XCOM 2
Advent to Galactic Empire [WOTC]
1,108 Comments
Lordshadow1138 Apr 30 @ 9:23pm 
Ive been having a blast with this mod. originally wanted to do a warhammer deathwatch play but man being able to do a total conversion like this makes it way more fun.

That said i have a request/challenge for the modders. there is a good bit of old republic armor mods and such on here and i would really like to see this same idea modded to be Sith Empire from the old republic. I would also like to give props for the Advent to Tau mod as well. when i do eventually play deathwatch ill probably be using the advent to Tau mod. lol
Sam Apr 21 @ 8:22am 
Wasn't there a mod that replaced the aliens with BattleDroids? I can't find it and i feel like i'm going insane
Baka Racker Apr 10 @ 7:48pm 
Well, after a month or so, I decided to try again with a fresh install and it's all working for me now. I'm still early in the campaign and this is great, thanks for all your hard work!
Baka Racker Apr 4 @ 2:39pm 
@KahnOfKripples Yeah, I was aware of those when trying and was only using the absolute requirements as listed here on the Workshop and any dependencies shown in AML. Thanks though. I may try again in the future, who knows.
KahnOfKripples Mar 16 @ 1:00pm 
Check the conflicts in the desc of the mod
Baka Racker Mar 3 @ 6:25pm 
Anyone successfully using this in 2025? I have the required mods, as well as all dependencies, using the AML, and everything is still vanilla. :/
RambelZambel Jan 17 @ 11:36am 
hello, which vanilla ai tree is the general using? Want to give him the call reinforcement ability, but he doesnt use it assigned to the captain tree
✙parmex05✙ Dec 29, 2024 @ 2:21am 
is there a mod that changes advent forces into the rebel alliance?
Helios 1-1 Sep 22, 2024 @ 9:36am 
Update on my last thing: The alien rulers version of this works such as Darth Vader but not advent.
Helios 1-1 Sep 18, 2024 @ 5:58pm 
Hey so I tried this and the mod didn't work, I don't have any of the mods that break things, I have WOTC and Alien hunters, I have all the required mods enabled, do I need a new campaign or something for this to work?
Enemy Post Jul 27, 2024 @ 11:47pm 
I just finished a playthrough with this. Very good mod, exceeded my expectations. I was only expecting a reskin, but all the changes to the units made it feel like a full new faction. I was looking forward to meeting all the new Imperial units, and I enjoyed seeing all the stormtrooper variants. Also, I wasn't expecting the model change for the Commander's Avatar, and at that point I had to walk through the entire final mission in a more or less straight line, Rogue One Vader style.
Hunkules Jul 18, 2024 @ 2:51am 
Maybe make a mod that adds the Empire as a third party faction?
Tal'Raziid Jul 13, 2024 @ 7:54pm 
@Lordofallpugs check the last part of the description, about incompatible mods. Doublecheckign that fixed my problem
Lordofallpugs Jul 3, 2024 @ 8:01am 
anyone know how to get this to work? Ive got it and all the dependencies but theyre just normal soldiers. Any help would be appreciated
Moose Jun 26, 2024 @ 9:08am 
Probably one of the best conversion mods, it's really well done.
cookbryce1 Jun 19, 2024 @ 9:35am 
how do i get this mod to work i have it added but it won t work
supahbear Jun 6, 2024 @ 3:39am 
Awesome mod all around, but the voice line packs are all over the place. The volume on most of the voices makes it unplayable, but the author has made it clear he's done and this looks like it won't be fixed. I am looking for a way to revert enemy voices to advent, is there a way to do this with configs?
Shifter May 29, 2024 @ 3:30pm 
Does anyone know why this mod is not working for me?
Killerkitty641 May 21, 2024 @ 2:22pm 
This is a fantastic mod, been running a long campaign with it, but I'm running into problems with the Imperial Admiral specifically. For some reason it's the major cause for crashes (and ONLY) them. Any time he shows up, the first turn they act just crashes the game.

Also, AT-RTs need to be rebalanced a bit. Somehow they're really overwhelming despite equivalent advent being no issue at all. Maybe slightly reduce their HP? They're really tanky and super hard hitting despite being scout walkers, so I would reduce their overall HP a bit.
Shit-Show-Commando May 16, 2024 @ 2:30pm 
can i start this mid game?
killermonkey75 May 6, 2024 @ 12:04pm 
damn these guys just wiped out five of my operatives in the span of two missions :(
Corrosion Apr 29, 2024 @ 10:05pm 
Is there a mod that makes it so they don't replace them?
Omega Apr 16, 2024 @ 11:37pm 
this mod is INSANE. every time i thought i came across the worst (in terms of enemy deadliness) the empire had to give, along comes something WORSE. like a full scale AT-ST. fantastic mod
November Frost Apr 14, 2024 @ 1:37am 
Amazing mod. Im blown away by all of it. No problems on my end except that a few aliens seem to spawn in with their advent version.(The one where Muton and the floater guy shows up) exited out and tried it on skirmish, the skytrooper guys spawned in correctly there.

Im going through my mods list now. I dont think i have anything else that messes with the advent. Just got a lot of cosmetics and stuff for my end. To be safe I took out Allies Unknown.
Noire Apr 3, 2024 @ 12:29pm 
are there any mods that do this but change the enemies to rebels instead?
armbarchris Mar 11, 2024 @ 5:20pm 
@Zarkx There's a Jedi mod, if that's what you mean. It's very good.
Zarkx Mar 11, 2024 @ 4:48pm 
I there, nice mod.. is it possible to make the animation made for the assassin who skrike and light of the saber avaiable for jedi to ? :p (like new stance or something)
matt6636 Feb 29, 2024 @ 10:59pm 
Enemies are invisible for me, and it shows a little ERR on their icon when selecting to shoot them, anyone know how to help?
GEICO Feb 7, 2024 @ 2:15pm 
it is not showing in game so i cant activate it
Shit-Show-Commando Jan 26, 2024 @ 10:12am 
I feel like this is a total waist of time trying to get this to work. All i have active, and even subscribed, are these 5 mods. yet it doesn't work what so ever. 0 conversion
jonjrhr Jan 26, 2024 @ 4:52am 
I cannot get the shadowguard to arrive, even after using the skulljack on a sith adept.
Ancient Madness Dec 8, 2023 @ 1:53pm 
Well, I have a problem that, more or less, I have already discovered with this mod. When I go to the mod activation part of the official game launcher, its plugins 1 and 2 appear, the one for the animations and the one for the voices and their derivatives, the thing is. The launcher doesn't recognize this mod and I can't find it anywhere. Is there something wrong with it?
Vergames Oct 21, 2023 @ 1:57pm 
I saw one of the Imperial Army troopers using the head of an Advent soldier, they had the gear but their face was very much advent with the weird nose and small eyes

is this supposed to happen?
Blitz Sep 16, 2023 @ 6:44pm 
Im new to mods, let alone to steam, turning off this mod but keeping the vol. 1-2 mods on will have the normal advent and I keep the surplus gear?
TheBlackJasonguard Aug 30, 2023 @ 10:12pm 
Can confirm that, across 118 properly tested mods that have been checked for conflicts, using the advanced mod launcher, the mod works just fine. This mod probably does NOT work with any other conversion mod, or mods that add additional units, because all of those mods override the same core game files, which means that at absolute best you will get a mishmosh of models and unit conversions that may or may not break when they try to do things. This mod ALSO probably does not work mid-campaign (because most overhaul mods have a lot of bugs mid-campaign and don't fire correctly), but anyone saying the mod doesn't work is just incorrect. Mod is alive and well and functions (almost) perfectly, save for a few animation issues that usually are inconsistent.
Cpt.Haxray Aug 18, 2023 @ 8:27pm 
Heres a dumb question, but would it be possible with ini edits to make the modified enemies from this mod spawn alongside the default instead of completely replacing them?
armbarchris Aug 7, 2023 @ 5:02am 
@Thorke It absolutely works. Did you try to add it mid-campaign? Because that would be stupid. Or are you using the vanilla launcher like a scrub?
Thorke Aug 7, 2023 @ 3:58am 
The mod definitely doesn't work.
I downloaded it and checked the content.ini file and there are only two lines of civilians, nothing else... but the archetypes are there.

Since I already had the advanced campaign, I didn't want to start over, so using other mods, I managed to edit this one so that troops would appear.

a solution that requires time, would be to edit the content.ini file again... so if you are looking for reconversion to starwars unless you update it, do not download it... it is obsolete
Bipolar Bear Jul 30, 2023 @ 5:52am 
Is there any intention to release a version of this mod with only texture and model changes? I really want to use this mod, but I much prefer the standard XCOM enemy types and balancing. Either way, thanks for your efforts, it's a cool mod nonetheless.
Oscar Jul 24, 2023 @ 11:57am 
are these enemy units customizible with Iradar´s appearence manager mod_
MostlyHarmless  [author] Jul 19, 2023 @ 9:23am 
@Narrelama: Use either Primary Secondaries or True Primary Secondaries, not both. I still use Primary Secondaries because, when I tried True Primary Secondaries, dual wield melee weapons didn't work properly. That may have been fixed with an update Iridar did but I haven't verified that for myself yet.

@Astolfo Rider: I normally play on Veteran but with lots of tweaks that have a push/pull effect on difficulty. Veteran is definitely a good starting point though. IIRC XCOM2 lets you change the difficulty midgame so it's not like it's a commitment. Generally speaking, enemies in this mod tend to use more direct damage attacks with with fewer disabling moves or telegraphed AOE attacks that give you a full turn to get out of the way.

@kremss: They are part of this mod.
MostlyHarmless  [author] Jul 19, 2023 @ 9:23am 
@various comments about models not changing/mod not working: About all I can recommend is make sure all required mods are subscribed and enabled. Ensure you are using none of the known conflict mods and avoid using similar mods (be especially suspicious of mods that affect enemies, AI or overhaul graphics).

The post below has good general purpose troubleshooting tips. I strongly recommend regenerating config before starting a new campaign, especially if you are making significant changes to your mod list.

https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting

Backtracking through the comments for people who experienced the same issue(s) and resolved them is also not a bad idea.
Narrelama Jul 3, 2023 @ 12:27am 
the mods refer to both of the Primary Secondaries mods from Musashi, [Primary Secondaries by Jedi Class revised and WOTC Lightsabers, Bounty Hunters via dual wielded pistols Primary Secondaries BETA] which prompts a conflict warning.
entomaximus May 14, 2023 @ 1:12pm 
for some reason the models arent changing for me
Astolfo Rider of Black May 5, 2023 @ 7:00pm 
Hey whats the best difficulty to play on for this mod? Do any of the enemies/vehicles change the diff curve by a large amount.
Obi-Wise Kenobi May 1, 2023 @ 6:25pm 
Found the issue. Did not have volume 2 subscribed.
Obi-Wise Kenobi May 1, 2023 @ 12:07am 
Same. Some of the enemy units are not spawning in (serpents and phsy starter unit. Spent 30 turns trying to hun them down. Nice part is though that since they are bugged out, they don't move nor do damage to my units.
Radd Apr 30, 2023 @ 7:58pm 
Any reason why this mod wouldn't work? I've tried using the alternative launcher, i'm on WOTC, mod is enabled. The enemies are not converting.
kremss_jr Apr 29, 2023 @ 3:53pm 
are units like scout troopers, sith warriors and heavy gunners part of the mod or based off of other modded enemies
MostlyHarmless  [author] Apr 23, 2023 @ 7:11pm 
Probably just missing some missing animations for the jump troopers.