XCOM 2
[WotC] The MOCX Initiative
1,501 Comments
robertcox May 13 @ 7:05pm 
One of my favorite parts of this is that MOCX makes their own posters for their soldiers. Early on they made a poster for one of their dead soldiers. except he wasn't dead, I had captured him and when he didn't return they thought he was dead, meanwhile he's chillin as an XCOM operator now. Peak Cinema.
Sest May 13 @ 8:48am 
Wow, this mod sure has come so far.
It was posted in 2017 and is still going.
Soul May 13 @ 8:05am 
You can dl the mods plugin that add the other 2
Dragon32 May 13 @ 6:03am 
@Lucian Lunara
It's just Skirmishers
Lucian Lunara May 13 @ 4:01am 
does this mod have built in support for mocx to have their own versions of templars/reapers ? i see skirmishers but unsure of the other 2
Shuri-Sama May 10 @ 10:57am 
i gave up capturing them. they r halfdead and even when tuere is time left till they die before bliding out they die when i evac a unit carrying them. (i not really know how to stun them except the bolt crossbow and thats mostly instead death bc of the high dmg this weapon do, only works on a few robot units bc of high hp)
Dio Brando May 10 @ 2:18am 
Does anyone had problems with capturing exalt agents using extract corpses? During my playthrough everything at first works like a charm and when I stun and knockout exalt agent I for example can carry agent to extraction point or using fulton from extract corpses mod to capture enemy agents. When I capture enemy agents there is usually messeage about agent being able to survive capture and for the capture I get 3 additional ablility points. And then on the avenger I can see captured agents in my roster. But it happens already second time for me when I load my save and try to capture stunned enemy agents and when I use fultion there is message that "[here should be name of the agent] was gained from capture", no message about chances for survivorablity from capture or gainig additional ap points from capture. And when I get back to avenger no enemy agent in my roster. Anyone had such problem?
EvilBob22 May 7 @ 2:53pm 
If they didn't die during the capture, they are now yours. You permanently have a new soldier.
robertcox May 7 @ 12:47pm 
I captured one of their units what do I do with them
Shuri-Sama May 6 @ 7:05am 
i tried this mod since my new play now. they r much more challanging then other fraction which appear on the battle field. i use a mandolorian squad mod and these guys r such loosers and die much too fast xD
Kokoplays May 1 @ 9:03am 
Hey. I had my game crash on two missions now when MOCX squad tried to spawn in (via the blue glowy orb) and the only solution I had was to disable the mods connected to MOCX (I'm also using MOCX as EXALT) to finish the mission, but obviously I'd like to continue playing with the mod as I never had any issues like that in the past, so if anyone knows what to do, please let me know.
Medicman Mar 25 @ 1:26am 
Not really, trying to get them to show up with the strCharacterName="MOCX Soldier" listed in the XcomGame in localization, I have grab the mod that changes it to EXALT but same issue, still use random gen names not the strCharacterName name.
EvilBob22 Mar 24 @ 9:30am 
There is a mod to use names and appearances from your character pool, is that what you are looking for? MOCX Customizer+
Medicman Mar 24 @ 2:30am 
is there a way to set so they use class names to random generated?
Passa281 Mar 21 @ 10:59am 
OK with LWTOC, mid campaign, but I can't beat campaign after 3-4 HQ assault due to mission loading problem.
Don't know from what mod though.
 
Otter Mar 2 @ 1:47pm 
Can this be used with LWTOC, and can it be added mid campaign? Asking for a friend.
EvilBob22 Mar 1 @ 12:17pm 
Probably not, I use both mods together with no issue.
Passa281 Mar 1 @ 3:38am 
The crash seems to derive from fulton mod, not this mod.
Passa281 Feb 20 @ 3:29am 
Sometimes, game crashes when MOCX evac.
I have to use "end battle" command .
Wrath Jan 29 @ 1:42pm 
@bloodhorn56 This works flawlessly with LWOTC on my end
Wazuuf Jan 20 @ 5:21pm 
Okay yeah I just deactivated it and the crash is gone. Is there a fix?
Wazuuf Jan 20 @ 5:15pm 
Is there a purple orb that indicates mocx is coming. Everytime one of my missions has these my game crashes on that subsequent turn.
EvilBob22 Jan 14 @ 6:15pm 
It should work fine with any raider mods, I've used it with several of them with no issue (MOCX spawns on the Advent team).

There can be a weird interaction if you have both The Hive and Rebellious MOCX mods: both use Team_One, so they'll end up joining forces. But, even then nothing breaks and they'll still fight raiders (who are on Team_Two), XCom, and Advent.
Totally Not Ed Jan 14 @ 4:11pm 
Is it compatible with the Raider mods
bloodhorn56 Dec 10, 2024 @ 8:00pm 
This mod currently does not work in the current edition of LWoTC. There is a crash that happens whenever these troops spawn in.
Big Brain Time Thanos Dec 6, 2024 @ 3:44am 
I'm using this alongside 'MOCX as EXALT 1.4' and having trouble getting a captured MOCX unit into missions. The soldier has full HP and Will but can't be deployed for some reason. The status shows as 'Available,' but it's greyed out, similar to soldiers on covert actions or those who are injured. Any ideas on how to fix this?
Chaos Dec 1, 2024 @ 8:20am 
Seems not working correctly with LWoTC. I've started fresh campaign with mocx soldiers count to be 100 (so they always have enough soldiers) in their pool and after 1 mission where there were 4 mocx soldiers deployed. And then I finished the mission and figured out that all soldiers in their pool gone, there were 0 soldiers, but they should have 96 left. Further missions were deploying only rookies. Looks as MOCX game state corrupted/erased after 1-2 missions with them in LWoTC
Planewalker Nov 28, 2024 @ 12:07pm 
"MissingChance= This is how much additional chance is added for every mission the player has done and that MOCX hasn't appeared on."

If anyone wants to, it is possible to set the "Basechance=" to whatever percentage one wants, and then set "MissingChance=" to 0. -this will make encounters with mocx random.
EvilBob22 Nov 27, 2024 @ 1:53pm 
There is a setting in XComDarkClassData.ini that controls which class(es) a captured MOCX soldier becomes. If you know the soldier class template name, you can set the "+CounterpartClass=" to that name. You can also set multiple entries and it will randomly pick one for each soldier captured.

Or, just leave it as-is, because yeah, it is neat. :)
Commandair Nov 27, 2024 @ 12:03am 
FYI, capturing a MOCX trooper while using the LWotC class mod will still give the captured trooper as the base game class. This isn't a complaint, I just thought it was neat.
Chaos Nov 21, 2024 @ 4:28pm 
Hmm, looks like in LWoTC it is working. But there is issue that MOCX apear almost in all missions with rookies (because elite rooster was killed). I found this property in XComDarkXcom.ini

MissingChance= This is how much additional chance is added for every mission the player has done and that MOCX hasn't appeared on.

I've changed MissingChance to 1 from 25 and it is now playable. I think with 3 regions when each generate ~3-4 missions each ~8 days the chance will be high enough to meet MOCX each month.
With base chance as 25, 4*25 is 100% chance that next mission will be generated with MOCX, and as result there are many missions generated with MOCX during infiltration

Ideal fix if possible would be when player complete any mission to recheck if there are enough soldiers in rooster (because perhaps in currently finished mission player could kill all the MOCX), and if there are not enough non rookies in rooster after mission to remove the sitrep from all missions where it present
Blackouto000 Oct 19, 2024 @ 9:41pm 
LWOTC Compatibility?
Dragon32 Oct 8, 2024 @ 5:02pm 
@Haydern
So it's probably that then, I don't use it. See if there's some config options to decrease the likelihood of some SitReps
Haydern Oct 8, 2024 @ 4:48pm 
@Dragon32 I have the multiple sitreps mod. Still, i getting too much the MOCX sitrep, the last 4 mission all had. No LWotC
FaeDragonLucy Oct 8, 2024 @ 3:32am 
@EvilBob22
I don't believe I've added any mods like that since my last campaign, and I remember encountering MOCX last time. It's possible that one of the mods I already had installed changed somehow. I'm running a massive modpack so it'd be hard to know for sure.
EvilBob22 Oct 7, 2024 @ 6:00pm 
You should have fought them several times by now. Do you have a mod loaded that turns off or otherwise manages sitreps?
FaeDragonLucy Oct 7, 2024 @ 5:12pm 
I'm pretty deep into my Legend campaign (almost all regions contacted, all strongholds located) but I haven't had a single encounter with MOCX yet. Do I need to progress a certain amount in the main plotline? I haven't done the Codex brain Shadow Chamber research yet because I'm trying to get most of my regular researches out of the way.
Dragon32 Oct 7, 2024 @ 10:47am 
@Haydern
I don't think so. SitReps shouldn't appear on all missions, let alone one specific one. Have you got one of the multiple SitRep mods? Or are you using LWotC?
Haydern Oct 7, 2024 @ 9:09am 
Almost every single mission i'm getting the MOCX training sitrep, it's that normal?
david.hrabos Oct 3, 2024 @ 5:17am 
@DaViper I hated that as well, but after the last update you can adjust it in XComGameCore.ini file. Almost at the end of the file is a rule for bleedout possibility. I put there "BLEEDOUT_ROLL=999" and MocX soldiers are dying immediatelly now.

In top of that is a rule for fake bleedout. I believe there should be MIN_BLEEDOUT_CHANCE=0 and then itś sure that they will die everytime without bleeding.
david.hrabos Oct 3, 2024 @ 5:06am 
@Dragon32 thanks for advise, I´ll try that out in my next campaign.
DaViper Oct 2, 2024 @ 10:59pm 
Put me in hating the bleedout-evac camp. It's bad enough that 'bleed-out' stops my reaper ability, (they bleedout almost every single time with default settings) but magically going poof while 'dead' is just silly.

Also in my current campaign, every time I try to capture a mocx trooper, the assisted evac declares they didn't survive...meh. (7 tries so far.)

Running around during a shitstorm of a fight trying to kill 'unconscious' bleeders to keep them from coming back later is more than annoying.
Dragon32 Oct 2, 2024 @ 11:29am 
@david.hrabos
Try editing XComMissionDefs.ini and add to the retaliation mission.
ForcedTacticalTags[0]="NoMOCX"

You'll need to find the mission name, make sure to increment that 0 if there's one already there etc.

Not 100% sure that tag will work. I think it does but I never got far enough in my campaign to test it thoroughly, I was adding it to missions from The Hive More.
david.hrabos Oct 2, 2024 @ 10:53am 
@Vullcan thank you for response, but I see in that file only 3 types of mission and there are just options about reinforcements and time adjuster, if I understand correctly. I didn´t realised how to solve the problem there. Could you give me some more specific advise, please?

Btw I found some "exclude gameplay tags" about SITREPs in the file XComGameData.ini, maybe would work if I will add tags about retaliation missions there?
Vullcan Sep 28, 2024 @ 5:08pm 
@David Hrabros go into mod folder and edit XComMissions file with notepad ++. Here is everything explained inside the file.
david.hrabos Sep 28, 2024 @ 5:58am 
Hi! I love this awesome mod, but have a big problem if MOC-X appears in retaliation missions. They start to killing civilians immediatelly and the aliens do the same, so together they are able to kill all civilians in 2 or 3 turns and sometimes is simply impossible to prevent it and win these missions.

Anyone knows how to exclude them from retaliation missions, please? It should be possible by tweak "XComGameData.ini" file, but I didn´t figure out how exactly.
EvilBob22 Sep 25, 2024 @ 10:22am 
Yeah, from what I've seen they are evac-ing too soon. Their bleedout turn timers go down by 1 on their turn as expected, but on the turn it goes from 2 to 1 turn left, they evac at the start of XCom's turn. So the turn timer are basically always off by 1; effectively going 3, 2, gone.
Soul Sep 25, 2024 @ 9:44am 
Is there a way to like,make it so the moment they bleed out,they can't magic evac on their turn before I even get to them lmao.
Like,can the evac be delayed by a turn or so when they get bleed out,is there smth in the config letting me touch it
Soul Sep 20, 2024 @ 6:50am 
Never had that happen to me so I assume its some weird bug
Victor de Noir Sep 20, 2024 @ 4:58am 
Is it possible that this mod has issues interacting with Advent Retaliation missions? I killed / bled out a MOCX solider and suddenly my saved civilians counter turns from 3/6 to 6/6. I even recorded this interaction in case video proof is necessary. Or is this a feature, since MOCX also tends to kill civilians a lot?