XCOM 2
Rebellious MOCX
68 Comments
Lyserus Aug 19 @ 11:25am 
would love it more if it's configurable on in-game mod setting or default to 100% :steamhappy:
Manual config is no biggie tho, great mod!
Dragon32 Aug 15, 2024 @ 9:34am 
@Bastymuss
No. I've set them up to be 100% on their own team.
Bastymuss Aug 14, 2024 @ 5:56pm 
This used to work for me but now I've gone hundreds of missions with no rebel MOCX, anyone else having this issue?
Dragon32 Aug 23, 2022 @ 3:53am 
@Astro
I'm sure the ability should still work but the MOCX unit's AI behaviours should only target units on the same team.
Astro Aug 21, 2022 @ 9:56am 
Should 100% rebel mocx be able to heal Advent still?
Latis Jul 7, 2022 @ 9:05am 
is not meant for LWotc
=[NK]= Col. Jack O'Neil Jul 1, 2022 @ 2:23am 
There are known issues with these mods and LWotc
Arkangel Jun 30, 2022 @ 12:34pm 
I'm having a recurring issue with the game freezing up on MOCX's turn.
Once the issue occurs, it is 100% reproducible.
Last entry in the log is "Log: X2TacticalGameRuleset_0 TurnPhase_UnitActions: Available Actions"
SuperDigga Dec 24, 2021 @ 7:56am 
Questions
Is the whole MOCX compatible with LWotC?
If I want to have a "faction" on my side during missions what eTeam do I have to make them?
(I tried eTeam_Resistance with a faction but i think it didnt work)
Merry Christmas RM
Dragon32 Dec 13, 2021 @ 5:06am 
@N O r
Yep.
N O r Dec 12, 2021 @ 9:03pm 
So if i go 100% basically makes MOCX a raider faction i guess?
Dragon32 Sep 15, 2021 @ 6:25am 
@Delerium
have you looked at [WOTC] Multiple Sitreps 2.0 (?id=2068573223)
No, I haven't.
Delirium Sep 15, 2021 @ 12:24am 
@Dragon32 have you looked at [WOTC] Multiple Sitreps 2.0 (?id=2068573223)
That mod add a way to group different SitReps by categories and only pull one sitrep from one category each time, if it pulls. However, I think we need to manually edit the ini file which is a bit tedious.
Dragon32 Sep 13, 2021 @ 12:48pm 
@Delirium
I wrote to add it to the XComGameData.ini from The Hive mod as that's where those two SitReps are defined. You could edit this mod's copy of XComGameData.ini too. Just ensure you regenerate .ini files and the game will build the XComGameData.ini it uses from all your various mods' copies of that file
Delirium Sep 13, 2021 @ 11:03am 
On @Dragon32's comment. I believe he meant adding the lines to HIVE's XComGameData.ini.
The function of it is for the Hive sitrep not to generate when rebellious MOCX sitrep is already generated.
Or I believe you can add similar lines to the XComGameData.ini of rebellious MOCX, only to swap the sitrep name to SITREP_TheHive and SITREP_TheHiveRoyalty.
I have zero knowledge on modding so I have no idea if I'm right.
Raizen725 Aug 11, 2021 @ 4:44am 
found a bug where game crashes when it says mocx turn even though all mocx are dead and 1 is captured
Jenny Chance Mar 15, 2021 @ 12:28am 
@Thalioden Weird - I'm playing a heavily modded LWotC campaign and had that exact issue with a MTF Samsara group. Scattered and froze. I stubbornly play with too many mods to troubleshoot very well, but throwing it out there in case it helps someone figure it out.
Thalioden Jan 21, 2021 @ 10:58am 
I just played a mission in which Rebellious Mocx showed up, but they did not interact with the mission.I started on the map between Advent and Mocx. When I was revealed on the map, Mocx scattered and took cover (and one of them took damage from my overwatch shot), but then they never moved, fired, or took any other action after that. If this is a conflict, what sort of conflict should I be looking for that would cause this kind of issue?
Dragon32 Jun 23, 2020 @ 3:45pm 
I can't see this being mentioned here.

The Hive uses eTeam_One for its feral Chryssalids. Adding this to this mod's XComGameData.ini should fix any weirdness:
[TheHive X2SitRepTemplate]
;Feral Hive
+ExcludeGameplayTags="SITREP_MOCX"

[HiveRoyalty X2SitRepTemplate]
;Feral Hive juvenile queen and her guard
+ExcludeGameplayTags="SITREP_MOCX"


Can't remember where I got this info from, I assume somewhere in The Hive discussions
Tacoaloto May 27, 2020 @ 12:14pm 
Dark Unit, it would be switching the value of what team MOCX gets assigned to. this mod changes them from eTeam_alien to eTeam_1. Not 100% sure since I am not good with modding, but you could try changing them to eTeam_Resistance and see if that works. I think eTeam_XCOM would make them controllable, but not 100% sure on this
Kidshotgun May 22, 2020 @ 10:26am 
Is it possible to make a version of mocx on a allied team?
yes_commander Nov 17, 2019 @ 2:54am 
That said, I do kind of wish we had the option to continue the mission even when rebellious MOCX were the only enemies left on the map. It feels a little anticlimactic to know that there is a potential fight out there then be yanked back to the Avenger. And I really could have used some of their weapons... >.>
yes_commander Nov 17, 2019 @ 2:49am 
@Obdulio I just finished a mission with proper rebellious MOCX. The last ayy fired on them while they were still out of my LoS, and when it died the mission ended. Never even saw the rebels but they were part of the firefight. You may have a conflict or the dice just haven't been favoring this mod in your missions.
Obdulio Oct 21, 2019 @ 11:11pm 
Doesn't seem to be working anymore, every time i encounter MOCX they are on the Advent team.
Narrelama Nov 9, 2018 @ 12:57am 
I find it a bit immersion breaking that they can, and often will, field Skirmishers. Otherwise, good fun.
Medicman Nov 8, 2018 @ 5:17am 
Its part of the offsite backup facility
Medicman Nov 7, 2018 @ 8:47pm 
I don't know why, they have never done it before. idk if this is an isolated incadent or its just how my game is gonna work now.
Dragon32 Nov 6, 2018 @ 11:24am 
@Masterman:
Not seeing that myself.
Medicman Nov 6, 2018 @ 1:56am 
Mocx Seem to be taking there turn on Alien activity now for what ever reason. Set them to 100% and they just chill with the aliens. I don't know why tho.
Dragon32 Nov 5, 2018 @ 4:05pm 
Thanks for the update, RealityMachina :)
Dragon32 Nov 5, 2018 @ 1:40pm 
I think the MOCXRookiesEffect SitRep should be disabled when using this mod. Or at least when they're rebellious...

I've set-up MOCX as EXALT clones and used this mod to set their rebelliousness to 100%

With that SitRep the MOCX guys don't like their pod leader. At least I think that's what will happen as I'm also using "Diverse Alien Pods", a side effect of which is removing all the MOCX units from pods with an alien leader.

As that SitRep doesn't fit with a 100% rebellious MOCX (AKA EXALT) I think I need to disable the SitRep by adding a XComGameData.ini to this mod, like so:
[XComGame.X2SitRep_DefaultSitReps]
-SitReps="MOCXRookies"
johnbarbosa Oct 18, 2018 @ 3:48am 
Fantastic mod, thank you.
Kraiver Sep 8, 2018 @ 2:59pm 
As I noticed, even with a 100% chance it works infrequently. Perhaps it would be worth fully in the code to register as an independent faction with its turn queue?
Greedy, you threw the fishing rod. And the fact that they asked me not to give it normally. And what is the potential of the game with the new faction ... It is even possible for the mission to introduce raids on the faction bases.
Kraiver Sep 8, 2018 @ 8:43am 
Please give me a normal mod. so that they become an independent faction and enemies to all. and were created by separate detachments. rather than mixing with Advent
Kraiver Sep 8, 2018 @ 8:32am 
FruitKiWi is the same. even with this mod and setting 100% they are on the same side. and I hoped they will have their own way and fight against everyone ...

Rebellious MOCX not work.
stanleyfrodo1 Sep 6, 2018 @ 7:27pm 
I just relized... mocx is xcom spelled backwardss
FruitKiWi Jun 24, 2018 @ 10:05am 
Hello, I understand correctly, this mod does so that the MOCX on missions fought not only with the XCOM, but with ADVENT? And when installing "RebelChance = 100" Advent and MOCX will always be at war?
My problem is that they are always on the same side. Did I misunderstand something or did it wrong?
Waves Jun 1, 2018 @ 5:15pm 
Is there a way to force every mission to have at least 1 SITREP to see these might pop up more often?
Garlaen May 3, 2018 @ 12:11pm 
IDK how difficult it would be, but would it be possible for the mocx squad to have a chance to join XCOM (after a mission, with minimal casualties caused by the player)?
Eggy Apr 29, 2018 @ 7:28am 
So, map starts and its a protect the device with me at the other end of the map. There is a full alien pod sat on the device (that shoot at it). Then the rebelios mocx pod thats also in range of the device all decide to shoot at the aliens. None of the mocx guys move around or in to cover, they just shoot and miss, BUT all hit the device. BOOM. Mission lost on turn 2.
Militus Immortalis Apr 29, 2018 @ 3:51am 
True.
Medicman Apr 27, 2018 @ 6:21pm 
WIth the Mocx mod there is a why to turn them into Exalt but the Exalt outfit donesn't work
Militus Immortalis Apr 27, 2018 @ 2:47am 
Agreed, Lago! I do believe there was a way to turn the MOCX into EXALT looking dudes, though. Check the old EXALT MOCX post :) Kinda wish it was a sidemod too.
Lago Apr 26, 2018 @ 1:58pm 
This'd work really nicely with EXALT MOCX!
Chaon Apr 26, 2018 @ 7:38am 
Ah, I didn't realise all your rebel mods needed it, looks like I have a difficult choice to make :S
Chaon Apr 26, 2018 @ 7:03am 
Thanks for the help :)
RealityMachina  [author] Apr 26, 2018 @ 6:55am 
@Chaon

Yes you can remove it if you don't want to deal with the hassle, it shouldn't leave anything behind.
Chaon Apr 25, 2018 @ 9:56pm 
Can this be removed from my campaign easily enough? I didn't realise you needed a special version of highlander or is the installation of that version of highlander your referring to not as troublesome as I think? Any help would be appreciated, thanks.
Daryl Dixon Apr 25, 2018 @ 7:35pm 
Are you going to change this mod to make it so you we can use community highlander 1.9?
mynameactually Apr 25, 2018 @ 6:53pm 
Could there be something that ups the chance if it’s a retaliation mission? Seeing aliens kill innocent civilians would probably up the chance of a squad rebelling.