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I changed the values to 5 and 2, and I still haven’t seen a “Did not survive the capture” message which is fine.
But a trend is appearing that others have also mentioned. Whether I use the Fulton Harness, Assist Evac (which works like a Fulton but as an ability), or even carry the unit and evac normally, I always get the message “XCOM gained 3 points for capturing MOCX”, but nothing about the unit surviving or dying. And the unit never shows up in the Armory.
It seems like the capture roll isn’t happening at all, and no roll appears in the log of actions either.
I tried to look through the files and found references to CanBeCaptured, but I couldn’t figure out how it’s being used or enforced.
If anyone has any ideas, I’d appreciate the help. My goal is to get 100% capture, even for classes that aren’t normally usable, I don’t mind retraining them afterward if needed.
[DarkXCOMRedux.UnitDarkXComUtils]
RankPenalty = 13;
;this is for the new capture mechanic if you're using Maluco's extract corpses mod
;Every rank of a MOCX soldier decreases the chance of capture working by the above number
;so 87% for a squaddie, 74% for a corporal, bottoming out to a 9% for a Colonel
InjuryBonus = 2;
;adds a bonus for capturing injured units. Multiplies (Starting HP - current HP) by the above number. So a MOCX colonel that lost 19 health will have +38% chance to be successfully captured.
Lowering that rank penalty is probably the quickest way to make captures more likely, especially for higher ranked MOCX (Colonel is the 7th rank, so every - 1 to the RankPenalty is a + 7 to Colonel capture chance).
Regarding the assisted evac under mind control: I'm pretty sure that's possible. As long as you saw the popup saying they didn't survive, then it did roll the capture chance.
Is the mod structured in a way that allows another mod to override the capture roll,
or would it require decompiling and fully rebuilding the relevant classes to change that behavior?
Also, one thing that never seems to work is mind-controlling a MOCX unit, moving them to the extraction zone, and using Assist Evac. They never survive the extraction. It would be a really nice alternative method of capturing them if that behavior could be supported.
Thanks in advance, and thank you for the great mod!
Does anybody know how this might be fixed?
You can edit a SitRep in a mod's XComGameData.ini and use the ExcludeGameplayTags to exclude other SitReps
I do that to prevent Alien Rulers from the Renegade Rulers mod spawning with feral Chryssalids from The Hive mod.
My last mission was a smash and grab with both a raider and MOCX sitrep. Moved up and killed the first pod on turn 1. Turn 2 MOCX dropped on top of me and the raider group also found me and activated everything else on the map. So turn 2 I have 12 enemies to fight, all of whom decided to target XCOM. Managed to win and even capture a few MOCX but took some heavy damage.
Idk if LWOTC will actually give you 6 mocx instead of 4 to fight,but the cutscene thing is normaly yeah.
No, just its own.
Like,I have +800 mods on,like 80 of them add enemies/factions,and I got no issues.
Do the binary research and check what conflict make it crash (disable half your mods while keeping MOCX on,launch and see if it crash,if it does still,disable half again,if it doesn't,re enable half of it,and try to find what make it crash)
Also never saw MOXC come out of the purple portal,those are used by the aliens,not ADVENT,maybe check your enemy/reinforcement mods first to see if theres a conflict there
Once, it just happened mid campaign for no obvious cause. Now, it happens on a mission when MOCX is supposed to spawn out of the purple glowing portal. Is there a fix for this?
If they are marked as "Dark VIP", yes.
It was posted in 2017 and is still going.
It's just Skirmishers
Don't know from what mod though.
I have to use "end battle" command .
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.