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[WotC] The MOCX Initiative
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380.044 MB
Sep 6, 2017 @ 8:10pm
Aug 5 @ 11:54am
98 Change Notes ( view )
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[WotC] The MOCX Initiative

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
79 items
Because two sets of enemies that could muck up your battles wasn't enough. (This means they fight with the aliens)

The MOCX Initiative introduces humanity's worst enemy to the game: itself. Starting by default with May, you run the risk of facing enemies that effectively resemble XCOM on the battlefield: they have their own classes, they gain ranks, they even have PCSes.

Normal MOCX squads will be introduced to most missions as a SITREP modifier (added through special means in the mod itself: there is a rookies variant that is treated as a normal SITREP.): you should see it when deciding whether to set up a squad for the mission, if it's been rolled for it.

The good news is that in contrast to the endless alien hordes and ADVENT clones, MOCX soldiers are relatively unique and not easy to train, they can run out of soldiers to throw at XCOM for the month, whether through death or because all of them are injured. They won't be constantly coming back like the Chosen. In addition, if you work with the factions, you can ultimately topple them and stop them from taking any further action in your campaign. It will take time however, time and Covert Actions that could be used for other purposes.

They are also disallowed from spawning on a mission if an alien ruler will already be active in that mission.

Check the discussion tab for pinned topics for specifics on stuff like MOCX ability availability, when MOCX can appear, how to customize MOCX, the rules for using units from the character pool, etc. It also contains information on just how MOCX upgrades throughout the campaign.

Known Issues
If you happen to not have a mission spawn, type in MOCXSpawnFirstMission, MOCXSpawnSecondMission, or MOCXSpawnFinalMission depending on how far you were in to the mission chain.

Other Mod Support
Use Extract Corpses and try your hand at Metal Gearing from new recruits from MOCX themselves.

The alternate mod launcher will say there will be conflicts if Genji Redux, A Better Advent WotC, or World War L is installed. This is a false positive.

Thanks to CMDBob for Total Advent Weaponry, which this mod uses for custom weapons.

Thanks to Pavonis Interactive, for the Coil tier of weapons this mod uses.

Thanks to robojumper for overhauling the backend and adding in the MOCX Photobooth functionality
Popular Discussions View All (23)
Mar 27 @ 10:12pm
WOTC MOCX Mod Memory Leak/Crash Issue?
Apple Juice for the Merry
May 22 @ 5:27pm
MCOX Initiative Crashing Issues
Jul 11 @ 7:02pm
XCOM on kill abilities not working on MOCX intentional?
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Hixlysss Aug 18 @ 1:40pm 
@Fleshseeker Same issue over here, anyone know of a fix?
Fleshseeker Aug 16 @ 12:50am 
As I using the alternative launcher, it report that X2Action_MoveClimbWall is conflict with mods: A Better Advent and World War L. Modder of World War L said that his mod is fine with ABA. I am not sure is this mod also compatible with ABA with this X2Action_MoveClimbWall confilcted?

Because everytime I encounter the MOCX with ABA mod, The game turned into laggy status which EVERY ACTION would pause like 2 second to do it. It only happen when there is MOCX squad exist in the AO.
von Blucher Aug 15 @ 5:45pm 
Thanks for looking into it RealityMachina. Keep up the good work, your mods are great!
RealityMachina  [author] Aug 15 @ 3:49pm 
@von Blucher

So the good news is that I have managed to break Sabotage Transmitter before in that kind of similar manner, so you probably had the same bug I had where reinforcements were required but the reinforcement logic just wouldn't work.

Unfortunately it was mission without MOCX or a raider faction mod, and a restart of the mission had it working a-ok, so I had no idea what the heck caused it to break in the first placed.

As for retribution I'll try taking a third look at ability assignment logic, I have that ability finally working on my end but it's possible I missed an edge case somewhere.
von Blucher Aug 15 @ 10:48am 
Also, there were two Reclaimed in the mission. Whenever any enemy unit moved within their LOS, it would trigger both of them to do "Retribution", despite them being nowhere near melee range. It never seemed to do anything, they would just raise their coil guns and do the shooting animation with no effects, and then everything would continue as normal. That bug didn't break anything, it just slowed things down. Hope this helps!
von Blucher Aug 15 @ 10:48am 
I played a sabotage the transmitter mission with MOCX and also Marauder Sitreps. During the course of the mission, MOCX and Marauders engaged each other. Some MOCX units got stasised and killed by the Marauders. Hunter eventually showed up, and I killed all the enemies on map. However, the "Neutralize all Enemies" objective never completed. I swept the entire map to make sure I wasn't missing anything. Eventually I had to EVAC, and the mission completion screen showed I had killed every enemy alien but still failed the mission. Since Marauders don't count towards the neutralize all enemies objective, I guess there was some bug with MOCX. I've been playing this campaign for a while, with numerous MOCX encounters, and this is the first time I've run into this.
Echo Aug 14 @ 3:04pm 
And another question: is the PCS research allowing you to build PCS's part of this mod? Because I can't find any mention of that anywhere.
Echo Aug 14 @ 2:59pm 
I enjoyed the mod far (not very far into the campaign yet). However, the following mechanic is still unclear to me: I "kidnapped" some MOCX operatives and I was expecting them to be available as... recruits or something, I guess. Apparently, that's not how it works. Is there a point in bringing them back?
Paddy11B Aug 14 @ 8:32am 
yeah, in the mod files find localization, localization.ini. you can change their name in there
Masterman Aug 14 @ 1:59am 
Is there a way to change the name of MOCX to something else? eg EXALT?