XCOM 2
[WotC] The MOCX Initiative
1.519 kommentarer
Dragon32 2. okt. kl. 13:06 
@khumak
You can edit a SitRep in a mod's XComGameData.ini and use the ExcludeGameplayTags to exclude other SitReps

I do that to prevent Alien Rulers from the Renegade Rulers mod spawning with feral Chryssalids from The Hive mod.
khumak 2. okt. kl. 12:41 
Loving this mod so far. I just wish there was a way to make it so you can't get both a raider sitrep AND a MOCX sitrep in the same mission if you're also using one or more of the raider mods. Those are brutal, especially if they both target XCOM.

My last mission was a smash and grab with both a raider and MOCX sitrep. Moved up and killed the first pod on turn 1. Turn 2 MOCX dropped on top of me and the raider group also found me and activated everything else on the map. So turn 2 I have 12 enemies to fight, all of whom decided to target XCOM. Managed to win and even capture a few MOCX but took some heavy damage.
oldman22 1. okt. kl. 9:44 
is it just me or are the mocx guys ignoring cover when shooting my guys? they almost always hit their shots even when its from very far away behind high cover and hunkered down
khumak 21. sep. kl. 19:08 
FWIW I'm using this with LWOTC, A Better Advent, and SCP Raider factions and have had no issues. Capturing works for them as well with LWOTC although most of the time you kill them outright. They have to be bleeding out for you to be able to capture and sometimes they still die.
SDS-PAGE 17. sep. kl. 1:44 
My mind controller is a sectoid, not a psi unit btw.
SDS-PAGE 17. sep. kl. 1:42 
I tried shooting the mind controlled unit so they bled out, then captured, and that didn't work either. I tried killing my own mind controller first, then captured, and it didn't work. The one thing that's a little weird that could be messing it up is the Hunter had previously tracked the MOCX unit in question and she continued to have tracking shot modifications on her even long after the hunter was already dead.
SDS-PAGE 16. sep. kl. 12:58 
It seems like mind controlled units cannot be captured. I used a fulton harness and it SAYS they were successfully captured but they don't appear in the armory. Any suggestions?
Soul 2. sep. kl. 12:18 
Even on normal WOTC it will show duplicates in the cutscene,cause it try to show the max number of possible enemy so it copy 2 mocx to show 6,tho in game it will still only be 4 mocx.
Idk if LWOTC will actually give you 6 mocx instead of 4 to fight,but the cutscene thing is normaly yeah.
Totsnuk 1. sep. kl. 23:47 
Kinda fixed it by reducing the StartingSquadSize variable in XComDarkXCom.ini to 2. It's strange though because the pod still shows the 2 dupicates in the animation anyways but they get deleted somehow.
Totsnuk 1. sep. kl. 22:57 
I believe LWOTC conflicts with this mod. In that, LWOTC will spawn 2 duplicates of MOCX units when they spawn in due to it inflating the unit numbers.
Dragon32 18. aug. kl. 7:48 
@RealDiehlGaming
No, just its own.
RealDiehlGaming 17. aug. kl. 22:08 
Does this use all classes in the game, modded and vanilla?
Soul 1. aug. kl. 14:09 
More like Theres clearly a mod conflict here rather than this mod having an issue.
Like,I have +800 mods on,like 80 of them add enemies/factions,and I got no issues.
Do the binary research and check what conflict make it crash (disable half your mods while keeping MOCX on,launch and see if it crash,if it does still,disable half again,if it doesn't,re enable half of it,and try to find what make it crash)
Also never saw MOXC come out of the purple portal,those are used by the aliens,not ADVENT,maybe check your enemy/reinforcement mods first to see if theres a conflict there
Пиво 1. aug. kl. 12:03 
Guys, there clearly is an issue with this mode. I saw several comments here and I have to add mine. I tried playing with this mode twice, and both times with different other mods, my game would crash. Then. I disable MOCX, and the game stops crashing.
Once, it just happened mid campaign for no obvious cause. Now, it happens on a mission when MOCX is supposed to spawn out of the purple glowing portal. Is there a fix for this?
Corabiit 27. juli kl. 19:28 
MOCX is such a perfect name
Papas y Helado 2. juli kl. 10:11 
AWESOME!
cybersbe 1. juli kl. 20:57 
@KarateEevee2018

If they are marked as "Dark VIP", yes.
KarateEevee2018 1. juli kl. 20:24 
Is thus mod supposed to use your character pool?
robertcox 13. maj kl. 19:05 
One of my favorite parts of this is that MOCX makes their own posters for their soldiers. Early on they made a poster for one of their dead soldiers. except he wasn't dead, I had captured him and when he didn't return they thought he was dead, meanwhile he's chillin as an XCOM operator now. Peak Cinema.
Sest 13. maj kl. 8:48 
Wow, this mod sure has come so far.
It was posted in 2017 and is still going.
Soul 13. maj kl. 8:05 
You can dl the mods plugin that add the other 2
Dragon32 13. maj kl. 6:03 
@Lucian Lunara
It's just Skirmishers
Lucian Lunara 13. maj kl. 4:01 
does this mod have built in support for mocx to have their own versions of templars/reapers ? i see skirmishers but unsure of the other 2
Shuri-Sama 10. maj kl. 10:57 
i gave up capturing them. they r halfdead and even when tuere is time left till they die before bliding out they die when i evac a unit carrying them. (i not really know how to stun them except the bolt crossbow and thats mostly instead death bc of the high dmg this weapon do, only works on a few robot units bc of high hp)
Dio Brando 10. maj kl. 2:18 
Does anyone had problems with capturing exalt agents using extract corpses? During my playthrough everything at first works like a charm and when I stun and knockout exalt agent I for example can carry agent to extraction point or using fulton from extract corpses mod to capture enemy agents. When I capture enemy agents there is usually messeage about agent being able to survive capture and for the capture I get 3 additional ablility points. And then on the avenger I can see captured agents in my roster. But it happens already second time for me when I load my save and try to capture stunned enemy agents and when I use fultion there is message that "[here should be name of the agent] was gained from capture", no message about chances for survivorablity from capture or gainig additional ap points from capture. And when I get back to avenger no enemy agent in my roster. Anyone had such problem?
EvilBob22 7. maj kl. 14:53 
If they didn't die during the capture, they are now yours. You permanently have a new soldier.
robertcox 7. maj kl. 12:47 
I captured one of their units what do I do with them
Shuri-Sama 6. maj kl. 7:05 
i tried this mod since my new play now. they r much more challanging then other fraction which appear on the battle field. i use a mandolorian squad mod and these guys r such loosers and die much too fast xD
Kokoplays 1. maj kl. 9:03 
Hey. I had my game crash on two missions now when MOCX squad tried to spawn in (via the blue glowy orb) and the only solution I had was to disable the mods connected to MOCX (I'm also using MOCX as EXALT) to finish the mission, but obviously I'd like to continue playing with the mod as I never had any issues like that in the past, so if anyone knows what to do, please let me know.
Medicman 25. mar. kl. 1:26 
Not really, trying to get them to show up with the strCharacterName="MOCX Soldier" listed in the XcomGame in localization, I have grab the mod that changes it to EXALT but same issue, still use random gen names not the strCharacterName name.
EvilBob22 24. mar. kl. 9:30 
There is a mod to use names and appearances from your character pool, is that what you are looking for? MOCX Customizer+
Medicman 24. mar. kl. 2:30 
is there a way to set so they use class names to random generated?
Passa281 21. mar. kl. 10:59 
OK with LWTOC, mid campaign, but I can't beat campaign after 3-4 HQ assault due to mission loading problem.
Don't know from what mod though.
 
Otter 2. mar. kl. 13:47 
Can this be used with LWTOC, and can it be added mid campaign? Asking for a friend.
EvilBob22 1. mar. kl. 12:17 
Probably not, I use both mods together with no issue.
Passa281 1. mar. kl. 3:38 
The crash seems to derive from fulton mod, not this mod.
Passa281 20. feb. kl. 3:29 
Sometimes, game crashes when MOCX evac.
I have to use "end battle" command .
Wrath 29. jan. kl. 13:42 
@bloodhorn56 This works flawlessly with LWOTC on my end
Wazuuf 20. jan. kl. 17:21 
Okay yeah I just deactivated it and the crash is gone. Is there a fix?
Wazuuf 20. jan. kl. 17:15 
Is there a purple orb that indicates mocx is coming. Everytime one of my missions has these my game crashes on that subsequent turn.
EvilBob22 14. jan. kl. 18:15 
It should work fine with any raider mods, I've used it with several of them with no issue (MOCX spawns on the Advent team).

There can be a weird interaction if you have both The Hive and Rebellious MOCX mods: both use Team_One, so they'll end up joining forces. But, even then nothing breaks and they'll still fight raiders (who are on Team_Two), XCom, and Advent.
Totally Not Ed 14. jan. kl. 16:11 
Is it compatible with the Raider mods
bloodhorn56 10. dec. 2024 kl. 20:00 
This mod currently does not work in the current edition of LWoTC. There is a crash that happens whenever these troops spawn in.
Big Brain Time Thanos 6. dec. 2024 kl. 3:44 
I'm using this alongside 'MOCX as EXALT 1.4' and having trouble getting a captured MOCX unit into missions. The soldier has full HP and Will but can't be deployed for some reason. The status shows as 'Available,' but it's greyed out, similar to soldiers on covert actions or those who are injured. Any ideas on how to fix this?
Chaos 1. dec. 2024 kl. 8:20 
Seems not working correctly with LWoTC. I've started fresh campaign with mocx soldiers count to be 100 (so they always have enough soldiers) in their pool and after 1 mission where there were 4 mocx soldiers deployed. And then I finished the mission and figured out that all soldiers in their pool gone, there were 0 soldiers, but they should have 96 left. Further missions were deploying only rookies. Looks as MOCX game state corrupted/erased after 1-2 missions with them in LWoTC
Planewalker 28. nov. 2024 kl. 12:07 
"MissingChance= This is how much additional chance is added for every mission the player has done and that MOCX hasn't appeared on."

If anyone wants to, it is possible to set the "Basechance=" to whatever percentage one wants, and then set "MissingChance=" to 0. -this will make encounters with mocx random.
EvilBob22 27. nov. 2024 kl. 13:53 
There is a setting in XComDarkClassData.ini that controls which class(es) a captured MOCX soldier becomes. If you know the soldier class template name, you can set the "+CounterpartClass=" to that name. You can also set multiple entries and it will randomly pick one for each soldier captured.

Or, just leave it as-is, because yeah, it is neat. :)
Commandair 27. nov. 2024 kl. 0:03 
FYI, capturing a MOCX trooper while using the LWotC class mod will still give the captured trooper as the base game class. This isn't a complaint, I just thought it was neat.
Chaos 21. nov. 2024 kl. 16:28 
Hmm, looks like in LWoTC it is working. But there is issue that MOCX apear almost in all missions with rookies (because elite rooster was killed). I found this property in XComDarkXcom.ini

MissingChance= This is how much additional chance is added for every mission the player has done and that MOCX hasn't appeared on.

I've changed MissingChance to 1 from 25 and it is now playable. I think with 3 regions when each generate ~3-4 missions each ~8 days the chance will be high enough to meet MOCX each month.
With base chance as 25, 4*25 is 100% chance that next mission will be generated with MOCX, and as result there are many missions generated with MOCX during infiltration

Ideal fix if possible would be when player complete any mission to recheck if there are enough soldiers in rooster (because perhaps in currently finished mission player could kill all the MOCX), and if there are not enough non rookies in rooster after mission to remove the sitrep from all missions where it present
Blackouto000 19. okt. 2024 kl. 21:41 
LWOTC Compatibility?