XCOM 2
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Resistance Units that Scamper
   
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1 Feb, 2023 @ 6:40pm
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Resistance Units that Scamper

Description
This mod contains copies of the standard civilian resistance soldier units that will scamper when spawned in instead of standing in place as a mass mimic beacon. It includes all 3 tiers of standard resistance militia unit, and some encounters that will spawn 3x of each tier. On its own, this mod won't do anything, it is designed so other mods can use these units for their own purposes.

The original intended use was for people that want to spawn resistance units into missions themselves for some reason, such as a viewer redeem on a stream. Anything else can use these units themselves for whatever they want. The base game resistance tiers have a scamper root of "NoMove" which means they stand in place. I've simply made copies that don't have this flag on them, so if you drop them in, they will run and take cover when activated instead. This doesn't affect the units the game spawns in normal retaliations as I've added 3 new units based on them instead.

Shoutout to RustyDios, MrCloista, h4ilst0rm and others in the MEME community who've helped me figure out some silly stuff with this one.

I've tested this with LWOTC, no guarantees these will work without WoTC, but I don't see why they wouldn't.

Units added:
TedCivilianMilitia
TedCivilianMilitiaM2
TedCivilianMilitiaM3

Encounters added:
TedResistanceM1
TedResistanceM2
TedResistanceM3
23 Comments
Tedster  [author] 9 Jul @ 2:34pm 
should be fine, but you still need something else that will add them.
david.kahil1 9 Jul @ 12:40am 
does this work with lwotc? Tedjam?
Tedster  [author] 15 Mar, 2024 @ 5:54pm 
If you're using the beta, go to XComLW_Overhaul.ini and add the following lines below +EncountersToExclude=MOCXDummiesX4:

+EncountersToExclude=TedResistanceM1
+EncountersToExclude=TedResistanceM2
+EncountersToExclude=TedResistanceM3
¤ Nova 15 Mar, 2024 @ 6:23am 
Yes, I run the LW mod and WOTC dlc. I don't think any of the other mods I'm using touch pod contents.
Tedster  [author] 14 Mar, 2024 @ 10:48pm 
Are you by chance using LW? I might need to exclude the encounters from its own pod diversity system.
¤ Nova 14 Mar, 2024 @ 6:37pm 
I assume this is supposed to be used with AICallReinforcements. But whenever I use it to spawn their encounter, there is always at least one default Advent trooper with them. I looked at the encounter ini to experiment, like adding an encounter that should only spawn Muton's. But it only spawns 1-2 with the rest being randomized enemies. Is there any info about making pods spawn the correct units?
Dragon32 29 Feb, 2024 @ 11:14am 
@alexo2008
Re-read the first paragraph. Does that explain why?
alexo2008 29 Feb, 2024 @ 6:48am 
This sadly didn't work for me. I do use militia overhaul plus so maybe thats why
Cúchulainn 17 Jan, 2024 @ 11:06am 
@Vegeta002 , Were you able to confirm, because I want to utilize this fix too ;-;
Tedster  [author] 30 Dec, 2023 @ 8:06pm 
I have no clue how this interacts with Deadput's mod, these are new units completely separate from other resistance stuff.