XCOM 2
Dystopian Turn Order
59 条留言
Juravis  [作者] 2022 年 8 月 8 日 上午 7:06 
In vanilla you play first then your allies. Enemies are after you both. This makes aliens first.
Eclipse 2022 年 8 月 8 日 上午 4:43 
Sorry for stupid question, but what is exact vanilla order? I don't quite understand how it is in vanilla
Juravis  [作者] 2022 年 2 月 26 日 下午 9:22 
Ask the person who made the faction how its called, then edit the file in this mod. Add an entry and put that faction first as [0].
Experienced Dog 2022 年 2 月 26 日 下午 9:01 
eg Raider Faction: Marauders go first! How to change it?
Juravis  [作者] 2021 年 10 月 8 日 下午 10:16 
That was indeed one of the reasons I tried this, also for flavor I like enemies first it gives a more sinister tone
UndyingArchon 2021 年 10 月 8 日 下午 6:46 
Like at the most extreme of ranges with shotguns
UndyingArchon 2021 年 10 月 8 日 下午 6:45 
one thing that should be nice is that at least your overwatch wont be shooting stupid Losts when some advent reinforcements are inbound just beside you and you want to set them an ambush. cant wait to test it
Weazelsun 2021 年 7 月 7 日 下午 5:44 
I'm starting to like this mod. Makes the game-play feel faster since.
Zero 2021 年 4 月 4 日 下午 6:04 
Bummer! Thanks for letting me know.
Juravis  [作者] 2021 年 4 月 4 日 下午 5:04 
No its universal
Zero 2021 年 4 月 4 日 下午 3:33 
Awesome idea!

I have a question, can the turn order be based on the mission type and if so, how would I change that in the config file?
Juravis  [作者] 2020 年 7 月 15 日 下午 8:52 
Yes!
Gentleman Bird 2020 年 7 月 15 日 下午 7:32 
Just want to make sure I'm doing this right since this is my first time doing something like this.

So do I just go to the XComGameCore file and replace


+PlayerTurnOrder=eTeam_Alien
+PlayerTurnOrder=eTeam_TheLost
+PlayerTurnOrder=eTeam_Resistance
+PlayerTurnOrder=eTeam_Neutral
+PlayerTurnOrder=eTeam_XCom

with

+PlayerTurnOrder=eTeam_XCom
+PlayerTurnOrder=eTeam_Resistance
+PlayerTurnOrder=eTeam_Alien
+PlayerTurnOrder=eTeam_TheLost
+PlayerTurnOrder=eTeam_Neutral
Juravis  [作者] 2020 年 7 月 15 日 下午 7:23 
Feel free to edit the ini order in this mod. Its really easy.
Gentleman Bird 2020 年 7 月 15 日 下午 6:55 
If it isn't too much trouble, could you possibly make a turn order mod that's the same as vanilla except resistance soldiers move after XCOM instead of after the aliens?

The reason is because there's an issue where resistance soldiers can attack a spectral zombie or a mind controlled unit before you have a chance to react.
Juravis  [作者] 2020 年 3 月 30 日 下午 12:07 
Yes
Daddy Takeda 2020 年 3 月 30 日 上午 11:57 
Is this compatible with WOTC?
Juravis  [作者] 2020 年 1 月 8 日 下午 10:29 
Probably not but you can easily edit it
Slackboy101 2020 年 1 月 8 日 下午 3:11 
This works with Raider Factions?
Gabriel Cooper 2019 年 11 月 7 日 下午 4:58 
thanks man! awesome mod btw :)
Juravis  [作者] 2019 年 11 月 7 日 下午 4:36 
Go nuts change the order as you see fit
Gabriel Cooper 2019 年 11 月 7 日 下午 1:13 
hey there! could i use this mod to make the resistance go before the aliens? like if i change something in the config file do i need to change anything else?
Juravis  [作者] 2019 年 7 月 20 日 下午 8:40 
V1.1 Up, if you have RedDobe's Yellow Alert Mod, it will now disable Reflex Actions on the first turn by enabling that mod's parameter via INI files.
Sergeant Stutters 2019 年 5 月 13 日 下午 7:01 
I don't really do videos or anything sadly, but It's not hard to recreate. I did it on gatecrasher of all things
Juravis  [作者] 2019 年 5 月 13 日 下午 7:00 
You should video one, I'd love to see that hehe
Sergeant Stutters 2019 年 5 月 13 日 下午 5:43 
I do! It's with all of your AI packs, I just didn't realize those were also yours!
Juravis  [作者] 2019 年 5 月 13 日 下午 5:41 
Sprinkle in my AI to those pods, I dont think you would enjoy playing this anymore haha! Good luck!
Sergeant Stutters 2019 年 5 月 13 日 下午 5:39 
I just came by to tell you that this mod combined with Dynamic Pod Activation makes Advent a fucking monster. You ambush an enemy squad, and the squad next to them can activate and then retaliate before you can. It's crazy, they really put you on your heels. combine it with larger pod and squad sizes and it's fucking amazing
Lux Manifestus 2018 年 8 月 16 日 下午 9:34 
This keeps you from overwatching the Lost. Very helpful.
Juravis  [作者] 2018 年 4 月 7 日 上午 10:06 
I removed it because i couldn't find anything that broke. The only problem is spawns too close but thats an xcom problem unfortunately. Hehe.
A total stranger 2018 年 4 月 6 日 下午 11:56 
I kinda miss the old "Idk man, you gotta try it for yourself" line that used to be in the description.
Glad to see more info though.
Juravis  [作者] 2018 年 1 月 12 日 下午 2:12 
It would simply have activated them, not a big problem unless you play with already activated units at all times
Aegelweard 2018 年 1 月 12 日 上午 9:44 
"There might be issues where you are not concealed and the aliens are super close but XCOM 2 usually doesnt allow enemies to spawn adjacent to you." - happened to me on retalliation once. A pack of Mutons spawned on the edge of my sight field and were instantly activated. With your mod on that would have been a disaster, I think.
But it was me, Dio! 2017 年 11 月 29 日 下午 11:51 
cool idea !
Juravis  [作者] 2017 年 10 月 30 日 下午 5:39 
Resistance moves first to allow you to react properly to what happened. I also use a modded Militia with lower aim (It's part of ADVENT Future AI).
Saisher 2017 年 10 月 30 日 下午 5:16 
Shouldn't resistance militia move after XCOM? Since XCOM has more experince actually fighting.
Unless the near perfect aim on the militia implies they're all veterans.
AxiomUnbroken 2017 年 10 月 27 日 下午 5:39 
Lost first would be best, just for the sake of F the aliens. OMG lost.
Kimo' 2017 年 10 月 20 日 下午 2:57 
Oh ok thanks
Juravis  [作者] 2017 年 10 月 20 日 下午 12:07 
Civilians
Kimo' 2017 年 10 月 20 日 上午 11:55 
I was wondering what type of ennemies can be reffered as "Team neutral". Maybe aliens rulers?
Juravis  [作者] 2017 年 10 月 18 日 上午 10:11 
I thought about it but the lost are so tame if you activate them last its very boring
talemore 2017 年 10 月 18 日 上午 10:01 
The lost should have highest or the lowest priority. Lost is a part of an ultility item who is thrown at xcom's turn and it makes sense lost is activated like every other ultility after xcom's turn because items ends the turn when used.
Matikanefukukitaru 2017 年 10 月 18 日 上午 9:06 
@ADVENT Avenger: That's true, but it still makes sense to me that they're having the active role due to using Guerilla-Tactics. But I guess that could be seen from both sides, as Circle of Psi points out pretty good.
Juravis  [作者] 2017 年 10 月 18 日 上午 8:58 
@Yamino They still are, but only concealed.
Juravis  [作者] 2017 年 10 月 18 日 上午 6:22 
Yes
Choccy Moo Moo Juice 2017 年 10 月 18 日 上午 6:17 
can this be enabled mid game?
Matikanefukukitaru 2017 年 10 月 18 日 上午 2:48 
Considering that XCom is narratively using Guerilla-tactics, them being the proactive actually fits the narrative imho.
Still, very interesting mod, sounds good for extreme masochists.
Juravis  [作者] 2017 年 10 月 18 日 上午 12:15 
@Arcalane Thats fixed in my Advent Future AI pack i forgot i integrated fireborns fix a while ago
Juravis  [作者] 2017 年 10 月 17 日 下午 11:56 
Theres no purpose other than to make you feel different. Its hard to explain. You have to live it.
Killian 2017 年 10 月 17 日 下午 11:27 
Interesting idea. I'd suggest bumping Team Resistance to after XCOM, though. One complaint that I've seen (and have) is the Resistance goons will often gun down MC'd XCOM agents before you get a chance to react properly, which is a giant pain due to their insane accuracy.