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[WOTC] ADVENT Reinforcements (Includes ABA Support)
   
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12 sep, 2017 @ 14:05
20 jan, 2019 @ 4:53
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[WOTC] ADVENT Reinforcements (Includes ABA Support)

Beskrivning
A stand-alone mod for WOTC that enables advent officers to call in reinforcements. By default, the officer will call in reinforcements if they are the only remaining 'discovered' unit left alive. Reinforcements will consist of 1 'special' advent unit (Stun Lancer, Shieldbearer, MEC, Priest, Purifier), accompanied by Advent Troopers. The number of troopers will increase as the force level increases.

-- Credits --

The reinforcement script was originally created by Rayman! and updated for WOTC by Farkyrie for his Advent Commander mod - full credits goes to them.

Rayman!'s mod: http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=626617018
Farkyrie's mod: http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1129580287

-- Custom / Settings --

The encounter group and distance can be configured in the config ini file. New/custom enemies can be given the ability in the same config file. The 'TryCallReinforcements' AI behavior will need to be added to the custom enemies AI routines. If you need any help with this, just send me a comment!

The new conditional checks for 'revealed' allies. If you want to have the old 'visible' allies check, set 'ReinforcementsUseLOS' to true.
The number of uses, the (local and global) cooldown between uses and the requirements for calling in reinforcements can all be changed in the config ini file.

Please note: If you increase the max allies and/or the number of charges, I strongly recommend that you have the global cooldown set to atleast 1!

-- Changes --

v1 - The advent officer now has audio dialogue when requesting reinforcements.

v2 - The ability uses custom reinforcements encounter list, removing officers and focusing on more numbers of Advent troops.

v3 - Added ABA support.

v4 - Corrected offsite positioning. New AI conditional for call-in requirements.

v5 - Added German Translation, thanks to Nor Dogroth. Added config values to increase customisation options, including cooldowns, charges and max allies/min enemies allowed.
Populära diskussioner Visa alla (8)
2
10 dec @ 18:05
Possible conflict: totally no reinforcements.
Komissar Gebet
2
11 apr, 2022 @ 5:28
Traditional Chinese Localization(正體中文翻譯)
Mogwai
2
20 jan, 2019 @ 4:55
German Localization
Nor Dogroth
300 kommentarer
SaTaNabusJones 15 timmar sedan 
1525 Mods activated. Everything functions fine.
SaTaNabusJones 10 dec @ 18:04 
I believe I figured it out, considering I'm up to 350 mods and it still works. I recently uninstalled the reshade mod/utility (I didn't like what it did to the UI and logos)...and was unaware it put new folders in my install that did not go away when I uninstalled the program. Validating didn't find or remove them, so I wound up doing a fresh install, and compared folders & files to what I had (I checked specific files pertaining to what this mod does, using a text editor to compare)...I'm assuming those left over files from reshade were the culprit, because I didn't find any other differences, and everything is going fine now.
SaTaNabusJones 9 dec @ 15:22 
I'm still fiddling around with trying to see where exactly or what exactly is conflicting...I'm using AML...
Wilko  [skapare] 8 dec @ 11:48 
That's... interesting - not seen or heard of issues due to volume of mods before. I believe the 2K mod launcher was removed at some point, so maybe it's some quirk with the removal/change?

Are you able to adjust the load order? I'd suggest trying to add it to the top, or the bottom of the list.
SaTaNabusJones 7 dec @ 13:13 
I didn't have any issues with its functionality until the most recent Highlander update...but I tried it with and without Highlander, on it's own, and only activating costume mods that don't change any other aspects of the game, and it still breaks after around 20 mods or so, regardless of Highlander's presence...
SaTaNabusJones 7 dec @ 13:10 
I've refreshed the config folder, tested with new games, uninstalled and reinstalled the mod, verified the game files...I'm not seeing any log errors I can tie to it failing, it even shows that it is adding the scripts to the specified units, in the log.
SaTaNabusJones 7 dec @ 13:07 
Running into a weird issue where this mod works on it's own, or with a small handful of other mods...but if you activate more than like 20, the officer no longer places the flare for reinforcements, he calls them and it says they are on their way, but nothing happens. The mod will work with small combinations of other mods, but malfunctions as above once you get about 20 or so loaded up, even if the only mods you add are all purely cosmetic, or all only voice packs, or all UI tweaks, it just stops placing the flare.
Wilko  [skapare] 8 mar @ 3:28 
Ah, good to know :steamthumbsup:
RambelZambel 8 mar @ 3:16 
counterop is the advent hunter, which was cut from the main game, and got restored by mods
RambelZambel 2 mar @ 5:45 
@wilko, yea, i put some ice on xcom2 for a while, will try it for sure when i take it out of the fridge,
thx