XCOM 2
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[WOTC] Raiders and Resistance Strategic Spawning
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Jun 23, 2020 @ 7:50am
May 12 @ 7:37pm
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[WOTC] Raiders and Resistance Strategic Spawning

Description
Let's step back a little and imagine a battle between Advent, XCom, resistance forces, and Raider factions. Advent is defending a strategic location. A Raider faction is tipped off by their local contacts that something important is about to go down at that location. So they send off their goons to try and sabotage everyone's plans. Meanwhile you have a resistance faction that is willing to help. Would all of these factions suddenly appear on top of the objective in a big group making small talk as they wait for XCom to appear? Probably not, They would approach the area cautiously coming in from the side, as to not be surrounded and get themselves killed. Similar to how XCom approached the objective, this mod starts the group off to the side of the map and each turn patrol to the objective area.

GETTING TECHNICAL - WHAT THIS MOD DOES
Uses a premission highlander hook to find any encounter with a team = ETeam_Two (The default team for all raider factions) or a team = ETeam_Resistance and Encounter ID = Rhi_Milx4, Rhi_Milx5, or Rhi_Milx6 (Resistance Heros Incursion). With this hook the spawn area is modified to be at a random location anywhere along the map's edge. Then using another highlander hook PostAliensSpawned find the same encounter information, and modify the encounter area again so that the group's patrol zone is within a 30 x 30 box around the objective. Meaning they will begin patrolling to a point near the objective.

I believe that this criteria covers all of the third party mods out there, if there are are other third party encounter ID's on the resistance team that I am missing, let me know and I will add them.

Is there a config File?
Yes, you can now add mission exclusions using missions names. The following missions are excluded by default:
RM_CovertOp_DataRetrieval - from raider bases, I don't want to mess with the encounter creation since this is an all raider missions
RM_CovertOp_BaseTakedown - Same goes for this one
RM_CovertOp_Datamine - Same

Recommended Companion Mod
Yellow Alert Gameplay v2.0, with the option for AI Sight activation enabled. This would activate the groups when they spot each other.
https://steamcommunity.com/sharedfiles/filedetails/?id=1964595004
Or if you want the standalone AI to AI Activation Mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2157967646

Popular Discussions View All (1)
2
Jan 15 @ 3:33pm
Error Reporting
RedDobe
71 Comments
makarov1171 Jan 11 @ 4:53pm 
Hey RedDobe! I honestly love the ideal if your mod but I have a question about it... how do I know it is working properly? I mean, the mod is enabled but I havent seen the new factions on any operation within my new campaign. There should be a Sitrep notification when the new factions will take part of the op? Any insight would be greatly appreciated bro
Swanky Feb 8, 2023 @ 2:16am 
I have had the issue that during on the Abandoned City maps factions will spawn in a 3x3 tile in the corner of the map without a way out. Both maps had the same building in the corner, along with an overpass running along the center of the map. Could blast them free both times but if possible the spawning zone should be a little bigger and have a check that would then randomly move it to somewhere where it fits.
RedDobe  [author] Aug 27, 2021 @ 12:55pm 
@akrog - Thanks for reporting. You will have to decide one mod or the other.
akrog Aug 27, 2021 @ 9:28am 
@RedDobe - I have play two ressistance missions without triple enemy redux and the problem does not seem repeat
Deacon Ivory Aug 23, 2021 @ 6:28am 
Addendum - From my experience the Mission Overhaul Core and Mercury mods don't play nice with this mod, or most faction mods actually. There were some changes back in 2019 that mean that that mod only really works if you don't use mods like these. IMHO you need to pick one of the other. It might explain some of the wonkiness people, are experiencing.
Deacon Ivory Aug 23, 2021 @ 6:28am 
In case anyone is wondering; this mod and Yellow Alert work fantastically well with Covert Infiltration. I've had several missions with multiple factions, resistance fighters, and modded enemies and everything works really well together. There is the occasional snafu where a unit will run back and forth if they lose sight of another faction, but using the Less Enemy Spacing [WOTC] and Hunker Down for Everyone mods reduces the chances of this happening. Thanks @RedDobe for making your mods, keeping them updated, and helping to enable compatibility with other mods. Cheers!

PPS - Shameless plug for my mod collections that feature @RedDobe's mods along with a ton of other great mods https://steamcommunity.com/profiles/76561198036277282/myworkshopfiles/?section=collections&appid=268500
RedDobe  [author] Aug 18, 2021 @ 10:09am 
@akrog - Try disabling the mod the next time you have a retaliation mission, if it the problem doesn't persist than that tells me their is a mod conflict somewhere.
akrog Aug 18, 2021 @ 5:57am 
I have the Triple enemy redux mod and this one. In resistance missions my squad spawns on a edge of the map and at the same time aliens, advent, civilians and resistance spawn together on the other edge of the map.

When it's the aliens' turn, they kill 80% of the civilians. finally I don't have time to get there and act.

I don't know if this mod should solve this problem.

sorry for my English. It´s not my native language.
RedDobe  [author] Aug 14, 2021 @ 11:34am 
@Raizen725 - A few comments below someone posted that they had the same problem, and it was other mods causing them not to move. I have played many missions with this mod enabled and never once had a resistance or raider pod get stuck on the map.
Raizen725 Aug 14, 2021 @ 1:43am 
as much as i like the mod i think im forced to disable the mod until i got a better understanding i have both resistence and raiders stuck in 1 place not doing anything not all the time but it happens in quite a lot of maps

unless do you suggest using yellow alert as a better alternative cmpare to ai to ai activation