XCOM 2
Long War: ABA Guest Enemies
283 Comments
The Dark Phantom Apr 2, 2021 @ 4:43am 
Having installed this mod, it appears greyed out on my Mod list, and I cannot check it. Any advice on why this would be and how to fix this?
galacticGoanna Mar 24, 2021 @ 2:06pm 
Would be nice if we could sell their corpses on the blackmarket
GigaSmoot Dec 8, 2020 @ 12:10pm 
Second question: are there any plans to adapt this to Long War of the Chosen?
GigaSmoot Dec 8, 2020 @ 12:04pm 
Does this mod description list *all* of the ABA enemies that have been included? I was surprised to not see any of ABA's MEC variants listed, given how distinct they are from LW2's, and given DerBK's support for including them in his Reddit post on the subject.
https://www.reddit.com/r/xcom2mods/comments/5pos5h/abalwlets_talk_about_a_better_advent_for_long_war/

I'm thinking that the mod description may simply be incomplete, given that it still says the number of enemies is TBD, and that it doesn't make any mention of the AI changes that DerBK confirmed are part of the mod in his first comment.

Apologies if this has already been answered. I read through the comments until I got to DerBK's comment that he didn't expect people to read through comments.
Vyufta Jun 5, 2019 @ 5:39am 
I have found a workaround type of solution. This mod:

Chryssalid Mod (EW/EU Behavior)
https://steamcommunity.com/sharedfiles/filedetails/?id=725228162

It changes the behavior of the Chryssalids and overrides the buggy AI. Its not perfect since Chryssalids will act differently, as described in the mod page, but its better than nothing.
whitefox_braveheart Oct 21, 2018 @ 9:13pm 
on further investigation ive found its just the maps with the chryssalids on it that cause problrms.....so how can i fix this? If anyone has any ideas please let me know
whitefox_braveheart Oct 21, 2018 @ 10:58am 
only problem i see with the mod so fare is that when one of your custom enemies spawn in a troop colomn or the like i get no corpses at all....so unfortunatly ima have to uninstall your mod..This is regrettible as it added more flavor to by adding enemy types :C
whitefox_braveheart Oct 18, 2018 @ 2:08pm 
wish you where still working on this mod...only did one mission but im already in love with it :D
DerBK  [author] Apr 3, 2018 @ 5:48am 
@Calielll: Hey man, sorry for the late answer, only seeing this question now.

If you haven't figured it out by now, this mod is likely going to fix your issue: http://steamcommunity.com/sharedfiles/filedetails/?id=929030780
Caliell Mar 21, 2018 @ 11:07am 
am having problems with story progressions. Codexes that appear are not eligible to be Skulljacked. I am just unlucky or something else?
DerBK  [author] Mar 9, 2018 @ 9:30pm 
No idea, i've never used that mod or looked at how it works. I suggest asking the author of that mod how it interacts with custom enemies.
34091 Mar 9, 2018 @ 9:06pm 
do the Chryssalids' corpses work with the Extract Corpse mod? If not, how should I fix it?
DerBK  [author] Feb 17, 2018 @ 3:16am 
Setting their spawnweights to zero in the mission.ini should suffice.

Iceberg Feb 16, 2018 @ 11:42pm 
What changes would we have to make to remove the ABA chryssalids from our games? Just delete their lines in the missions.ini, or the AI files too?
HellHound989 Feb 8, 2018 @ 9:15am 
@Stalin's Crusade: And here I just thought the chrysalids were doing some ultimate unknown strategy that I wasnt aware of. So far in my LW2 campaign, its still late April and only had 2 missions with these guys, but in both missions, they just ran around.

I had assumed they were actively ignoring my soldiers and maybe going for civvies in order to "impregnate" them?

On a side note, made my first Full Retaliation mission in my V/I campaign easier, as 3 of the reinforce pods were nothing but baby chrysalids running around doing nothing at all
abuster Feb 3, 2018 @ 2:52am 
@Stalin's Crusade: Yea, I have the same problem, I uninstalled this mod =(
DerBK  [author] Feb 2, 2018 @ 2:41pm 
I don't know, it worked when i originally made the mod. LW changed since then, maybe something conflicts now that didn't back then?

At any rate, i am not updating any pre-WotC mods anymore and i left LW behind, so this would be for someone else to figure out if its a general problem - and if it is, if it's easily solvable. If it's just a conflict in the AI.ini, chances are it would be fixable.

As a first aid attempt, try switching the load order of ABA and LW, so whichever one is loaded first right now is loaded afterwards instead.
Dzūkian Mushroom Crusade Feb 2, 2018 @ 1:56pm 
The Chrysalids don't seem to attack. They just run around the map higgledy piggledy. As far as I'm aware, this bug has something to do with a conflict in of the XComAI.ini file, but the only mods I have that affect this file are Long War 2 and Better ADVENT (this mod). I refreshed all the ini files, and I even disabled every mod except Long War 2 and Better ADVENT to confirm it, and I got the same result. I don't get it... How does a mod designed for Long War 2 have compatibility problems with Long War 2?
logruspattern Sep 6, 2017 @ 1:53pm 
Are the AI changes in this mod applicable only to the ABA units it adds? Or does it also change the behavior of the vanilla units (Trooper, Turret, MEC etc.) that are also in LW? Based on the mod description and the comments it is still not explicitly clear to me. After looking through the AI.ini I want to say yes, but an ADVENT Captain passed up a flanking kill shot on one of my soldiers to designate her instead. This was the last action of the enemy turn. Was it luck of the RNG? I like LW but even with this mod on I feel like the AI is still pulling too many punches.
N*rd Aug 24, 2017 @ 1:21pm 
seems like
DerBK  [author] Aug 23, 2017 @ 9:10pm 
You did something wrong then...
N*rd Aug 23, 2017 @ 2:56pm 
your "Enemies" are invisible and not to hit - lol best mod - ruins a game xD
Sgt. Foley Aug 21, 2017 @ 1:59am 
Yo the eclipse is tommrow.. Wait today :D
pauloel7 Aug 19, 2017 @ 9:41pm 
FYI, found it: https://www.reddit.com/r/Xcom/comments/5oyr5u/long_war_2_bug_squad_stuck_on_a_mission/

Removed "It's Just a Scratch" mod, rebuilt .ini files, unbound missing mods at the mission debriefing on the avenger deck, and got the bug fixed :-)
Back to the bridge... Thank you so much!
DerBK  [author] Aug 19, 2017 @ 7:05pm 
No idea. I am completely out of the loop with regards to known bugs and conflicts in LW2.
pauloel7 Aug 19, 2017 @ 6:26pm 
Indeed, I've rebuild the files and resubscribed to mods, including yours, but only a few at a time, and the gescape timer was ok. Am still looking for a fix for the squad status bug, tough. Seems their status are not refreshed after missions... any idea?
pauloel7 Aug 19, 2017 @ 7:26am 
@DerBK: right, thank you.
DerBK  [author] Aug 19, 2017 @ 1:53am 
@pauloel7: I don't know what to tell you except that i am sure that my mod doesn't cause anything on the geoscape. All i can point you towards is the "turning it off and on again" of XCOM modding: http://steamcommunity.com/workshop/filedetails/discussion/793861140/215439774865868203/

Doing that is known to fix all kind of problems, please do that if you haven't.
pauloel7 Aug 18, 2017 @ 12:33pm 
The timer button is simply not there, vanished. I find it troublesome to relate a geoscape issue to either one of these three mods I mentioned, but they were the only ones I did not load and the bug went away so... I am asking for help. At the same time I suspect notoriety of cohesion might be interfering and causing this and another bug which causes the squads to retain "on mission" status, thus unavailable, even after missions are completed. I am now removing them, rebuilding the game files, and trying another campaign to verify.
teh1archon Aug 17, 2017 @ 11:15am 
What do you mean by suppress? It goes slow? How much? My geoscape is slow but bearable and I'll take that over checking which of the 500+ mods (although many are voice packs and cosmetics) which causes the slowdown.
pauloel7 Aug 17, 2017 @ 11:00am 
Dear DerBK, I thought the same, but I've just overcame that bug, after several attempts, by removing it (along with its accompanying mods more lw2 aba more guests and codex fix) and rebuilding the whole game and remaining mod files. I found it strange as well, hence this inquire as I would love to run this mod without the bug.
DerBK  [author] Aug 17, 2017 @ 10:37am 
I don't understand what you are saying.

This mod doesn't change anything about timers or anything related to the strategy layer.
pauloel7 Aug 17, 2017 @ 9:46am 
Anyone else having this mod to suppress geoscape timers? Any fix?
DerBK  [author] Aug 16, 2017 @ 6:18am 
Yes, it's pretty. But i don't want to change anything about LW2 itself or i end up having to update my mod when Pavonis update theirs.
MantisUK Aug 16, 2017 @ 5:56am 
shame, allways perfered Total ADVENT Weaponry
DerBK  [author] Aug 16, 2017 @ 5:41am 
nope.
MantisUK Aug 15, 2017 @ 3:33pm 
So does this mod also change the LW2 advent to use Total ADVENT Weaponry?
WaldroN Aug 8, 2017 @ 5:06am 
@DerbK, That's ok, Thanks for your help..I'm just confused, why only spectrum captain can spawn in mission, but I never saw the followers, is that just bad RNG or I missed something..

I already tried changed the spawnweight like another enemies mod.
DerBK  [author] Aug 8, 2017 @ 4:27am 
I can't just give you a crash course in programming via Steam comments. And certainly not when it comes to understand Yzaxtol's ... piece of art ... that is Spectrum. Find the enemy templates, understand what is going on where and what you want to do with it.

If i were to try and spoonfeed it to you, i might as well do the mod myself (which i haveno interest in). But yeah, the src folder is where most of the magic happens.
WaldroN Aug 8, 2017 @ 4:03am 
@Derbk, ow I see, can I know which file is it?
is that in src folder? I already took a look, but still can't find any sentences about spawn restrict haha

Thanks you so much
DerBK  [author] Aug 7, 2017 @ 9:38pm 
No, it's not in the ini files at all. It's in the unit templates and you will need the SDK to edit and recompile them.
WaldroN Aug 7, 2017 @ 5:51pm 
@DerbK, Oh I see, last night I tried to added them, and it worked, but only saw the captain.

how can I find the requirement for them to spawn? it's in mission.ini files?
DerBK  [author] Aug 7, 2017 @ 8:17am 
You added the Spectrum enemies?

If so... When you copied their enemy templates into your mod, did you remove the requirements for them to spawn? Spectrum restricts its units to only appear once a certain Dark Event is triggered. If you kept that restriction in, it's understandable why you never got them to spawn in LW.
WaldroN Aug 7, 2017 @ 6:09am 
Thanks for response, I already added their names as LW2 unit's followers in GameData_Characterstats.ini, especially their leader, and also I already up their spawnweight instead LW2 unit spawnweight, but they never spawned in mission pod, sometimes just 1 guy drop from reinforcement,

Actually, I already added many kind of Xcom2 mod enemies, and they worked, only this spectrum's guys didn't spawn well..do I have to look into mission.ini? or just edit their spawnweight.

Thanks
DerBK  [author] Aug 7, 2017 @ 4:27am 
The AlienVariations file is what LW2 uses to color some of the enemies and has nothing to do with how they spawn. To make them appear in a pod together, you need to add your guys as followers to the followerlists of the leaders.
This is done in the GameData_Characterstats.ini
WaldroN Aug 6, 2017 @ 10:23pm 
Dear DerBK, can I ask you something?
I want to add few enemies into LW2 campaign like you did with ABA, should I add a file names "XComLW_AlienVariations.ini" like this mod?

I already changed the leader and follower spawnweight template like LW2, but the enemies that I added only spawned in reinforcement's force, and just the captain followed by the other's mod enemies.

I seldom saw the enemies spawned in usual POD, it's that just RNG or I have to do something in the other files?

I already added the enemies's name in LW2 mission.ini file.
DerBK  [author] Aug 3, 2017 @ 1:48pm 
Aye. This mod replaces no enemies, it only adds new variations.
Garr Incorporated Aug 3, 2017 @ 12:53pm 
You will mainly see LW2 enemies with ABA2 alongside those.
philmakerguy Aug 3, 2017 @ 12:06pm 
Does this mod replace the vanilla LW2 enemies with the enemies in the mod or do still encounter LW2 enemies along side them?
DerBK  [author] Aug 2, 2017 @ 11:53am 
You could tune down their spawnweights to make them appear less often.
You can do that in the GameData_Characterstats.ini. There you will find the forcelevel ranges the enemies can appear in and the spawnweights that go with them.