XCOM 2
Aliens Overwatch Mastery [LL]
51 kommentarer
Juravis  [ophavsmand] 12. feb. 2017 kl. 11:34 
Your opinion is extremely valued here. It's like I forced you to install it. Also, don't play Long War 2, you'll definitely hate it.
Juravis  [ophavsmand] 22. jan. 2017 kl. 10:16 
That is correct
marshmallow justice 22. jan. 2017 kl. 6:52 
Hey 'venger, I know it says that it doesn't support many ADVENT units from the LW2/Alien Pack, but if I sub to it, the old vanilla enemies, whenever they pop up, still work as expected?
Juravis  [ophavsmand] 15. dec. 2016 kl. 19:50 
To be completely honest my development is frozen ive stopped playing
Lehemoth 15. dec. 2016 kl. 4:45 
Hi Advent Avenger. Any chance of adding in some of the enemies from ABA2.0?
Juravis  [ophavsmand] 8. aug. 2016 kl. 9:04 
Please unsub and resub here AFTER having subbed to the Alien Pack.
Juravis  [ophavsmand] 8. aug. 2016 kl. 8:55 
Updated for LW Alien Pack.
Juravis  [ophavsmand] 17. juli 2016 kl. 15:57 
Mod updated for all LW Perks that made sense.

Also Hunter Protocol is XCOM only from testing so its removed.
Derek Liqueur 9. juli 2016 kl. 12:32 
This mod is that I have wanted for a longer time.
Advent troops always lacks good defense ability in my opinion
Juravis  [ophavsmand] 6. juli 2016 kl. 10:35 
I gave MECs Hunter Protocol. I don't think it works, but just in case keep your guard up. Don't get discovered by MECs.
Juravis  [ophavsmand] 29. juni 2016 kl. 18:30 
That's pretty easy. Go to DefaultAI, check the Scamper Roots and add TryOverwatch to the list. However, they wouldnt be in cover.
Doc_Calm 29. juni 2016 kl. 17:40 
I had an idea, that every enemy unit should go into overwatch immediately after scampering. Your mod accomplishes something pretty similar. Haha, I'll see how it works out.
Juravis  [ophavsmand] 10. juni 2016 kl. 14:08 
New version up, more violence.
Juravis  [ophavsmand] 10. juni 2016 kl. 12:51 
If you are using this mod I strongly encourage you to use this fix for Ever Vigilant:
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=701195143

I'll put it as mandatory for the future.
Juravis  [ophavsmand] 25. maj 2016 kl. 21:18 
Rulers have been implemented.
Juravis  [ophavsmand] 5. apr. 2016 kl. 8:20 
It is entirely possible to create random combinations but its not going to be in this one. Its a good idea.
marshmallow justice 5. apr. 2016 kl. 1:25 
I always forget Vipers have Lightning Reflexes and Codex's Shadowstep... Much confusion when inevitably prepare an overwatch trap for them only to have it fail... Great mod. Reminds me of the random allocation of skills in LW to mobs.

(On that note, with what you learned doing this, (and i'm not asking you to make one, just curious) do you think random allocation of skills to units is possible? Like maybe that very first Muton encounter gets a chance at getting either Ever Vigilant, Covering Fire, or Guardian?)
Juravis  [ophavsmand] 4. apr. 2016 kl. 21:30 
V2.0 up, enjoy the added carnage.
DabHand 4. apr. 2016 kl. 0:06 
There are some other mods that would benefit from that fix, should you find it. Good luck.
Juravis  [ophavsmand] 3. apr. 2016 kl. 22:14 
You can see Mutons be Ever Vigiliant through the fog of war, i don't have a fix for that :( I'll try to make something
Juravis  [ophavsmand] 1. apr. 2016 kl. 15:59 
-bg- is working on implementing Covering Fire on to aliens. As soon as he does, this mod will add support for Covering Fire for aliens.

http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=657339391
Juravis  [ophavsmand] 1. apr. 2016 kl. 15:17 
@8feet My mod does the minimum to add the skill. It hooks over the function, inject the ability, and returns the template practically unaltered. If something breaks this, i am not afraid to say it is very badly coded.
8feet 1. apr. 2016 kl. 1:02 
@ADVENT got similar results from Kobazco's Reconnaissance Unit mod (Ever Vigilant overwatch).
I had 189+ mods active at the time. So it must be one of those mods that breaking Ever Vigilant.
Juravis  [ophavsmand] 31. mar. 2016 kl. 8:21 
@8feet Just tested, it works. You can also see it in the screenshot.
8feet 31. mar. 2016 kl. 6:34 
Ever Vigilant on Mutons seems to not be working :(
Juravis  [ophavsmand] 29. mar. 2016 kl. 17:44 
No I meant my local copy has AI changes. I didnt post any of those.
NateofDrake117 29. mar. 2016 kl. 17:35 
Would that interfere with better AI mods?
Juravis  [ophavsmand] 29. mar. 2016 kl. 16:25 
I made changes to the AI, and the aliens now overwatch more. It's sinister. It's like you're playing against a human controlled team.
NateofDrake117 29. mar. 2016 kl. 16:05 
I have to say, this mod makes the game surprisingly difficult with just a few simple tweaks. If you are unlucky enough to get a mix of the affected units, it can really ruin your day. Codexes will cast their bubble, forcing you to relocate. But if you have Mutons on OW, you are kind of screwed if nobody can take a safe shot (or has ammo).

I'm so glad I'm playing with no heavy weapons in this run now. All my soldiers have wraith armor so I can always hookshot away.

It's brilliantly evil.
NateofDrake117 28. mar. 2016 kl. 21:20 
I better get the SDK then. I've only ever messed with .ini's up to this point. Thanks.
Juravis  [ophavsmand] 28. mar. 2016 kl. 19:22 
Add this line under this line in X2Character_MutonM2.uc

CharTemplate.Abilities.AddItem('CounterattackDescription');
CharTemplate.Abilities.AddItem('EverVigilant') // <- Add this line

Recompile and it should work.
Juravis  [ophavsmand] 28. mar. 2016 kl. 19:16 
Wait let me download it and show you what line to add where. Gimme a min.
NateofDrake117 28. mar. 2016 kl. 19:11 
Given that the Centurion is practically a "must-have" at this point, do you think you can overwrite it?
Juravis  [ophavsmand] 28. mar. 2016 kl. 18:59 
Really, really easy. Open up the Muton Centurion in the SDK and add the same line I added in my own mod. However, that should be done by the LW guys over their side.
NateofDrake117 28. mar. 2016 kl. 18:52 
Wow... this looks horrible. Subbed!

How hard would it be to add it to new enemies? It would be strange for Muton Centurions to be less scary than normal mutons...
Ghoti 28. mar. 2016 kl. 15:12 
haha! This mod is gonna piss me off so bad!
Juravis  [ophavsmand] 28. mar. 2016 kl. 11:00 
Covering Fire is solidly hardcoded to be available only to XCOM. It's changeable, but it seems i dont have the coding understanding yet to change the entire function to allow aliens to use it properly.

I added Ever Vigilant to Andromedons. I dont think they strike enough fear, this should help.
DabHand 28. mar. 2016 kl. 9:25 
Good luck, hope you get it sorted - l like the cut of this mod's jib.
Juravis  [ophavsmand] 28. mar. 2016 kl. 9:22 
@scarrha No sorry, you're going to have to add it in the mods yourself.
Juravis  [ophavsmand] 28. mar. 2016 kl. 9:22 
Yeah you're right it is the specialist its been so long i had it modded i forgot. I'm going to try again.
DabHand 28. mar. 2016 kl. 6:56 
So why the problems tying covering fire to weapons other than grenadier??
scarrha 28. mar. 2016 kl. 3:46 
Does this mod works with elite viper, new mutons and new MEC mods ?
Theobald 28. mar. 2016 kl. 3:40 
It is. Other mods have given it to their classes too (Rifleman class for example, from memory).
DabHand 28. mar. 2016 kl. 2:36 
Isn't covering fire on the vanilla specialist tree?
Juravis  [ophavsmand] 28. mar. 2016 kl. 0:50 
I really want Andromedons to have Covering Fire, but it doesnt work on anything else than a Grenadier Cannon. Not even other XCOM officers. Sigh.
Juravis  [ophavsmand] 27. mar. 2016 kl. 23:12 
Civilians are just like any other units. Technically you could give them anything that doesnt involve weapons. If you give them Melee Resistance like the berserker they would take -2 damage from melee. It's pretty fun to check what's possible or not.

I tried to stop them from overwatching on civilians because:
1 - It violates the 1 death per turn policy and
2 - It "flushes" enemy overwatch
jackoftrades222 27. mar. 2016 kl. 22:51 
How did you add abilities to civilians? That is pretty cool. Though I love when an advent mec wastes an overwatch on a civilian. So satisfying.
xxx_420_Bad_Boy [Wizard_Cum] 27. mar. 2016 kl. 22:18 
Hm, it actually made sense to me when the aliens fired on civilians ... they're not exactly subtle.
Loel Lyons 27. mar. 2016 kl. 21:37 
oh, good call with the civilians. and this is going to make snakes into total dicks :v
unikornus 27. mar. 2016 kl. 20:35 
whoo this looks like it could be a sick mod, I'm looking forward to use this on my next campaign!