Last active
May 9, 2016 13:14
-
-
Save MalucoMarinero/30f7b39058a1e1faee81c5d8c6c28d79 to your computer and use it in GitHub Desktop.
Config your WaveCOM to Taste
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
[XComGame.XComTacticalMissionManager] | |
; theses are the default pods, use bSpawnViaPsiGate otherwise they take forever to spawn (long animations) | |
+ConfigurableEncounters=( \\ | |
EncounterID="WaveCOM_ADVx3_Standard", \\ | |
MaxSpawnCount=3, \\ | |
LeaderInclusionExclusionCharacterTypes="AdventGlobal", \\ | |
FollowerInclusionExclusionCharacterTypes="AdventGlobal", \\ | |
bSpawnViaPsiGate=true) | |
+ConfigurableEncounters=( \\ | |
EncounterID="WaveCOM_ADVx2_Standard", \\ | |
MaxSpawnCount=2, \\ | |
LeaderInclusionExclusionCharacterTypes="AdventGlobal", \\ | |
FollowerInclusionExclusionCharacterTypes="AdventGlobal", \\ | |
bSpawnViaPsiGate=true) | |
+ConfigurableEncounters=( \\ | |
EncounterID="WaveCOM_OPNx3_Standard", \\ | |
MaxSpawnCount=3, \\ | |
LeaderInclusionExclusionCharacterTypes="NoTerrorOrBosses", \\ | |
FollowerInclusionExclusionCharacterTypes="NoTerrorOrBosses", \\ | |
bSpawnViaPsiGate=true) | |
+ConfigurableEncounters=( \\ | |
EncounterID="WaveCOM_OPNx2_Standard", \\ | |
MaxSpawnCount=2, \\ | |
LeaderInclusionExclusionCharacterTypes="NoTerrorOrBosses", \\ | |
FollowerInclusionExclusionCharacterTypes="NoTerrorOrBosses", \\ | |
bSpawnViaPsiGate=true) |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
[WaveCOM.WaveCOMTacticalGameRuleset] | |
;Alter the supply cost ratio against research points. This should always be below 1, for reference much of the | |
;starting research is around 720 research points, so 0.1 = 72 supplies cost | |
WaveCOMResearchSupplyCostRatio=0.1 | |
[WaveCOM.WaveCOMStrategy] | |
WaveCOMStartingSupplies=500 | |
[WaveCOM.WaveCOM_UILoadoutButton] | |
WaveCOMDeployCosts[0]=25 | |
WaveCOMDeployCosts[1]=50 | |
WaveCOMDeployCosts[2]=100 | |
WaveCOMDeployCosts[3]=200 | |
WaveCOMDeployCosts[4]=350 | |
WaveCOMDeployCosts[5]=550 | |
WaveCOMDeployCosts[6]=700 | |
WaveCOMDeployCosts[7]=950 | |
WaveCOMDeployCosts[8]=1300 | |
WaveCOMDeployCosts[9]=1650 | |
WaveCOMDeployCosts[10]=2000 | |
[WaveCOM.WaveCOM_MissionLogic_WaveCOM] | |
WaveCOMPassiveXPPerKill=10 | |
;Each kill has this supply bonus as a base | |
WaveCOMKillSupplyBonusBase=20 | |
;Each kill has its Black Market cost multiplied by this, which is added to your supplies at the end of a wave | |
WaveCOMKillSupplyBonusMultiplier=5 | |
;Each wave has this supply bonus as a base | |
WaveCOMWaveSupplyBonusBase=200 | |
; WaveNumber * Multiplier Bonus | |
WaveCOMWaveSupplyBonusMultiplier=50 | |
WaveCOMPodCount[0] = 2 | |
WaveCOMPodCount[1] = 2 | |
WaveCOMPodCount[2] = 2 | |
WaveCOMPodCount[3] = 2 | |
WaveCOMPodCount[4] = 3 | |
WaveCOMPodCount[5] = 3 | |
WaveCOMPodCount[6] = 3 | |
WaveCOMPodCount[7] = 3 | |
WaveCOMPodCount[8] = 4 | |
WaveCOMPodCount[9] = 4 | |
WaveCOMPodCount[10] = 4 | |
WaveCOMPodCount[11] = 4 | |
WaveCOMPodCount[12] = 5 | |
WaveCOMPodCount[13] = 5 | |
WaveCOMPodCount[14] = 5 | |
WaveCOMPodCount[15] = 5 | |
WaveCOMPodCount[16] = 6 | |
WaveCOMPodCount[17] = 6 | |
;Each subsequent wave will assume the last pod count given, so 6 in this case. | |
; Force Level determines the 'quality' of the pods you encounter, so at high levels | |
; you start to see higher level ADVENT and Aliens such as Gatekeepers, sectopods and | |
; things. | |
WaveCOMForceLevel[0] = 1 | |
WaveCOMForceLevel[1] = 1 | |
WaveCOMForceLevel[2] = 1 | |
WaveCOMForceLevel[3] = 2 | |
WaveCOMForceLevel[4] = 2 | |
WaveCOMForceLevel[5] = 3 | |
WaveCOMForceLevel[6] = 3 | |
WaveCOMForceLevel[7] = 4 | |
WaveCOMForceLevel[8] = 4 | |
WaveCOMForceLevel[9] = 5 | |
WaveCOMForceLevel[10] = 5 | |
WaveCOMForceLevel[11] = 6 | |
WaveCOMForceLevel[12] = 6 | |
WaveCOMForceLevel[13] = 7 | |
WaveCOMForceLevel[14] = 7 | |
WaveCOMForceLevel[15] = 8 | |
WaveCOMForceLevel[16] = 8 | |
WaveCOMForceLevel[17] = 9 | |
WaveCOMForceLevel[18] = 9 | |
WaveCOMForceLevel[19] = 10 | |
WaveCOMForceLevel[20] = 10 | |
WaveCOMForceLevel[21] = 11 | |
WaveCOMForceLevel[22] = 11 | |
WaveCOMForceLevel[23] = 12 | |
WaveCOMForceLevel[24] = 12 | |
WaveCOMForceLevel[25] = 13 | |
WaveCOMForceLevel[26] = 13 | |
WaveCOMForceLevel[27] = 14 | |
WaveCOMForceLevel[28] = 14 | |
WaveCOMForceLevel[29] = 15 | |
WaveCOMForceLevel[30] = 15 | |
WaveCOMForceLevel[31] = 16 | |
WaveCOMForceLevel[32] = 16 | |
WaveCOMForceLevel[33] = 17 | |
WaveCOMForceLevel[34] = 17 | |
WaveCOMForceLevel[35] = 18 | |
WaveCOMForceLevel[36] = 18 | |
WaveCOMForceLevel[37] = 19 | |
WaveCOMForceLevel[38] = 19 | |
WaveCOMForceLevel[39] = 20 | |
;Each subsequent wave will assume the last force level given, so 20 in this case. | |
; The maximum force level for XCom is 20 by the way. | |
;WaveEncounters define which encounters will be used, based on which wave, and a weighting determines | |
;its probability of spawning compared to all other candidates. | |
; | |
;For example, if you have two encounters, both with a weighting of 1, the odds are 50:50. | |
;If you had two encounters, this time a weighting of 3 and 1, the odds are 75:25. | |
+WaveEncounters=(EncounterID="WaveCOM_ADVx2_Standard", Earliest=0, Latest=4, Weighting=2) | |
+WaveEncounters=(EncounterID="WaveCOM_ADVx3_Standard", Earliest=0, Latest=1000, Weighting=1) | |
+WaveEncounters=(EncounterID="WaveCOM_OPNx2_Standard", Earliest=3, Latest=10, Weighting=2) | |
+WaveEncounters=(EncounterID="WaveCOM_OPNx3_Standard", Earliest=3, Latest=1000, Weighting=2) |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment