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I don't have this
Overall, this mod is a companion to the base MOCX mod and is required to support the MOCX Phantom enemy units due to hard coded hero unit logic from the base mod this mod expands upon.
The base mod already let you recruit them by capturing them.
It is a mod to configure the apparence of the HOSTILE MOCX squads we fight in sitereps right?
Not a mod for RECRUITING MOCX (wich would be 100 times less good of a mod than the previous option)
The config file should document everything you need to know about how to tweak the spawn rules.
As to the capture price, this mod also tweaks the capture mechanics too, so if you had custom rules in base MOCX you will need to explore this mod's configs and make sure they align with your expectations, tweaking them as necessary.
If you get stuck, reply here and I will try to help as best I can.
For the first: read and edit, if needed, this mod's XComDarkXCom.ini
https://old.reddit.com/r/xcom2mods/wiki/wotc_modding/mod_folder
Also I've noticed that with this issue second problem had appeared - for some reason now I cant capture mocx agents doesnt matter if use fulton mod or simply carry them to the extraction point. If anyone had similiar issues please tell me is ther any way to fix this?
Like instead of using the vanilla guns, i can give them AKs, M4s, etc..
Long answer, there is one way you can cheat by creating random units in your character pool which are the source units for MOCX, name them the way you want them named, assign them base game classes, and then turn on the option for "bForceCharacterPoolClass" which would then require MOCX classes to find characters with the "right" class from the CP and use them (but if they run out then they will start generating randoms which will go back to the standard naming convention.
I've recompiled it in ModBuddy.
So in original core mod in XComDownloadableContentInfo_DarkXCOM.uc I've uncommented those lines:
//NewSoldierState.AddComponentObject(InfoState);
and then
In this mod file XComGameState_HeadquartersDarkXCOM_Override.uc in line ~177 near this line StartState.AddStateObject(InfoState);
added this
NewSoldierState.AddComponentObject(InfoState);
after that it started to work and soldiers didn't desapear after mission
but there is warning and error in logs after adding this line
Warning: Failed to find owning object with ID 1415 for game state component XComGameState_Unit_DarkXComInfo_Override_260
Error: Redscreen: Failed to find owning object with ID 1415 for game state component XComGameState_Unit_DarkXComInfo_Override_640
The reason I ask, is that if your change was to a .uc file in the Src folder without doing a recompile of the entire project, then your change literally did nothing, and the mod running during before change and after change were literally identical to each other.
Also, which file and line number did you touch, so that I can look deeper at it? And, could you drop the warning from the log file as well?
Tried with latest LWotC
In LWOTC I can see mocx soldiers in UFOpedia Bestiary screen. But after any first mission (even without mocx) all mocx soldiers disappear and not working correctly, there were some logs that soldiers can't be resolved by ObjectId. I've found in mocx initiative sources such lines which was creating soldiers:
//NewSoldierState.AddComponentObject(InfoState);
StartState.AddStateObject(InfoState);
I've uncommented this line 'NewSoldierState.AddComponentObject(InfoState);' and after it it started to work with LWOTC (only some warning appeared in logs, but for some reason it worked fine). If this warning doesn't have any side effects then it would be nice to add to this mod to fix for LWOTC.
Also as an option it would be very nice to have such option in config 'minBaracksMocxSoldiersCount', and before/after each mission to forcibly add soldiers to keep this minimum amount and never run out of mocx soldiers in baracks if they were killed
bUseCharacterPoolClass = true
bForceCharacterPoolClass = false
bRookiesAreWildcardClass = true
bUseCharacterPoolAppearance = true
bUseCharacterPoolOnly = true
bUseRandomRolls = false
bUseSoldiers = true
bUseDarkVIPs = false
But well if not possible I'll just keep dealing with it,its not gamebreaking or anythin but tad annoying lmao
One thing I was wondering,is there a way to make it so that when they bleed out they get one turn cooldown on the evac? Like,most of the time when they bleed out you have 1 turn after it to get to them and evac them if you have a fulton,Cause when their turn come they just insta dip,kind annoying,would be nice of them to at least bleed 2 of the 4 turns before just escaping.
But I got another group after and it was only my pool again so yeah I'll just chunk it as "the mocx get quirky at night" and assume its just a mini hiccup
Will say if it happen again on campaign start or smth.
Just wanna know if its smth related between those 2 mods that you'd know of
Thank you
If i set
bForceMocxSpawnAsExalt = true
will it change the nationality, name and icons also to exalt?
will it show up?
I don't see the Psionic class option