XCOM 2
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Robots On Covert Actions
 
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0.135 MB
Sep 3, 2017 @ 9:49am
Oct 11, 2017 @ 9:53pm
6 Change Notes ( view )
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Robots On Covert Actions

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In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
84 items
Description
Allows robotic units to be staffed on Covert Actions.
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33 Comments
gel Mar 30 @ 2:38am 
@Bernard Lowe - looks like if a SPARK somehow does get captured, it will be destroyed. From the Change Notes:

Update: Sep 3, 2017 @ 4:03pm
Made it so robotic units that can't be captured won't be chosen for captured missions. (Since it would otherwise lead to the automatic deaths of SPARKs on the rescue mission)


I don't know what happens when you have all SPARKs on a covert/capture mission, or if that's allowed in the soldier select screen. I've only started using this today. But if you end up in an all-SPARK covert/capture operation, it looks like you'd have to be prepared to potentially lose a SPARK.
Bernard Lowe Mar 8 @ 4:35am 
What happens when a spark is captured? Do you have to save it while its deactivated in a cell or something?
tomomi1922 Dec 24, 2018 @ 1:05am 
@Lava410

You will just have to destroy the roof of the building and hook cables onto the immobilized SPARK so the Skyranger can tow it.

Or maybe have a specialist to install a quick boot program giving SPARK enough functionality to walk/run to the extraction zone.
Lava410 Sep 5, 2018 @ 2:55pm 
So, I want to use this mod with the new mech overhaul that came out recently. This would serve as a graceful solution to getting a mec back up to speed after transferring its data core.

Trouble is: I see a load of potential issues.

What happens if it's covert action gets ambushed? Will the game crash loading them into the mission?

Can a spark be captured? If so: does the game just go nuts? If we were to rescue a spark that was captured, assuming the game uses the mech equivelant of unconsciousness, how will we even move it?

These are some questions I'd like to know before going forward with this mod. I worry about breaking my stream campaigns, which is no fun for anyone (most certainly not for me!)
baguda Jun 4, 2018 @ 3:23pm 
Finally and most importantly:

if (Unit.ComInt >= eComInt_Savant || (!Unit.GetSoldierClassTemplate().bAllowAWCAbilities && !Unit.IsResistanceHero())) //not a soldier hero NOR can it get AWC abilities

What would have to be added to this line in order to allow SPARK to go on CI missions? Is there an equivalent "unit.something" for SPARK? Where would I look for such a thing?

Thanks and awesome mods!
baguda Jun 4, 2018 @ 3:18pm 
I noticed this line:

static function bool IsNewUnitValidForIntSlot(XComGameState_StaffSlot SlotState, StaffUnitInfo UnitInfo)
{
local XComGameState_Unit Unit;

Unit = XComGameState_Unit(`XCOMHISTORY.GetGameStateForObjectID(UnitInfo.UnitRef.ObjectID));

if (Unit.ComInt >= eComInt_Savant || (!Unit.GetSoldierClassTemplate().bAllowAWCAbilities && !Unit.IsResistanceHero())) //not a soldier hero NOR can it get AWC abilities
{
// If this unit is already at the max Com Int level, they are not available
return false;
}

This is the same line that is in Increase combat intelligence for everyone (https://steamcommunity.com/sharedfiles/filedetails/?id=1134537412) . Does this mean that we don't need robojumper's mod because it is included in this one?
baguda Jun 4, 2018 @ 3:16pm 
Question about the mod: What happens if your SPARK gets captured? Is it simply destroyed?
Akos Apr 26, 2018 @ 3:05am 
Maybe its' 2035 and they have like, alien enriched WD-40 so giant robots can be sneaky, use your imagination people.
ben.thomason1 Mar 3, 2018 @ 10:37pm 
To everyone complaining about the idea of a giant two ton mech being covert: if they're able to start the mission with concealment then they should be able to be covert here as well.
The Scout Dec 16, 2017 @ 9:21pm 
Sparks cant go on improve combat intell actions even though i have a mod that allows them to have combat intell and get trained, is there a ini setting that i could set to allow it