XCOM 2
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[WotC] The MOCX Initiative
 
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380.152 MB
Sep 6, 2017 @ 8:10pm
Jul 16 @ 8:22am
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[WotC] The MOCX Initiative

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In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
78 items
Description
Because two sets of enemies 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.

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.

Other Mod Support
Use Extract Corpses and try your hand at Metal Gearing from new recruits from MOCX themselves.

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
Popular Discussions View All (23)
3
May 22 @ 5:27pm
MCOX Initiative Crashing Issues
odst57
10
Mar 27 @ 10:12pm
WOTC MOCX Mod Memory Leak/Crash Issue?
Apple Juice for the Merry
5
Jul 11 @ 7:02pm
XCOM on kill abilities not working on MOCX intentional?
JM001
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597 Comments
Paddy11B Jul 19 @ 2:39pm 
anyone know how to make MOCX mecs use a custom appearance? I'd like to fight these bad boys too https://steamuserimages-a.akamaihd.net/ugc/945077695993388493/60B8C83BB69F69B50905D9B8040F88096F9A105E/
Paddy11B Jul 16 @ 1:34pm 
Forgot to add, DarkVIPsonly and useexactappearance is found in xcomdarkxcom.ini
Paddy11B Jul 16 @ 1:32pm 
Yep, fill out the .ini found in he file path dragon posted, then set DarkVIPsonly and useexactappearance to true, then make dark VIPs (that's what I had to do to get my mocx to appear as world eaters)
Dragon32 Jul 16 @ 11:28am 
@I Darkstar X (Summer Classes):
Steam\SteamApps\workshop\content\268500\1129661000\Config\Example Customization\ExaltDarkCustomization.ini
I Darkstar X (Summer Classes) Jul 16 @ 10:44am 
*Keep in mind I have 0 coding exerpeice
I Darkstar X (Summer Classes) Jul 16 @ 10:44am 
@Jose how do I get the EXALT-appearances working? I use the Rebellious MOCX mod so having them as EXALT is thematically more accurate
Is it possible to make so that Mocx only uses the Advent voice?
Paddy11B Jul 11 @ 8:10pm 
Still testing stuff, so I haven't edited fully, but as you can see in the attached shot, I no longer have MOCX squad sit reps


https://steamuserimages-a.akamaihd.net/ugc/945077538408105931/74D3DD62D24DE70B823FB753BF52746A0498D520/
Paddy11B Jul 11 @ 8:08pm 
Localisation.int
José Jul 11 @ 7:13pm 
Ah, so the weapons are easily swapped out. How about getting rid of the 'MOCX' branding? I preferred the EXALT Back in Action mod, as it got rid of all mention of MOCX for EXALT. Didn't find any options for this in the .ini.