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I changed the values to 5 and 2, and I still haven’t seen a “Did not survive the capture” message which is fine.
But a trend is appearing that others have also mentioned. Whether I use the Fulton Harness, Assist Evac (which works like a Fulton but as an ability), or even carry the unit and evac normally, I always get the message “XCOM gained 3 points for capturing MOCX”, but nothing about the unit surviving or dying. And the unit never shows up in the Armory.
It seems like the capture roll isn’t happening at all, and no roll appears in the log of actions either.
I tried to look through the files and found references to CanBeCaptured, but I couldn’t figure out how it’s being used or enforced.
If anyone has any ideas, I’d appreciate the help. My goal is to get 100% capture, even for classes that aren’t normally usable, I don’t mind retraining them afterward if needed.
[DarkXCOMRedux.UnitDarkXComUtils]
RankPenalty = 13;
;this is for the new capture mechanic if you're using Maluco's extract corpses mod
;Every rank of a MOCX soldier decreases the chance of capture working by the above number
;so 87% for a squaddie, 74% for a corporal, bottoming out to a 9% for a Colonel
InjuryBonus = 2;
;adds a bonus for capturing injured units. Multiplies (Starting HP - current HP) by the above number. So a MOCX colonel that lost 19 health will have +38% chance to be successfully captured.
Lowering that rank penalty is probably the quickest way to make captures more likely, especially for higher ranked MOCX (Colonel is the 7th rank, so every - 1 to the RankPenalty is a + 7 to Colonel capture chance).
Regarding the assisted evac under mind control: I'm pretty sure that's possible. As long as you saw the popup saying they didn't survive, then it did roll the capture chance.
Is the mod structured in a way that allows another mod to override the capture roll,
or would it require decompiling and fully rebuilding the relevant classes to change that behavior?
Also, one thing that never seems to work is mind-controlling a MOCX unit, moving them to the extraction zone, and using Assist Evac. They never survive the extraction. It would be a really nice alternative method of capturing them if that behavior could be supported.
Thanks in advance, and thank you for the great mod!
Does anybody know how this might be fixed?
You can edit a SitRep in a mod's XComGameData.ini and use the ExcludeGameplayTags to exclude other SitReps
I do that to prevent Alien Rulers from the Renegade Rulers mod spawning with feral Chryssalids from The Hive mod.