True Disable Timers

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Author: Blazeye

Last revision: 11 Apr, 2022 at 21:06 UTC

File size: 84.99 KB

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Description:
True Disable Timers

This mod might seem similar to other mods that disable timers, but it does a bit more than .ini tweaking. It also disables other irrelevant content that interacts with the mission timer, which no other timer mod does to my knowledge. No more useless covert actions!

What it does
  • Completely disables timers on as many mission types as possible.
  • Extends timers on mission types where they can’t be disabled to the point you shouldn’t ever have to worry about them.
  • Removes the Stealth Insertion SITREP, as it no longer does anything.
  • Also removes the Infiltrate and Private Channel resistance orders, as they’re equally useless.

The mod is configurable through a couple different .ini files located in the mod’s Config folder. Any remaining timers will still be doubled by the Time Turner second wave option.

Compatibility

Should work with basically everything so long as you don’t have any mods that mess with timers, reenable that SITREP, or X2StrategyCardTemplate.Category for the resistance orders I disabled.
If you’re using Covert Infiltration this mod is compatible but won’t remove the timer SITREPs from that mod. Unfortunately, there’s no way to do that consistently without making CI a hard requirement. Fortunately, the authors made it super configurable and it’s really easy to do this yourself. Go to the mod’s ConfigXComGameData.ini and comment out (put a ; in front of) the following lines:

+SitReps=ShoddyIntel +SitReps=WellRehearsed

Real quick: I have no idea if this mod works with LWOTC and won’t be making a version for it. It probably won’t work with vanilla and I’m not making one of those either. Sorry! I mostly made this for my own personal use but figured I’d release it for anyone else who wants it, so please don’t request any other versions 🙂

Notes
  • For the Neutralize Field Commander mission type, I set the turns until the transport arrives to 18 on each difficulty. Personally, I find it jarring when an exorbitantly large number pops up in the top right, and by default you only get 7 turns even on rookie, so that should be more than you’ll ever need. Remember not to enable the Time Turner Second Wave option if you’re like me and don’t want 36 popping up in the corner. If this bothers you, you can change it to 99 or whatever you like in the mod’s XComMissions.ini, or enable that second wave option to double it.
  • I did a similar thing for the Destroy Transmitter type — 18 turns to start (compared to 5 on rookie), 4 more turns for every node you bother to blow up just in case.
  • I did NOT disable the reinforcements timer on the Secure UFO mission type — I did extend it by a turn, though (two turns on rookie). I’ve never minded this one since it doesn’t make you fail the mission, but a little extra leeway is nice. Again, you can tweak this in the .ini file. If you want to disable this timer, uncomment (delete the semicolon) at the beginning of the four commented lines under the [SecureUFO] heading, but I’ve never tested this so I can’t guarantee it’ll work. Let me know in the comments if you try it.
  • It doesn’t seem to be possible to disable the timer in the tutorial mission, sorry. Time Turner might double it, and you can always skip the tutorial.

Credits

The exceptional WOTC Strategy Overhaul team, for the code used to remove the resistance orders.