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That variable modified to a percentile where XCom is one faction out of X (X = Total number of factions in playthrough), the Lost, and anything on their team, will split their attacks between other factions, enemies and entities far more fairly, and according to their own situtational self-interest.
Changing the Lost to a team other than eTeam_Lost may also break things that require that team to be present, and will have no effect on preplaced encounters that place specific units on specific teams during tactical.
That being said, it's been a while since my last campaign, but I could have sworn Lost didn't ignore eTeam_One or Two? Or maybe it's an AI thing, I use modded AI files so mine might be more unshackled.
As for uploading a mod like that - I hardly support the ones I already have on workshop, so I don't really feel like adding another one. But you could upload it yourself, Alternative Mod Uploader that's on workshop will let you do that without need for touching modding tools.
This actually fixed an issue with the Lost faction ignoring raider factions like https://steamcommunity.com/sharedfiles/filedetails/?id=1774066942
Would you consider uploading a fork of this mod with just the Encounters.INI without the Resistance OPS Encounters segment?
It greatly enhances the Raider Factions and Lost interaction.
You can change the spawning of Advent AI teams by changing either team the encounter spawns to, or changing the encounter list the ability draws from for spawning.
For instance we rigged the Hive Queens call, like all other 'calls', 'beacons' and 'signals', to draw from an encounter list so they sometimes, mistakenly, attact the attention of those they didn't mean to :)
Thank you for answering the design questions, it's always good to understand why a person took the direction they did when making their art :)
Yes, ELR should be able to handle this idea too, but at the time I wasn't using or even familiar with it, so I went about it the old fashioned way. If I ever do a clean-up of this mod I'll likely look into doing it ELR way, but for now it works and I'm on an XCOM cooldown period so to say, so it won't be happening soon.
As for AI, I actually were able to implement what I needed in my personal copy of this. The problem is that "what I needed" was removing ability of Advent-aligned Hive to summon at all. That is the limit of what can be done with AI and config edits here. And it is something that could be seen as unwanted change by players, hence it's not included in mod. To do anything better actual code would be required, and that was beyond my plans. Especially since the only solution I could "code" would be hacky as all hell.
Also, if you need assistance with editing the Hive AI, just ping us a DM with what you need and will see if can do it remotely for you over weeked =)