XCOM 2
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[WotC] The MOCX Initiative
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398.705 MB
2017 年 9 月 6 日 下午 8:10
3 月 14 日 下午 12:28
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[WotC] The MOCX Initiative

在 RealityMachina 的 1 个合集中
RealityMachina's War of the Chosen Mods
97 件物品
描述
Because the Chosen appearing on missions that could muck up your battles wasn't enough. (This means they fight with the aliens)

The MOCX Initiative introduces humanity's worst enemy to the game: itself. Starting by default with May, you run the risk of facing enemies that effectively resemble XCOM on the battlefield: they have their own classes, they gain ranks, they even have PCSes.

Normal MOCX squads will be introduced to most missions as a SITREP modifier (added through special means in the mod itself: there is a rookies variant that is treated as a normal SITREP.): you should see it when deciding whether to set up a squad for the mission, if it's been rolled for it.

These MOCX squads, excluding the special missions featuring them, will not appear on the map at first: they will be called in by ADVENT once XCOM reveals their presence on the map.

The good news is that in contrast to the endless alien hordes and ADVENT clones, MOCX soldiers are relatively unique and not easy to train, they can run out of soldiers to throw at XCOM for the month, whether through death or because all of them are injured. They won't be constantly coming back like the Chosen. In addition, if you work with the factions, you can ultimately topple them and stop them from taking any further action in your campaign. It will take time however, time and Covert Actions that could be used for other purposes.

They are also disallowed from spawning on a mission if an alien ruler will already be active in that mission.

Check the discussion tab for pinned topics for specifics on stuff like MOCX ability availability, when MOCX can appear, how to customize MOCX, the rules for using units from the character pool, etc. It also contains information on just how MOCX upgrades throughout the campaign.

Known Issues
If you happen to not have a mission spawn, type in MOCXSpawnFirstMission, MOCXSpawnSecondMission, or MOCXSpawnFinalMission depending on how far you were in to the mission chain.

There is a false positive with how the mod adds wall climbing in the Alternate Mod Launcher with the mods Genji Redux, A Better Advent, and World War L. Please ignore this specific warning.

Other Features
You can capture bleeding out MOCX units via carrying them out with a unit and evacing them as though they were a normal XCOM unit. The chance of this succeeding varies depending on the downed HP of the MOCX unit and the experience of the MOCX unit.

Essentially: more perks = lesser chance to grab them if they're not at 1 HP, although this is only relevant if...

If you use Extract Corpses, you can instead use the fulton balloon to extract bleeding out or otherwise stunned MOCX units. The HP factor when it comes to capturing will be more relevant however: a healthy MOCX unit is more liable to take a permanent way out before XCOM can properly secure them.

Known Issues
The alternate mod launcher will say there will be conflicts if Genji Redux, A Better Advent WotC, or World War L is installed. This is a false positive.

Credits
Thanks to CMDBob for Total Advent Weaponry, which this mod uses for custom weapons.

Thanks to Pavonis Interactive, for the Coil tier of weapons this mod uses.

Thanks to robojumper for overhauling the backend and adding in the MOCX Photobooth functionality, and making it possible for reinforcement drops to work.
热门讨论 查看全部(43)
27
10 月 6 日 上午 11:11
Lore justification?
Zigg Price
11
11 月 12 日 下午 9:58
5/5/2022 upgrade=unable to run missions
contino4
2
12 月 7 日 上午 1:50
Mocx crashing when ever they are present on a mission
N7 Ginger x
1,528 条留言
Sichama 12 月 11 日 上午 12:51 
Thanks EvilBob22.
I changed the values to 5 and 2, and I still haven’t seen a “Did not survive the capture” message which is fine.

But a trend is appearing that others have also mentioned. Whether I use the Fulton Harness, Assist Evac (which works like a Fulton but as an ability), or even carry the unit and evac normally, I always get the message “XCOM gained 3 points for capturing MOCX”, but nothing about the unit surviving or dying. And the unit never shows up in the Armory.

It seems like the capture roll isn’t happening at all, and no roll appears in the log of actions either.

I tried to look through the files and found references to CanBeCaptured, but I couldn’t figure out how it’s being used or enforced.

If anyone has any ideas, I’d appreciate the help. My goal is to get 100% capture, even for classes that aren’t normally usable, I don’t mind retraining them afterward if needed.
EvilBob22 12 月 6 日 上午 10:16 
Take a look in XComDarkXCom.ini, specifically:

[DarkXCOMRedux.UnitDarkXComUtils]
RankPenalty = 13;
;this is for the new capture mechanic if you're using Maluco's extract corpses mod
;Every rank of a MOCX soldier decreases the chance of capture working by the above number
;so 87% for a squaddie, 74% for a corporal, bottoming out to a 9% for a Colonel

InjuryBonus = 2;
;adds a bonus for capturing injured units. Multiplies (Starting HP - current HP) by the above number. So a MOCX colonel that lost 19 health will have +38% chance to be successfully captured.

Lowering that rank penalty is probably the quickest way to make captures more likely, especially for higher ranked MOCX (Colonel is the 7th rank, so every - 1 to the RankPenalty is a + 7 to Colonel capture chance).

Regarding the assisted evac under mind control: I'm pretty sure that's possible. As long as you saw the popup saying they didn't survive, then it did roll the capture chance.
Sichama 12 月 6 日 上午 12:59 
I also second MaXISerg’s request for an optional 100% capture setting.
Is the mod structured in a way that allows another mod to override the capture roll,
or would it require decompiling and fully rebuilding the relevant classes to change that behavior?

Also, one thing that never seems to work is mind-controlling a MOCX unit, moving them to the extraction zone, and using Assist Evac. They never survive the extraction. It would be a really nice alternative method of capturing them if that behavior could be supported.

Thanks in advance, and thank you for the great mod!
Kaisser 11 月 29 日 下午 2:22 
Very cool mod, but this guys are extremely op, we need a nerf or a mcm to tone them down
MaXISerg 11 月 20 日 上午 10:52 
Is it possible to change the recruitment chance of captured fighters to 100%? I'm just tired of trying to reload missions dozens of times trying to catch them in the late stages of the game. What needs to be changed in the mod files?
Homeinvasion 11 月 20 日 上午 2:03 
hated this so much, they were appearing every single mission. Iwas still on assault rifles and they were spawning in like 15 moc X with lasers, 15-20 health, lightning reflexes, auto kill from accross the map and all kimd of squad wipe ♥♥♥♥♥♥♥♥. Try making somethign decent. azzhole.
EvilBob22 10 月 26 日 上午 11:25 
@Soul The problem is that eTeam_One and eTeam_Two were created to be used by players in multiplayer matches. So, the code that the Advent team uses to (mostly) ignore civilians is not there. (If I'm remembering correctly, it's part of the native code, so unchangeable by modders.) Raiders and rebellious MOCX see them as part of a hostile team. And then they see that the civilian has no defense and low health making them easy kills.
Soul 10 月 25 日 下午 3:27 
Kinda wondering if theres a way to make them target civilians less,like sometime if my team is next to them,they would STILL rather hit civilians than me,or when they sometime are vs advent via rebel mocx,they also would rather shoot civilian than fight them or me.
ClutchHisso 10 月 9 日 下午 8:43 
I've been having a ton of fun with this mod, however I have one issue where MOCX *NEVER* spawn where their reinforcement flare is. They're always a few tiles off, which makes it really frustrating when they spawn inside a building instead of where they're intended to go.

Does anybody know how this might be fixed?
Dragon32 10 月 2 日 下午 1:06 
@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.