XCOM 2
A Better ADVENT
DerBK  [developer] May 30, 2016 @ 7:19am
Having empty reinforcements? Read here.
----
UPDATE
Instead of following the instructions here, you can also subscribe to the Better Advent plugin "All The Enemies!". That will do the changes as detailed below under "The proper solution" for you.
----


Some of you are experiencing empty dropships on reinforcements since the last update to Better Advent. Here's what's happening and how to fix it:

Your reinforcement pod is only able to spawn a vanilla Captain for some reason. I disabled vanilla Captains with my workaround for the spawning issues, so your game is not able to create a pod.

The vanilla game uses the AdventGlobal list, a list of all units that may spawn in Advent pods, a list that i modified to know all my variants. So those will work. For Avenger defense, vanilla uses its own list available pod leaders, something i forgot about at first, leading to a bug that was reported within hours and is fixed by now. I modified the Avenger defense list with my hotfix to also know about the ABA captains.

If you are getting empty dropships on regular missions, some other mod is overwriting your AdventGlobal list. Likely candidates for that are other enemy mods that add Advent units.

There are two solutions to this conflict, an easy one and a proper one:

The proper solution:
Go into the missions.ini of those other mods and delete their modifications to the AdventGlobal lists (or comment them out by putting a ";" in front of the line). That should ensure that the Better Advent list with the captain variants is used by the game, making your reinforcements work again in the diverse fashion that i intended with ABA.
(Note that you would have to find every one of these to be sure that it works.
Also note that some non-enemy mods like Guerilla War also may have edited that line or messed with reinforcements some other way. In order to not break those mods, you will have to use the "easy" solution instead)


The easy solution:
Go into the GameData_Charstats.ini of Better Advent and re-enable the vanilla Captain. To do that, open that ini file and search (Ctrl+F) for "Captain". That should lead you to the following part:

; Regular Captain, adjusting Spawnweight
[AdvCaptainM1 X2CharacterTemplate]
-LeaderLevelSpawnWeights=(MinForceLevel=1, MaxForceLevel=7, SpawnWeight=15, MaxAlertSpawnWeight=12)
+LeaderLevelSpawnWeights=(MinForceLevel=1, MaxForceLevel=7, SpawnWeight=0, MaxAlertSpawnWeight=0)

[AdvCaptainM2 X2CharacterTemplate]
-LeaderLevelSpawnWeights=(MinForceLevel=8, MaxForceLevel=13, SpawnWeight=25, MaxAlertSpawnWeight=24)
+LeaderLevelSpawnWeights=(MinForceLevel=8, MaxForceLevel=13, SpawnWeight=0, MaxAlertSpawnWeight=0)

[AdvCaptainM3 X2CharacterTemplate]
-LeaderLevelSpawnWeights=(MinForceLevel=14, MaxForceLevel=20, SpawnWeight=46, MaxAlertSpawnWeight=46)
+LeaderLevelSpawnWeights=(MinForceLevel=14, MaxForceLevel=20, SpawnWeight=0, MaxAlertSpawnWeight=0)

Replace that with the following:

; Regular Captain, adjusting Spawnweight
[AdvCaptainM1 X2CharacterTemplate]
-LeaderLevelSpawnWeights=(MinForceLevel=1, MaxForceLevel=7, SpawnWeight=15, MaxAlertSpawnWeight=12)
+LeaderLevelSpawnWeights=(MinForceLevel=1, MaxForceLevel=7, SpawnWeight=1, MaxAlertSpawnWeight=1)

[AdvCaptainM2 X2CharacterTemplate]
-LeaderLevelSpawnWeights=(MinForceLevel=8, MaxForceLevel=13, SpawnWeight=25, MaxAlertSpawnWeight=24)
+LeaderLevelSpawnWeights=(MinForceLevel=8, MaxForceLevel=13, SpawnWeight=2, MaxAlertSpawnWeight=2)

[AdvCaptainM3 X2CharacterTemplate]
-LeaderLevelSpawnWeights=(MinForceLevel=14, MaxForceLevel=20, SpawnWeight=46, MaxAlertSpawnWeight=46)
+LeaderLevelSpawnWeights=(MinForceLevel=14, MaxForceLevel=20, SpawnWeight=3, MaxAlertSpawnWeight=3)

You will now have vanilla Captains again that will make any AdventGlobal list from any mod viable again. However, you will no longer see Captain variants because of the bug with the base game.
Last edited by DerBK; Jul 14, 2016 @ 9:31pm
< >
Showing 1-15 of 69 comments
Massi May 31, 2016 @ 11:24am 
Amazing job mate. Keep up the extraordinary work.
If you need help on testing or something, count me in :)
kusengai May 31, 2016 @ 12:04pm 
Thanks for the help. :D
Easy explanation and resolved the issue!
Stealth17 Jun 4, 2016 @ 6:33am 
@DerBK: Where can I find these .ini files?
DerBK  [developer] Jun 4, 2016 @ 6:39am 
<Your Steam folder> \steamapps\workshop\content\268500\628891110

That's where Better Advent is installed on your drive.
Inside, there's a folder "Config" that has the ini files.

The other mods have other numbered folders inside of \268500
Last edited by DerBK; Jun 4, 2016 @ 7:54am
Stealth17 Jun 4, 2016 @ 7:21am 
Thanks! All done now
Subtogger Jun 17, 2016 @ 1:16pm 
Originally posted by DerBK:
<Your Steam folder> \steamapps\workshop\content\268500\628891110


Edit: You write

"Go into the missions.ini of those other mods and delete their modifications to the AdventGlobal lists (or comment them out by putting a ";" in front of the line)."

How do you know what edits whatever mods made? Also if Ctrl+F doesn't work in notepad, what can you do? Damn that file is so big....
Last edited by Subtogger; Jun 17, 2016 @ 1:21pm
VaNiShEd Jun 23, 2016 @ 2:26pm 
Hi. Just so that I understand this correctly. I delete all lines with the word "AdventGlobal" in them? And how about those lines before and after? An example:

[XComGame.XComTacticalMissionManager]
-ConfigurableEncounters=(EncounterID="ADVx2_Standard", MaxSpawnCount=2, LeaderInclusionExclusionCharacterTypes="AdventGlobal", FollowerInclusionExclusionCharacterTypes="AdventGlobal")
-ConfigurableEncounters=(EncounterID="ADVx3_Standard", MaxSpawnCount=3, LeaderInclusionExclusionCharacterTypes="AdventGlobal", FollowerInclusionExclusionCharacterTypes="AdventGlobal")
...

Thank you in advance for your help. :)
DerBK  [developer] Jun 23, 2016 @ 6:59pm 
That depends on the mod you want to delete those lines from. They may very well be necessary for the mod to run and should probably stay as they are.
Last edited by DerBK; Jun 23, 2016 @ 7:01pm
VaNiShEd Jun 24, 2016 @ 6:52am 
Okay, but how can I use the proper solution if those lines should better stay the way they are? I'm a bit confused and suffer from xcom 2 withdrawal. ;) I love your mod and don't really want to play without all those new enemies. I wonder why it seems to work for Christopher Odd so well and not for me.
DerBK  [developer] Jun 24, 2016 @ 7:02am 
Oh, i see what's causing the confusion now.

So what you want to remove are the lines that CHANGE the AdventGlobal list, not the lines that USE the list. The ones you posted are the encounters (=pods) that you will meet and that will draw from the Advent list. Those need to stay, of course.

What you will want to remove is something that starts with "InclusionExclusionLists=(ListID="AdventGlobal",........ "
because that line modifies the List.


There's a third option by now, by the way. You can install my "All The Enemies!" plugin for Better Advent, that will also fix a lot of these issues.
VaNiShEd Jun 24, 2016 @ 7:07am 
Hi. Thanks for your quick reply. I used to be fit with computers but I'm afraid that has changed quite a bit (actually I was never really into programming and stuff). Your stated third option is a godsend. Thank you so much for that. I will try it out later today and report as soon as possible. :)))

By the way: Here is my collection of mods I use with Xcom 2:
http://steamcommunity.com/sharedfiles/filedetails/?id=709678077
Last edited by VaNiShEd; Jun 24, 2016 @ 7:11am
VaNiShEd Jul 6, 2016 @ 7:08am 
Hi. I've just had a rescue vip with having to wait 8 turns for firebrand mission (mission from a mod) and had another empty reinforcement ship. Is that because of the newest update chans gift? Should I reinstall either the game or the mods? Right now i'm out of options again. :(
Last edited by VaNiShEd; Jul 6, 2016 @ 7:09am
DerBK  [developer] Jul 6, 2016 @ 8:37am 
Please try unsubbing from All The Enemies, then subscribing to it again. It needs to be the last mod in your modlist to do its thing. If that doesn't help, you have some mod that edits the AdventGlobal list, but isn't affected by ATE.
VaNiShEd Jul 6, 2016 @ 9:45am 
Thanks. I will do so.
DerBK  [developer] Jul 6, 2016 @ 9:48am 
Do you use the Advent PSI Operative?
< >
Showing 1-15 of 69 comments
Per page: 1530 50