XCOM 2
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Allies Unknown: War of the Chosen Edition
   
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3.229 MB
2017 年 8 月 29 日 下午 10:18
2022 年 6 月 16 日 上午 11:53
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Allies Unknown: War of the Chosen Edition

在 RealityMachina 的 1 个合集中
RealityMachina's War of the Chosen Mods
97 件物品
描述
Humanity isn't the only species willing to fight against the long reign of terror and servitude the Ethereal Collective has brought to wherever they went, XCOM just needs to spend time (and resources) finding them.

In order to actually utilize this mod, click on the Allies Unknown tag and download one of the species mods designed for War of the Chosen.

Description
Allies Unknown is a meta mod that enables players to recruit non-human resistance fighters with other mods made for this mod. They can be gained through scanning sites, mission rewards, black market, etc.

Each species will have its own recruitment cost, along with potential time requirements (ie requiring that the resistance be active for x amount of time, or for the aliens to have gained enough force level). Otherwise, they will integrate with however the mod maker has defined them. If they're designed to be like humans and access both vanilla and mod classes, they will do so. If they're designed to have their own class ala Playable Aliens, that is also a choosable goal.

It will also try to follow character pool rules if a mod maker chooses to support its usage.

This mod's .ini files can be located at (wherever XCOM 2 is installed)\steamapps\workshop\content\268500\1123588800\Config

Also adds a custom mod faction called the Spectres. They come with their own resistance orders, HQ support, and covert actions. They may not be able to help XCOM fight the Chosen directly, but they can help provide the means of their destruction on the battlefield.

Increasing influence with the faction requires that the player progresses the plot: do story missions and you'll get access to their influence covert actions.

How To Make Mods For This
Make an .ini in your config folder of your mod called XComAlliesUnknown.ini.

Add a [AlliesUnknownRedux.AU_X2SpeciesTuple] section, and type in:
+SpeciesNames=*InsertModNameHere*


This tells the mod to make a new template with that name.

Then type in:
[*InsertModNameHere* AU_X2SpeciesTuple_Template]
TemplateName=
RecruitCost=
MonthsRequired=
ForceLevelRequired=
CanBeReward=
CanBeMarket=
MarketCost=
NoRecruit=

TemplateName is for the actual character template of your species (for humans, this is Soldier, for the linked proof of concept mod, this is TurianSoldier), this is required for the mod to generate a soldier.

RecruitCost is how much supplies it costs for your soldier to be recruited (they can be recruited through a screen that appears when you click the new button that appears, on the normal recruit soldiers screen.)

MonthsRequired is how many months need to pass for the template to be used. Use 0 (or leave it blank) if you want it to be available from start of the game.

ForceLevelRequired is how strong the aliens need to be for the template to be used. This is affected by the difficulty level as aliens take longer to gain a force level on Legend, but for all difficulties, they cap out at 20.

CanBeReward decides whether or not a species can be used for both mission rewards and scanning site rewards.

CanBeMarket decides whether or not a species can be used for the Gray Market

MarketCost decides how much intel a species costs to buy outright. (RecruitCost influences supply cost for supply recruits at the Gray Market)

NoRecruit decides whether a species can even be recruited through the Avenger, or if it has to go through one of the means above or an alternative one provided by the mod itself.

Known Issues/Plans for the Future
CompleteCurrentCovertAction if you're still getting the stuck on covert action bug.
热门讨论 查看全部(13)
13
8 月 20 日 下午 3:04
Idea for additional aliens
The Gaming Archaeologist
8
2020 年 12 月 30 日 上午 12:27
Issues I've found.
Kevin Flemming
4
2021 年 12 月 27 日 上午 8:52
Bugs
Noobwoken
356 条留言
Jedizap 9 月 28 日 下午 5:10 
To add, I've tested it with 2 different species from 2 different mods, and neither worked, so I THINK its a problem in all of AU but maybe its just those two (Dragons and Khajiit).
Jedizap 9 月 28 日 下午 5:07 
I've been running into an issue when trying to use the console to change an Allies Unknown character's class into a different one. Admittedly, I haven't used the console much so this could be me missing something critical, but it seems to be working when I try to change a human's class, but not when I do a non-human's (and I'm not talking the aliens where they have a set class that is their species). If anyone has any advice, I'd love to hear it.
Joker_Newbee 8 月 8 日 上午 10:16 
Is it possible to have several character templates for one species?
For example if i have several character templates with different archetypes of one character group like mutons.
justaking 7 月 8 日 下午 8:18 
Is there any mod/file that simply offers the cosmetics so I could cosmetically build the ones I want while still essentially remaining xcom units?
Pandemonium 5 月 22 日 下午 2:13 
Muton's completely broken for me. They're invisible and when i enter a mission with one they don't actually exist, despite being able to tab over to them.
Mighty_Rathalos 3 月 13 日 下午 2:11 
is there any chance one can make sure certain chars are also certain classes for the character pool? I already used some of the races previously and usually enjoy certain chars to be a specific class. I can determine them as rookies via GTS but otherwise since the character pool cannot change it they are random classes everytime when gotten mid campaign
Valor 3 月 6 日 上午 11:59 
Hey, i have a problem. For some reason, the "Spectres" orders page, in the council, does not appear. And i dont know why. it was there before, but now on my seccond and third playthrough its just gone. Why?
tpulls28 2024 年 12 月 29 日 下午 10:09 
Came in with the same question @fatmanfalling -- thank you for finding out AND posting your answer! I'm loving this mod with even just the basic Mass Effect species added. It integrates very well!
fatmanfalling 2024 年 11 月 24 日 下午 10:30 
I answered my own question
It's in this Ini file right here "XComExtraspecies"
fatmanfalling 2024 年 11 月 24 日 下午 10:10 
is there a way to increase the amount of nonhumans offered every month?