XCOM 2
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[WOTC] Raiders and Resistance Strategic Spawning
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2020 年 6 月 23 日 上午 7:50
2024 年 5 月 12 日 下午 7:37
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[WOTC] Raiders and Resistance Strategic Spawning

描述
Let's step back a little and imagine a battle between Advent, XCom, resistance forces, and Raider factions. Advent is defending a strategic location. A Raider faction is tipped off by their local contacts that something important is about to go down at that location. So they send off their goons to try and sabotage everyone's plans. Meanwhile you have a resistance faction that is willing to help. Would all of these factions suddenly appear on top of the objective in a big group making small talk as they wait for XCom to appear? Probably not, They would approach the area cautiously coming in from the side, as to not be surrounded and get themselves killed. Similar to how XCom approached the objective, this mod starts the group off to the side of the map and each turn patrol to the objective area.

GETTING TECHNICAL - WHAT THIS MOD DOES
Uses a premission highlander hook to find any encounter with a team = ETeam_Two (The default team for all raider factions) or a team = ETeam_Resistance and Encounter ID = Rhi_Milx4, Rhi_Milx5, or Rhi_Milx6 (Resistance Heros Incursion). With this hook the spawn area is modified to be at a random location anywhere along the map's edge. Then using another highlander hook PostAliensSpawned find the same encounter information, and modify the encounter area again so that the group's patrol zone is within a 30 x 30 box around the objective. Meaning they will begin patrolling to a point near the objective.

I believe that this criteria covers all of the third party mods out there, if there are are other third party encounter ID's on the resistance team that I am missing, let me know and I will add them.

Is there a config File?
Yes, you can now add mission exclusions using missions names. The following missions are excluded by default:
RM_CovertOp_DataRetrieval - from raider bases, I don't want to mess with the encounter creation since this is an all raider missions
RM_CovertOp_BaseTakedown - Same goes for this one
RM_CovertOp_Datamine - Same

Recommended Companion Mod
Yellow Alert Gameplay v2.0, with the option for AI Sight activation enabled. This would activate the groups when they spot each other.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1964595004
Or if you want the standalone AI to AI Activation Mod
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2157967646

热门讨论 查看全部(1)
3
2024 年 6 月 5 日 上午 9:53
Error Reporting
RedDobe
79 条留言
SilverSkies 7 月 23 日 下午 8:39 
i see that you can add mission exclusions, is there any easy way to tell which maps will break with mods like the hutt cartel mod?
LeyShade 2024 年 10 月 8 日 上午 12:56 
To further note after release of the new AML O+E [http//AML+O%2BE], some users have noted the same issue is caused by this mod [http//this+mod], with the same issue (invalidating spawns that can't be placed after change of encounter zones).

We will continue investigating and directly message if there's any report on either module as to what is causing the issue, or what can be adjusted within the codebases to resolve the problems. as these may be more a 'fix with Highlander' issue than a 'fix in mod' issue.
RedDobe  [作者] 2024 年 10 月 7 日 上午 10:30 
Thanks for your reports but I am not maintaining any of these mods atm. Maybe it is something that I could look into resolving later.
LeyShade 2024 年 10 月 1 日 上午 7:03 
@RedDobe - Can confirm this is an issue, and the reasoning.

When using mods that add maps, especialy smaller ones, the encounters are straight up being removed when this can't find a spawning location within it's own scripting rules. It's also, not effecitng all raider mods, as not all raider mods work solely on Eteam_Two, nor for their encounters.

For instance, this mod 's author has noted the same.

Perhaps the most effecient way of solving the problem would be petitioning 'God of Redux' "@RustyDios" to look over it, and see if they can iterate upon the design?
Shiro 2024 年 9 月 28 日 下午 7:46 
its odd cause the marauders did spawn in as they are supposed to so it seems to just be specific ones, not sure what it could be conflicting with
RedDobe  [作者] 2024 年 9 月 28 日 下午 2:10 
@shiro - you’re the first person to report this, I ran full campaigns with this mod and lots of raider fractions never had an issue that you described.
Shiro 2024 年 9 月 27 日 上午 11:52 
Hey, i've noticed that this mod causes certain raider factions to not spawn in at all despite their sitreps, so far ive confirmed that SCP mobile task force, and the hutt cartel raider factions dont spawn in when this mod is enabled, any ways to fix it?
PandaFlame 2024 年 7 月 1 日 下午 7:51 
Heya. I was wondering, is there a way to make this mod apply to eTeam_one? I downloaded the mod that makes Julian his own raider faction, but I wanted to make his faction eTeam_one (for personal reasons), but I still want his faction to benefit from the spawning mod.
makarov1171 2024 年 1 月 11 日 下午 4:53 
Hey RedDobe! I honestly love the ideal if your mod but I have a question about it... how do I know it is working properly? I mean, the mod is enabled but I havent seen the new factions on any operation within my new campaign. There should be a Sitrep notification when the new factions will take part of the op? Any insight would be greatly appreciated bro
Swanky 2023 年 2 月 8 日 上午 2:16 
I have had the issue that during on the Abandoned City maps factions will spawn in a 3x3 tile in the corner of the map without a way out. Both maps had the same building in the corner, along with an overpass running along the center of the map. Could blast them free both times but if possible the spawning zone should be a little bigger and have a check that would then randomly move it to somewhere where it fits.