XCOM 2
355 ratings
[WOTC] ADVENT Reinforcements (Includes ABA Support)
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
162.120 KB
12 Sep, 2017 @ 2:05pm
20 Jan, 2019 @ 4:53am
12 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[WOTC] ADVENT Reinforcements (Includes ABA Support)

Description
A stand-alone mod for WOTC that enables advent officers to call in reinforcements. By default, the officer will call in reinforcements if they are the only remaining 'discovered' unit left alive. Reinforcements will consist of 1 'special' advent unit (Stun Lancer, Shieldbearer, MEC, Priest, Purifier), accompanied by Advent Troopers. The number of troopers will increase as the force level increases.

-- Credits --

The reinforcement script was originally created by Rayman! and updated for WOTC by Farkyrie for his Advent Commander mod - full credits goes to them.

Rayman!'s mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=626617018
Farkyrie's mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1129580287

-- Custom / Settings --

The encounter group and distance can be configured in the config ini file. New/custom enemies can be given the ability in the same config file. The 'TryCallReinforcements' AI behavior will need to be added to the custom enemies AI routines. If you need any help with this, just send me a comment!

The new conditional checks for 'revealed' allies. If you want to have the old 'visible' allies check, set 'ReinforcementsUseLOS' to true.
The number of uses, the (local and global) cooldown between uses and the requirements for calling in reinforcements can all be changed in the config ini file.

Please note: If you increase the max allies and/or the number of charges, I strongly recommend that you have the global cooldown set to atleast 1!

-- Changes --

v1 - The advent officer now has audio dialogue when requesting reinforcements.

v2 - The ability uses custom reinforcements encounter list, removing officers and focusing on more numbers of Advent troops.

v3 - Added ABA support.

v4 - Corrected offsite positioning. New AI conditional for call-in requirements.

v5 - Added German Translation, thanks to Nor Dogroth. Added config values to increase customisation options, including cooldowns, charges and max allies/min enemies allowed.
Popular Discussions View All (8)
2
11 Apr, 2022 @ 5:28am
Traditional Chinese Localization(正體中文翻譯)
Mogwai
2
20 Jan, 2019 @ 4:55am
German Localization
Nor Dogroth
1
18 Jul, 2019 @ 12:25pm
Sterls: ADVENT Future Complete AI Support
Wilko
293 Comments
Wilko  [author] 8 Mar @ 3:28am 
Ah, good to know :steamthumbsup:
RambelZambel 8 Mar @ 3:16am 
counterop is the advent hunter, which was cut from the main game, and got restored by mods
RambelZambel 2 Mar @ 5:45am 
@wilko, yea, i put some ice on xcom2 for a while, will try it for sure when i take it out of the fridge,
thx
Wilko  [author] 2 Mar @ 4:00am 
@RambelZambel are you still trying to add this to the General? I'm playing with the mod tools and noticed that there's also a "AdvCounterOpCommanderM"(1-3) class, which at first glance appears to be a copy of the General - I'm wondering if these are the actual general characters that you see in the assassination missions.
Wilko  [author] 26 Jan @ 5:36am 
Sorry, I don't know - I recall the General being a bit of a pain to find/work with - if you have the source files for XCOM2 you'll want to find the 'X2CharacterTemplate' for the Advent General (AdvGeneralM1) and look at the 'CharTemplate.strBehaviorTree' value set for them.

Another option would be to subscribe to a mod that updates the AI of the General and take peak in the mod's XCOMAI.ini - if the modder hasn't completely overridden the old AI behaviour tree, you might be able to see what the General originally uses.
RambelZambel 23 Jan @ 3:03am 
does anyone know which AI tree the general is using? Captain it isnt, he doesnt use the reinforcement ability(i did give it to them with this mod)
Dragon32 17 Oct, 2024 @ 11:31am 
@nikitinnikolya2007
This is probably the best resource: https://old.reddit.com/r/xcom2mods/wiki/index
Wilko  [author] 17 Oct, 2024 @ 10:58am 
Afraid I've not actually used the mod tools in years, so I doubt I'd be much help. If you're running into issues with the mod tools in general, you'd be better off going through guides/tutorials.
Pr0sTo4leN 16 Oct, 2024 @ 11:45am 
Hi. I couldn't figure out xcom 2 mod tools. Can you help me?
Wilko  [author] 12 Oct, 2024 @ 4:27pm 
As I said, you may need to recompile everything for any of the changes to work. So you might want to create your own copy of the mod in the XCOM2 mod tools, using this one as a base.