Modify (XCOM: Chimera Squad)
Game as the past is open to modification, literally everything in the TXT fileXCOM - Chimera Squad\XComGame\Config
For Example DefaultGameData_WeaponData.ini allows you to edit the weapon as their own and enemies (enemies begin after Advent and Alien)
You can edit the damage, critical, etc., if difficult, you can apnut his or ARPANET enemies, or Vice versa for the hardcore). Damage abilities there.
In the file DefaultGameData_XpData.ini you can reduce the requirements for gaining levels, etc.
Generally all very similar to what happened in the past Some, you can search in those topics.
The starting parameters for the soldiers for example, it's somewhere in DefaultGameData_CharacterStats.ini but where is the new who do you get it? As I understand it, everything goes to GRAY PHOENIX is your soldiers?
Someone found interesting is that?
I have one not working changed the damage for weapons? Already a new game started and in the documents changed. How was the standard weapon damage, and left. What to do, no fumbles?
Nerzulg
Alex Beznikij
The disconnection is not found , but you can simplify everything greatly and the level of anarchy rises very slowly .
What to do :
File : DefaultStrategyTuning
A block of text in the file : SPEC OPS
Changes :
Duration=1
PrereqAgentRank=1
Why change : Duration - the Duration(time in surgery - 1 day) PrereqAgentRank - grade agent required for operation ( 1 - ie from the first level, any agent can perform this operation(and all operations and any agent)
Where and why :
Special operations --- (yellow frame), although in the end we all will do the operation for level 1 and long in one day , we need only two Humanitarian (we will use the first as appears 5th operative --- as it reduces the grievances of people at level 1 in all areas , and we will nonstop is using) and Crisis management appears 6 operative ( reduces anarchy to 1)
As a nice bonus : the COLLECTOR (or black market as someone comfortable)
Make the delivery a nice splash every 4 days and every day .
File : DefaultStrategyTuning
Line:
Scavenger params Market
MinTurnsUntilScavengerMarket=1 ; ~ middle of the first operation
ScavengerMarketUnlockMissionInterval=1
ScavengerMarketDuration=1
MinScavengerMarketCooldown=1
MaxScavengerMarketCooldown=1
Putting the value 1(one unit), we obtain that we have a black market obnovlyaetsya every day.
Tell me is it possible to remove the restriction on 20 intelligence for the mission? Over 5 stunned all the others give nothing. Is there a way to register so the number of intelligence depended on the number of stunned?
THE CHANGE IN THE LEVEL OF ANARCHY
File: \XCOM Squad Chimera\XComGame\Config\DefaultStrategyTuning.ini
Parameters:
OverallCityUnrestThreshold=14 (the critical level of anarchy)
OverallCityUnrestWarning=10 (a level of anarchy, which will start being given notice; must be less than OverallCityUnrestThreshold)
If you change you need to completely restart the game. Full stability have not tested it myself hastily changed to the middle of the game when anarchy began to grow wildly :)
Spoiler
lordofwater
file :
DefaultStrategyTuning
lines :
; 0-100 Chance to earn an Intel reward for capturing enemies in missions(
0-100 a chance to earn a reward intelligence.data for capture missions, putting all 100 you will always get data for the reconnaissance mission where someone took)
CapturedEnemyIntelRewardChances[0]=0
CapturedEnemyIntelRewardChances[1]=20
CapturedEnemyIntelRewardChances[2]=40
CapturedEnemyIntelRewardChances[3]=60
CapturedEnemyIntelRewardChances[4]=80
CapturedEnemyIntelRewardChances[5]=100
Intel reward for captured enemies (
Award data for captured enemies)
CapturedEnemyIntelReward=20
File : DefaultGameCore
modify pribludy for guns and armor :
CLIP_SIZE_BSC=5 - increasing the size of the gun store (I put on 5 rounds)
CRIT_UPGRADE_BSC=55
CRIT_UPGRADE_ADV=70
CRIT_UPGRADE_SUP=80 the probability of Crete with laser scopes (from basic to superior)
AIM_UPGRADE_BSC=70
AIM_UPGRADE_ADV=80
AIM_UPGRADE_SUP=90 --- plus accuracy in conventional optical sights
ANARCHY does not rise .
file : DefaultStrategyTuning.ini
Lines :
[CampaignGoal_Easy X2DioCampaignGoalTemplate]
IgnoredMissionUnrestChange[0]=0 ; Same for all acts
IgnoredSituationUnrestChange[0]=0 ; Act 1
IgnoredSituationUnrestChange[1]=0 ; Act 2+
[CampaignGoal_Normal X2DioCampaignGoalTemplate]
IgnoredMissionUnrestChange[0]=0 ; Act 1
IgnoredMissionUnrestChange[1]=0 ; Act 2
IgnoredMissionUnrestChange[2]=0; Act 3+
IgnoredSituationUnrestChange[0]=0 ; Act 1
IgnoredSituationUnrestChange[1]=0 ; Act 2+
[CampaignGoal_Hard X2DioCampaignGoalTemplate]
IgnoredMissionUnrestChange[0]=0 ; Act 1
IgnoredMissionUnrestChange[1]=0 ; Act 2+
IgnoredSituationUnrestChange[0]=0 ; Act 1
IgnoredSituationUnrestChange[1]=0 ; Act 2
IgnoredSituationUnrestChange[2]=0 ; Act 3+
[CampaignGoal_Impossible X2DioCampaignGoalTemplate]
IgnoredMissionUnrestChange[0]=0 ; Same for all acts
IgnoredSituationUnrestChange[0]=0 ; Act 1
IgnoredSituationUnrestChange[1]=0; Act 2
IgnoredSituationUnrestChange[2]=0 ; Act 3+
already with the changes =0 set the toe instead of your numbers, and chaos and anarchy are not growing (except for the main job on one division a day of confusion in the area of the task , but it is not a problem)
Phoentice
tried yesterday. it became much better. And to start a new game is not necessary, all work in the current. Thank you!
tell me how in the game, and earn ranks? For the experience, which is not visible? Or for killing enemies? Where can I find it?
Yet possibility only operation which increased experience, but with which it is associated in terms of mechanics I did not understand. The only time it could reduce, however, and the action too :-)
lordofwater
XCOM Squad Chimera\XComGame\Config\DefaultGameData_XpData.ini
[XComGame.X2ExperienceConfig]
; XP thresholds required to reach each rank - experience needed to rank up
RequiredXp[0]=0
RequiredXp[1]=11
RequiredXp[2]=26
RequiredXp[3]=50
RequiredXp[4]=86
RequiredXp[5]=140
; Mission XP based on campaign Act - experience missions in different acts
ActMissionXp[0]=6
ActMissionXp[1]=6
ActMissionXp[2]=7
ActMissionXp[3]=8
; Kill XP: awared for each kill, based on campaign Act - experience for killing
ActKillXp[0]=0.25
ActKillXp[1]=0.25
ActKillXp[2]=0.25
ActKillXp[3]=0.4
; Max Kill XP: awared for each kill, based on campaign Act - the maximum experience for killing
ActMaxKillXp[0]=4
ActMaxKillXp[1]=4
ActMaxKillXp[2]=4
ActMaxKillXp[3]=6
If you want to increase speed, reduce the required experience, prolonged get.
CoolSintez
so after all experience is given for killing enemies. Then it makes sense to make reinforcement possible.
Thank you for your help???