTC (2)

File size: 321.54 KB

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Description:
What is this?

This mod sets up enemies to SUSPEND the Mission Timer, much like how the Chosen do.
The default settings are for the DLC rulers (and some mod enemies) but the list can be expanded by config. The mod does not technically require the Alien Hunters DLC though.

Also contains new console commands that lets you pause/resume the timer at will..

RPT_Timer_Suspend RPT_Timer_Resume

Why the mod?

… had a mission where a roof collapsed and the Evac just got flung half the map away
– yet you’ve still only got the next turn to get there?
– and you don’t want to ttc cheat completely?
– pause the timer by console, ♥♥♥ that bs!

… Got frustrated with an enemy soaking up all your mission time due to it’s ridiculously large modded HP pool, but still want to actually have that battle?
– set that enemy on the auto-list (I’m thinking of Rulers, Claus’ Custodians, CX ‘zerkers and LEB Riftkeepers .. maybe even ABA primes, mod added rulers, etc)

I wanted to disable timers, but only when facing other Chosen-like ‘boss’ enemies
… this mod lets me do that.

At first this was just the extra console commands because I couldn’t find one in the default commands, but then I decided it would be cool to automate it depending on current visible enemies.
I made this mod for myself, but then decided to share it.

I’ve found in playing, with modded enemies in particular, the default game timers are too short but the second wave/advanced options double timers are too long. I was trying to find a good ‘middle ground’.

The mod shouldn’t care if there are multiple of the units on the field with the perk, it pauses the timer by ‘sight’ on the start of each teams turn.
As long as one unit with the perk is in play the timer should be paused for XCOM’s turn.
This can be configured to require ‘enemy spotted by XCOM’ or ‘enemy spots other enemies’

Just for information, the normal timer is cyan/blue and turns red with 3 turns or less, the suspended timer is grey.

This mod should not effect the Evac Timer (green) from mods like LWotC or Request Evac

Configuration/ Known Bugs ETC

Obviously due to the sheer number of enemy mods and personal preference I cannot possibly guess what enemies you might want to set this up for, I also can’t test every enemy…
… however the list of enemies that it triggers for is configurable.
Just add their character template to the list.
I tested it with most mission types that have timers, not including modded missions, but it should have no issues.

For a respectable list of all current enemy mods and the template names required you can check out this amazing steam guide here;
Steam DropUnit/Template Names Guide

Units on the list (including the Chosen) can get a Passive Icon showcasing this perk in enemy info viewers, like Yet Another F1 etc.

You can also choose to have it apply when XCOM spots a unit or if the enemy unit spots um, enemies.

The timer may still count down if the enemy is put under stasis.
I cannot find a way around this limitation.

The timer might not immediately suspend, as the code now runs per team turn begun.
It should be correctly paused at/through XCom’s turn though, which is when it is checked to reduce (or not).

Should be safe to add mid-campaign, but maybe not mid-tactical save 🙂

The default configuration gives this ability to;

As always, bug-reports welcome 🙂

Credits and Thanks

HUGE thanks to Iridar for consultations on the 2.0 major rework!
Credits and Thanks to the XCOM2 amd MEME Modders Discord for help and support.

~ Enjoy !! and please buy me a Cuppa Tea[www.buymeacoffee.com]

Download
Required DLC:

These DLC should be installed in order to use this item.


XCOM 2: War of the Chosen
Required items:

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X2WOTCCommunityHighlander v1.24.0Steam Workshop
Revisions:

Old revisions of this mod are available below. Click the link to download.