XCOM 2
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[WOTC] Sitrep: Collector & Reaper Forces
   
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5 Jul, 2020 @ 1:46pm
19 Sep, 2020 @ 10:58am
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[WOTC] Sitrep: Collector & Reaper Forces

In 1 collection by NightNinja54
Sitreps
10 items
Description
Commander, we have reports that activity in the field appears to be related to a particular opposing force.
-Bradford

Sitrep: Collector & Reaper Forces
This mod offers a sitrep in which XCOM will fight against units related to Collectors and Reapers for the encounter. Included enemies:
  • Collector Drone - Force Level: 1
  • Collector Vanguard - Force Level: 1
  • Collector Assassin - Force Level: 3
  • Marauder - Force Level: 4
  • Cannibal - Force Level: 5
  • Brute - Force Level: 10
  • Praetorian - Force Level: 14
  • Banshee - Force Level: 15

Coupling this sitrep with Multiple Sitreps 2.0 will allow you to categorize enemy forces for more varied and unique tactical engagements.

Additional Details
This will seamlessly integrate into a current or new campaign.
  • Recommendation: Raider Unit Manager - Enemies associated with this sitrep will not spawn alongside ADVENT - they will only fight in their associated sitreps.

Please let me know if you encounter any bugs or discrepancies. I hope you enjoy!

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67 Comments
Deathraven13 8 May, 2023 @ 6:05pm 
I've found the comment:
"Planewalker 31 Mar @ 5:24am
How to fix "just stay still" in LWOTC:

Open 2683996590\Config\XComGameCore (or same file in 'Long war of chosen' in AML), find this block:
!PlayerTurnOrder=()
+PlayerTurnOrder=eTeam_XCom
+PlayerTurnOrder=eTeam_TheLost
+PlayerTurnOrder=eTeam_Alien
+PlayerTurnOrder=eTeam_Resistance
+PlayerTurnOrder=eTeam_Neutral

add
+PlayerTurnOrder=eTeam_One
+PlayerTurnOrder=eTeam_Two

All neutral factions is acting now."
Deathraven13 8 May, 2023 @ 6:02pm 
@Dżonson I'm just popping here and not using this mod but in some raider mods (SCP for LWOTC I believe) someone posted a line of codes to add, something about XCOM -> Advent -> Team 1 -> team 2.
I can also confirm you that the mod I've mentionned work too and the resistance raider also work without issue, if you have modjam for LWOTC it may also solve the issue but there is no guarrantee, technicaly the resistance raiders shouldn't work if it did not get an update for it like the SCP did, so maybe modjam will do the trick, be warned that you'll have to edit some research since acid grenades and poison grenades need new ennemies to be researched....... hope that help.
NightNinja54  [author] 2 May, 2023 @ 11:23am 
@Dzonson
Fair - not sure, I haven't used LWOTC personally
Czekoladowy Dżon 2 May, 2023 @ 10:43am 
Well i should have asked differently. Does it work properly with lwotc? Im reading on almost all raider faction mods that units from moded factions don't do anything after initial reaction. They just stay in one place and don't interact with anybody.
NightNinja54  [author] 2 May, 2023 @ 10:40am 
@Dzonson
Should be
Czekoladowy Dżon 28 Apr, 2023 @ 7:47am 
Is this LWOTC compatible?
NightNinja54  [author] 23 Dec, 2021 @ 9:44am 
@dmc32
I am unfamiliar with CI, but in theory the sitrep should work as expected if it's called?

@Newb.
That would be cool, but biome-specific enemies are unfortunately not baseline.

@RambelZambel
Yeah, I believe it's a problem with how I set up their accepted followers.
dmc32 20 Dec, 2021 @ 6:59pm 
@NightNinja54, does this work with CI? Perhaps you covered this and I missed it, thanks.
Newb. 8 May, 2021 @ 2:41pm 
Just curious is there a way to make it so that the reaper units only show up during lost missions i just feel like they suit that environment more you know
MaCC165 30 Mar, 2021 @ 4:09pm 
i have the problem that vanguard and marauder are always in a one unit pod, normal spawn and sitrep, any idea how i can find out what causes this?