XCOM 2
161 évaluations
[WOTC] Direct Control: PvP Campaign Battles (Beta)
6
6
3
3
4
4
2
   
Récompenser
Ajouter aux favoris
Favoris
Retirer des favoris
Taille du fichier
Publié le
Mis à jour le
1.062 MB
14 sept. 2022 à 10h29
17 juil. 2023 à 23h55
12 notes de changement ( voir )

S'abonner pour télécharger
[WOTC] Direct Control: PvP Campaign Battles (Beta)

Description
Allows PvP campaign battles by giving full control of AI to the player. This is local multiplayer only, not online! To play online, you will need to use a screen sharing application such as Parsec[parsec.app].

If you want, you can also use this for a single player campaign, and just use Direct Control to let you control Resistance units.

How it works
Direct Control overrides the game's logic so that, when XCOM's turn ends, the player remains in control and takes over the enemy forces. You control them just like XCOM's soldiers - you see what they see, decide where they go, and pick who they shoot. At this point, you hand control over to your opponent and watch them scheme against you.

You have options for which teams are controlled (Aliens, the Lost, and the Resistance), and whether the player controls unactivated pods or not. If not, inactive pods will follow their normal AI, including any AI mods you have on. You can also choose to let the AI play the Chosen, if they're too powerful in human hands.

There are a few places where enemy gameplay isn't identical to XCOM's; make sure to check out the Known Issues thread.

Want to see it in action? Check out a mission from the legendary Beaglerush's new multiplayer campaign.

How does pod activation work?
If the player isn't controlling inactive pods, then pod activation works exactly as normal. If they are in control, then pods will not scamper when activated. You don't want to set up your forces in a neat firing line, then watch them all run away from it at the first sign of trouble. The exception is that pods will scamper on the first turn of battle if activated, so that they aren't standing out in the open dumbly while XCOM guns them down.

Reinforcement pods will always scamper when they spawn, and the AI controls this. That includes Advent dropships, Lost swarms, Chosen spawning in, Faceless emerging from civs, etc. The player will gain control of them on their next full turn.

For the Resistance, pods are considered inactive until being spotted by XCOM (like enemies), even though they're in active combat.

How do the Chosen and Alien Rulers work?
The Chosen and Alien Rulers were never meant to be human-controlled, so a lot of their abilities aren't configured or localized properly by default. Direct Control updates them with proper localization text and config, so you don't have a bunch of abilities called "ERROR". Currently, localization is English only.

Note: while Alien Rulers do work, the human player does not control their Ruler Reactions. The AI will still be in charge of those.

Can I control modded teams, such as MOCX or Raider factions?
Yes! There are two options in the mod settings for controlling "Team One" and "Team Two" units. These two teams are used by mods to add new factions which are hostile to everyone else (XCOM, ADVENT, Resistance, Lost, and Civilians).

Be warned: enemies from these mods may not have been intended for player control. Accordingly, they might be missing localization for their abilities, and might have abilities visible in the HUD which shouldn't be there. There's not much I can do about that from my side, but those mod authors can update on their end if they wish.

Can I remove this mod mid-campaign?
Yes, but only when loading a save from the Geoscape. If you remove this mod and try to load a mid-battle save, your game will crash.

Why is this listed as beta?
While this mod is running very smoothly, I haven't tested every scenario, especially with other mods. If you're running a heavily modded campaign, some issues may arise. Please report them if so!

Compatibility with the ADVENT Reinforcements mod
ADVENT Reinforcements is a really cool mod that gives Advent Officers the ability to periodically call in reinforcement units. By itself, the reinforcements are called in to a position based on XCOM's location and a few other factors. If you're using this mod with Direct Control, there's special configuration to change this ability to be targeted. This means the controlling player can choose exactly where they want reinforcements to spawn. (This is an optional feature; you can keep the original behavior if you wish.)

AML reports that Direct Control is conflicting with another mod!
As noted below, Direct Control overrides a lot of classes. Check this thread to see if your conflict is listed, along with steps to resolve it. If not, please report the conflict here.

Class overrides
Direct Control overrides a lot of base game classes in order to make things work smoothly. This may cause conflicts with other mods. Most of these overrides can be disabled, at the cost of losing some quality-of-life. Check out XComEngine.ini for an explanation of exactly what each override does, and what will happen if you disable it.

These are the overridden classes:

XGAIPlayer XGAIPlayer_Resistance XGAIPlayer_TeamOneDefault XGAIPlayer_TeamTwoDefault XGAIPlayer_TheLost XComTacticalController X2VisibilityObserver XComGameState_AIGroup X2Camera_FollowMouseCursor XComTacticalSoundManager X2AbilityToHitCalc_RollStatTiers

Credits
Thanks to Beaglerush[www.twitch.tv] for testing this with me both on and off stream and providing feedback. Also thanks to his Twitch chat for their feedback, and in particular Britarnya, who came up with the idea to make the turn timer much more useful.

If you like my work and want to support me, feel free to toss me a few dollars on Patreon[www.patreon.com] - it's greatly appreciated!
Discussions populaires Tout voir (5)
24
1 mars à 18h08
ÉPINGLÉ : Mod conflict reports
Delicious
3
2 nov. 2023 à 16h42
This mod is not working
Subsidio de Desemprego
4
4 oct. 2022 à 10h13
Mod not working for me
Kiyo So
127 commentaires
Snoup Sniddly 3 mai à 23h53 
This is awesome.
CyberNeo 1 mai à 5h08 
One Question:
If you get Control of the Advent Enemies also to the unactive Pods does that include also that I cannot see my Soldiers then when these are not in sight?
MabelTheBraixen 16 avr. à 20h08 
Would it be possible to make aliens vs aliens with this mod?
kishkuma 24 mars à 14h14 
Also I just ran into the same issue as Alphalbatross; I had a soldier suppress an Advent Trooper, then on Advent's turn decided to have him try repositioning anyways to get a better shot. The suppression never triggered, and my soldier continued to shoot the now empty space the Trooper had vacated. The Trooper kept the Suppressed debuff.
kishkuma 24 mars à 13h14 
@Delicious Got totally distracted by other playthroughs and forgot about this! Just wanted to say thanks for the update to enable Tracking Shot with Don't Move a Muscle. Using DC on my current playthrough and it works great.
Alphalbatross 11 févr. à 11h17 
weird bug, sometimes overwatch & suppression overwatch doesnt work for xcom and sometimes it does. doesnt affect advent at all, always works for them.
Lev d'Arc 31 janv. à 15h21 
is it multiplayer mode
The Player Unknown & Aatkins 27 déc. 2023 à 20h18 
Found a little compatibility issue between this mod and a mod titled "Reconceal After Battle"
If it matters, I'll mention that I have advent under control, but not the inactive pods.
When an inactive advent pod finishes their turn, the reconceal mod activates on them and they become hidden.
I'm guessing that teams that are under control are subject to the reconeal mod, when it should only affect XCom.
Delicious  [créateur] 28 nov. 2023 à 9h17 
@Voltaz XCOM: EW modding is a completely different beast with no official support. I'm actually working on a project to change that [github.com], but it's at least a couple of years away still. So for now, no, Direct Control in EW isn't very feasible.
Voitaz 28 nov. 2023 à 4h53 
can a similar mod be done for xcom:ew?