XCOM 2
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Raider Faction Bases
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Dec 24, 2018 @ 5:51pm
Jul 21, 2023 @ 2:15pm
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Raider Faction Bases

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
97 items
Description
Raider Faction Bases is a metamod meant to help the various raider faction mods you may install (by default, supporting the ones I've made) appear more frequently throughout your campaign.

Description
Bases are generated upon either campaign start or when you load into a campaign for the first time with this mod installed. The mod will try to spread out raider faction HQs evenly throughout the world.

When you do missions in a given location, it'll try to spawn that faction's encounter sitrep in your mission on top of whatever existing sitreps that may already exist for the mission, as long as the sitreps (or other possible conflicts) don't conflict with the requirements of that faction's sitrep.

This spawn chance is controlled by .ini variables, located in the mod's XComRaiderBases.ini.

It also ramps up over time: it will initially not kick in for your first month, and then apply a halved chance of spawning as defined in the .ini until around May.

Eventually, XCOM can establish enough of a relationship with the resistance factions to be able to do covert actions, that will allow you to precisely locate, and then destroy these HQs, reverting their sitrep behaviour back to normal if you so choose. (Plus you do get chunks of supplies and intel for doing so.)


Covert Operations
Covert Operations are planned covert action missions against raider factions for specific material gains.


There is the Data Retrieval covert action, allowing you to gain large amounts of intel in exchange for completing a mission once the covert action is done. These kind of covert actions generally use only one operative, who will appear on the mission alongside the squad you send out for the mission.

The Data Retrieval mission type is relatively simple: no timer, just grab the package and reach the new evac point that spawns afterwards. You will have to deal with the raider faction you're stealing from though, and they will keep the pressure on you during the mission: you won't be securing the area on this mission.

The other potential mission type is Datamining. The covert operative(s) have set up a datatap in a raider outpost. Protect it for a few turns, then recover the crate that gets uncovered before the crate blows up. Do so successfully, and you gain a bonus helping of elerium, alloys, or supplies in addition to what you'll get for the covert action. You'll neutralize all hostiles in this covert op mission type.

The Destroy Primary Base mission type is as simple as it could be: enter the AO and kill all hostiles within it. You are entering a faction's primary area of operations though, so expect to deal with both high enemy counts and stronger versions of them compared to normal operations.

FAQ

Does this work with an in-progress campaign?
Yes.

What kind of mods currently support this?
The mod, by itself, supports the following mods and will make bases if they are detected in your campaign:
Rogue XCOM
Bandits
Cult of Jariah
Phantoms
Marauders

Other raider faction mods may choose to modify or update themselves to support part or all of the mod.
Popular Discussions View All (7)
7
1
Jan 2, 2024 @ 11:55pm
繁中
stappy82
8
May 19 @ 5:14am
Locate Raider HQ Op - Potential Issue Or...
yes_commander
4
Dec 18, 2024 @ 7:44am
Russian Translation
Aks
372 Comments
«Wyvern» May 22 @ 8:53am 
After several tries, i was forced to force complete the mission with a fail.
With cover up, i had to the the dataminingl mission. When the countdown of the objective comes to 2 turns left, and im finishing my tuen, the enemy turns doesn't ends
"SkipAI" doesn't help
"Killallai" either. when count is at 2, even if theres no more enemies, i can't play the next turn

I will try next time to do such a mission, but if once again i can't finish it because of an infinite waiting time loop bug, ill be forced to not do it anymore. I hope it won't be the same with others missions, and i hope this mission isn't a mission which allow more content of this mod to unlock itself :/
Dragon32 May 19 @ 2:50pm 
Maybe ∑3245's Mission Overhaul mods. I've read of those mods causing some problems for some people.
EvilBob22 May 19 @ 1:50pm 
That's most likely being caused by another mod interfering with this one. I'd start with any map mods or Quick Soldier Info if you have that one. Maybe something that changes how missions work (although I can't think of any examples off the top of my head other than CI, which is known to work with this mod).
Ludwig, Shadow Protogen May 19 @ 5:15am 
Locate Raider base still softlocks my game when I accept the mission
Dragon32 May 1 @ 6:35am 
@♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥
iirc, bases can spawn some higher tier boss units. Maybe it's them you're seeing?
Great mod, only issue I'm having is that I get randomly super strong raiders and I'm not sure where their stats are coming from. They seem to have really high defense. Does this generate raiders based on xcom soldier stats or something?
lety4ayavoropaeva Apr 15 @ 4:10am 
I assume that [WOTC] Allow For LargerSquads is already integrated into X2WOTCCommunityHighlander v1.29.0 or LWOTC.

Because in the last campaign I played without this mod and there were periodically 10 of my soldiers landed on a mission.


That's why it's no longer a requirement, right?
lety4ayavoropaeva Apr 15 @ 3:44am 
I want to try LWOTC with your mod. The description contains a list of 5 Raider Factions that are already supported.
I would also like to use:
- SCP Raider Actions for WOTC
- Raider Faction: Heretic Get
- [WOTC] Raider Faction: Reapers & Collectors
- [WOTC] Raider Faction: Cerberus
- [WOTC] RaiderFaction: Terminus Mercenaries

1. Is there any compatibility with LWOTC?
2. Is there a ready-made solution (perhaps there are described config changes) to integrate my additional list?
Snicks Apr 1 @ 5:03am 
basically the premise of the base mission is to kill an entire horde of enemies
bogart69 Mar 28 @ 2:27pm 
At force level 16 there were 54 bandits during the base mission. I like a challenge, but this was ridiculous. After several reloads it never went below 42. Is there a setting in this mod to fix this? If not, it must be a conflict with another mod, but I cant figure it out.