XCOM 2
Raider Faction Bases
372 Comments
«Wyvern» May 22 @ 8:53am 
After several tries, i was forced to force complete the mission with a fail.
With cover up, i had to the the dataminingl mission. When the countdown of the objective comes to 2 turns left, and im finishing my tuen, the enemy turns doesn't ends
"SkipAI" doesn't help
"Killallai" either. when count is at 2, even if theres no more enemies, i can't play the next turn

I will try next time to do such a mission, but if once again i can't finish it because of an infinite waiting time loop bug, ill be forced to not do it anymore. I hope it won't be the same with others missions, and i hope this mission isn't a mission which allow more content of this mod to unlock itself :/
Dragon32 May 19 @ 2:50pm 
Maybe ∑3245's Mission Overhaul mods. I've read of those mods causing some problems for some people.
EvilBob22 May 19 @ 1:50pm 
That's most likely being caused by another mod interfering with this one. I'd start with any map mods or Quick Soldier Info if you have that one. Maybe something that changes how missions work (although I can't think of any examples off the top of my head other than CI, which is known to work with this mod).
Ludwig, Shadow Protogen May 19 @ 5:15am 
Locate Raider base still softlocks my game when I accept the mission
Dragon32 May 1 @ 6:35am 
@♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥
iirc, bases can spawn some higher tier boss units. Maybe it's them you're seeing?
Great mod, only issue I'm having is that I get randomly super strong raiders and I'm not sure where their stats are coming from. They seem to have really high defense. Does this generate raiders based on xcom soldier stats or something?
lety4ayavoropaeva Apr 15 @ 4:10am 
I assume that [WOTC] Allow For LargerSquads is already integrated into X2WOTCCommunityHighlander v1.29.0 or LWOTC.

Because in the last campaign I played without this mod and there were periodically 10 of my soldiers landed on a mission.


That's why it's no longer a requirement, right?
lety4ayavoropaeva Apr 15 @ 3:44am 
I want to try LWOTC with your mod. The description contains a list of 5 Raider Factions that are already supported.
I would also like to use:
- SCP Raider Actions for WOTC
- Raider Faction: Heretic Get
- [WOTC] Raider Faction: Reapers & Collectors
- [WOTC] Raider Faction: Cerberus
- [WOTC] RaiderFaction: Terminus Mercenaries

1. Is there any compatibility with LWOTC?
2. Is there a ready-made solution (perhaps there are described config changes) to integrate my additional list?
Snicks Apr 1 @ 5:03am 
basically the premise of the base mission is to kill an entire horde of enemies
bogart69 Mar 28 @ 2:27pm 
At force level 16 there were 54 bandits during the base mission. I like a challenge, but this was ridiculous. After several reloads it never went below 42. Is there a setting in this mod to fix this? If not, it must be a conflict with another mod, but I cant figure it out.
dallasam96 Mar 12 @ 10:07pm 
Is there a fix to the camera getting stuck in the ground on mission start while you have Squad Based Roster (Beta) installed?
UnTypeOrdinaire Mar 6 @ 5:29pm 
Great mod but the way certains missions are handled is just no compatible with certains factions.
In the missions where you find a base by securing a package and then evacuate, there's a SCP (pest control more precisely) faction that will spam their tranq gun (ability to stun for 2 turn, and it accumulates) from the turn they spawn onward. When arriving near the spawn position of the ennemy, it does get ugly : constantpoison grenade and stun shot spam by ennemy who just spawned will obviously overwhelm you

Basically it creates a configuration where you lose soldiers with no feeling of that being due to an error of the player or the merits of the AI, it's kinda frustrating to lose late-game soldiers this way.

It's still a great submod that I appreciate and will still use, but I do think that this particular type of missions does not take into account the abilities of certain raiders subfactions.
Virconaut Feb 16 @ 2:04am 
yeah no didn't work, not even with more sitreps
I'm in November 2036 and I try the covert ops every month and it's either bandits or random named people
Honestly it's starting to feel like I'm just slaughtering random survivors with killer robots
I guess I'm just not going to get to fight the other two
Virconaut Feb 14 @ 9:28pm 
thanks
EvilBob22 Feb 14 @ 9:35am 
Try the console commands:

ForceSitrep PhantomIncursion
ForceSitrep MarauderIncursion

They will make the next mission generated have the faction you want. But, don't try to do both on the same mission, it might make neither come up (they aren't allowed on the same mission).

For the bases, spread out on the geoscape. Each base is on a different continent and making contact with a region in a continent should reveal the base. Also, if you have less than 6 raider bases, they fill out from west to east. So, make sure you've been to the Americas and work your way east from there to find bases.
Virconaut Feb 14 @ 12:55am 
is there a way to force bases and raiders to appear
I wiped out the cult and bandit base but I've only seen marauders once and phantoms not at all
Dank Potatoes Feb 10 @ 1:38am 
Heads up:
Raider Bases does not work with the new mod, "Soldier Life Events"
It causes the "camera stuck in the ground" bug when loading into Raider Base missions.
No idea why, but I did some testing, and removing that mod does the trick.
Dank Potatoes Feb 6 @ 10:00am 
Damn, so much for that theory.
I guess I had rationalized some unfounded theories as to why each faction is located where it is, without it having actual bearing in any lore, lol.
I guess I'll attempt to root around the various ini files of the working raider base mods contra the broken ones, and see if I can find any type of pattern, that could explain what's up.
I really want those raider bases, haha.
Any suggestions as to what could be relevant to look for?
EvilBob22 Feb 6 @ 8:52am 
Good thinking, but I've already checked that, and it isn't the case. What it does is say "give me a list of all raider mods" (which is always in the same order if you haven't added/removed any), and then says "give me a list of all continents" (which is always in the same order). Then it puts HQ 1 in continent 1, HQ 2 in continent 2, through HQ 6 in continent 6 (the last one). Then starts again with HQ 7 being the 2nd one in continent 1, HQ 8 2nd on continent 2, etc.

I have some code written that should work to randomize their locations, but it's still a long way off from releasing.
Dank Potatoes Feb 6 @ 4:41am 
Ok, I have a theory. Granted, I know practically nothing of making mods or code, but bear with me:
All the raider bases spawn on the same continents in every campaign.
Phantoms are always in Asia, Marauders are always in Africa, Dark Eldars and Rogue Xcom are always in NA. Etc.
Is it possible that the reason why the ME/Combine mods don't spawn bases, is that they lack code providing them with a starting continent?
EvilBob22 Feb 5 @ 11:57am 
I missed that about the Geth, you are right! So, I may have been barking up the wrong tree. One thing I find interesting is that the non-Geth ME mods were all made by the same person, so they probably missed something in a copy/paste in their first raider mod (and then copy/pasted that one to make the others). Then, as you said, the Combine was inspired by the ME mods and probably started with a copy/paste from one of them -- also without whatever it is that's missing.
Dank Potatoes Feb 5 @ 9:46am 
Thanks for the reply!
I have modified the relevant ini files, with the suggested additions.
No change on my current playthrough, sadly, but I suppose that's to be expected, since bases are created at the start of a campaign. Might try booting up a new campaign and go looking for bases.
Thing is, I'm not certain this is the problem, because of one specific mod:
The Geth faction did not have a BossBucket, and yet it *did* spawn into my campaign.
I'm trying to come up with an explaination as to why this one mod, out of all the Mass Effect-ones, and the Combine-mod explicitely stated by the author to have taken inspiration from the ME-mods...
Out of all those, only the Geth base spawned in. It's really strange.
EvilBob22 Feb 4 @ 10:30am 
All 4 of the ones you aren't seeing are missing settings for the "BossBucket": the boss units meant to show up in the final base raid. I didn't look at all of the ones that do show up, but the ones that I did all have the BossBucket setup. I'm not totally sure a missing BossBucket would cause the base not to show up, but it's looking pretty likely.

If you want to attempt a workaround that may or may not do anything...
In each of the 4 mods, edit the XComRaiderBases.ini file and add the "strong" list as the BossBucket at the end of the "+BaseDefinitions" line.
For example, Terminus ends with "StrongBucket=LIST_Mercenaries_Strong)", change it to end with "StrongBucket=LIST_Mercenaries_Strong, BossBucket=LIST_Mercenaries_Strong)"

That would add the stronger, but normal units as the "Boss". Ideally, the fix would be to add "BossBucket=LIST_Mercenaries_Boss" instead and then define them in Raider Bases\XComEncounters.ini, but that requires more time and consideration.
Dank Potatoes Feb 4 @ 1:42am 
Having an issue with some raider bases not spawning on the map. Is there a limit to how many bases can spawn in a given campaign? I have a LOT of Raider mods installed.
Bases that DO spawn:
-Phantoms, Marauders, Jariah, rogue Xcom, Bandits, Dark Eldars, Heretic Geth, Chaos Insurgency, GOC
Bases that don't spawn:
-Cerberus, Terminus Mercs, The Collecters, The Combine
First I thought this was just a problem with the Mass Effect raiders, but the Geth worked fine, so I'm not sure what's up.
All the raiders spawn fine in missions, and have shown up at least once each. It's just the bases that don't appear, neither on the map, nor as targets for Covert Actions for some of them.
[RAW]FoxThree Jan 20 @ 1:30pm 
Had the black screen with mist issue when assaulting the Rogue XCOM base. Managed to make it work by removing modded maps and added them back after beating it.
lichen93 Dec 15, 2024 @ 2:36pm 
So I think I went into trouble with try to destroy a raider base, somehow it always crushed, the data retrieve and raid the base seems often fine.
saximaphone Nov 29, 2024 @ 11:14pm 
When using this on my own mod, is there a way to force it to choose from a certain set of maps for the base or is it always the same?
dallasam96 Nov 27, 2024 @ 4:19pm 
And no, I'm not using the Quick Soldier Info mod
dallasam96 Nov 27, 2024 @ 3:48pm 
@Sane Boi Caligula
Did you ever figure out a way around this? I'm having the same bug and it has now soft locked my campaign.
₿arrett Nov 11, 2024 @ 2:47pm 
Ran into a crash while loading a Data Retrieval mission from the Raider Faction Bases mod. Specifically the MTF Epsilon-9 ("Fire Eaters"). The game crashes to desktop and shows "XCom2.exe - Application Error. Disabling this mod works around it. Guess there is some hidden bug between these two mods, or at least between the something concerning MTF Epsilon-9 ("Fire Eaters") and the Raider Faction Bases. Had no issues with other Foundation units so far.
Blitzkrieg Oct 9, 2024 @ 1:28am 
so, this soft locked my campaign, wont let my play the mission, just SFX and a black screen upon loading into the destroy base mission, not the mist thing and no quick soldier info, so not sure whats going on here.
EvilBob22 Jul 16, 2024 @ 4:56pm 
Huh, it doesn't look like it is randomized. It goes through each raider mod in whatever order the game gives them (which will be the same when you load it with the same mods) and then goes continent by continent in the order the game gives them (which will always be the same) looking for empty slots. It would require a rewrite of the "CreateBases()" function to make it randomized.
PandaFlame Jul 15, 2024 @ 8:44pm 
something that i've been wondering, but are the raider faction base locations randomized? I was loooking through the config for confirmation, but I feel like every time I play, Rogue Xcom is always in North America, Mauraders are always in Africa, Phantoms are always in europe or asia. At least according to my memory.
B16BE4R Jul 11, 2024 @ 5:12am 
Does this work at all with LWOTC?
Dragon32 Jul 6, 2024 @ 6:08pm 
@Sane Boi Caligula
If you're using Quick Soldier Info try disabling that mod for the mission
Sane Boi Caligula Jul 6, 2024 @ 2:06pm 
Every time I try to do a mission from this mod, the camera gets stuck in the ground, and the mission never fully loads. Anybody else have this problem?
Bauglir Jun 25, 2024 @ 11:36am 
Thank you so much for this wonderful mod. Is it possible to somehow restore/add the base if the base are destroyed or all continents are open(in mid-game) ?
Soul Jun 20, 2024 @ 2:36pm 
I get an infinite loading screen when doing some raider covert missions
Dignan Zazumba Jun 15, 2024 @ 4:55pm 
I'm regularly only seeing one base on the map, for some reason its always the Phantoms, and it seems to be causing no influx of Phantom incursion sitreps on nearby missions
Tyrant Jun 12, 2024 @ 2:40pm 
Is it possible to use the teams "eTeam_DONT_USE_X", to assigne each raider faction a team? I'm using multiple factions and when 2 raider faction appear on the same map dues to multiple sitrep mod, the 2 faction end up in the same team. I'm wondering if it's possible to get 4, or even 5-6-7-10 way battles.

I really enjoy chaotic battles. It's always cool when you're fighting against advent, a raider, the lost and then suddenly a chosen shows up.

I just feel it'd be cool to see raiders divided.

I'm asking here because @realitymachina is involved with several of the mods that have to do with raider factions and part of this post

https://github.com/X2CommunityCore/X2WOTCCommunityHighlander/issues/188
Leokosta Jun 10, 2024 @ 6:13am 
Works with LWOTC ?
JurassicIan Feb 23, 2024 @ 3:37am 
Somehow forgot to clarify, but this is a Destroy Raider Base mission. I do not have QSI, and I removed my mods that do similar things.
JurassicIan Feb 23, 2024 @ 3:20am 
This has softlocked my game. When I go into the mission, it simply goes into a screen covered in mist. I cannot select anything, and I cannot beat the mission even with console commands.
4rrakis Jan 25, 2024 @ 11:46am 
Probably to allow for larger squads.
Vanzgars Jan 25, 2024 @ 11:43am 
Why is "Allow For Larger Squads" required for this?
EvilBob22 Dec 3, 2023 @ 9:23am 
Some similar words that might help
Rogue: outlaw, illegitimate, offshoot
Marauder: raider, pillager, plunderer
Tommy Dec 2, 2023 @ 7:30pm 
How to translate english "rogue xcom base HQ" to other language? cannot find key word like "Marauder base", "Rogue XCOM base"
RakkoHug~<3 Nov 21, 2023 @ 4:07am 
Pardon me, but what happens if another raider mod is installed during mid-campaign? Would they still get access to their own faction bases and area of operations?
steamt Nov 20, 2023 @ 11:47am 
I have had the reaper not in concealment as well. I had not narrowed down which mod was causing the issue
Stolas Suzie Nov 5, 2023 @ 8:47am 
Even comparing it to the same config files for vanilla wotc there's not much difference I really can't tell how this mod could be screwing up reapers concealment unless its something not noticeable in the config files. @RealityMachinima idk if you're still active or if this ping works but do you have any ideas?