XCOM 2
Not enough ratings
Julian Sitrep Standalone
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
294.917 KB
1 Jun, 2024 @ 11:16am
11 Nov, 2024 @ 11:11am
4 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Julian Sitrep Standalone

Description
Abstract

This mod is a standalone port of the Julian sitrep implemented in my Alternate DLC Integration mod.
Destined for people who would only want to encounter more Julian in their games, without changing anything else.

By default, upon reaching forcelevel 5, each mission will have 10% chance to spawn the Robotic Uprising sitrep, which adds Julian and 5 derelicts MEC to the battlefield as a raider faction (hostile both to XCOM and ADVENT).
In this standalone version, though, defeating Julian does not stop the sitrep from spawning (hence the reduced spawn rate).

Recommended mods
Unit Flag Extended : With this mod, Julian and its acolytes will use a new color for their healthbars (instead of the same red as the aliens, which could be confusing)
Faction Anchor : On missions where all ennemies must be killed, this mod will prevent a premature ending when all advents unit have been defeated (even if Julian is still alive)

Compatibility
Not to be used with my Alternative DLC Integration mod.
Likely not compatible with Raiders And Resistance Strategic Spawning.
Should work with Covert Infiltration (or any other mod I currently know of)
18 Comments
Nitsah 16 Dec, 2024 @ 9:24am 
Works with lwotc although it gets super annoying later game because they have priority to spawn near your guys would rather they have a more fair or less chance to spawn the robots on your guys.
Epigamesh  [author] 11 Nov, 2024 @ 11:23am 
@oceansoul I've coded the sitrep slightly differently in order to open to config its probability of occurrence. However I've just pushed an update to open missions and sitrep exclusions to config.
By default, I prefer the sitrep to appear almost anywhere (excepted some one-timed missions that I have added to the default config), but now it is at least configurable.
oceansoul 7 Nov, 2024 @ 3:36pm 
@Mach That's a game engine problem, only way I know of to completely avoid it is through the Multiple Sitreps mod and setting retaliations and rescues to not generate sitreps thus preventing raider factions causing problems.

@Epigamesh I think you might be able to avoid this by setting ValidMissionTypes and not including the retaliation and rescue in the list. Alternatively it might be possible by creating a hidden sitrep that is forced to occur on such missions and using that to invalidate Julian via mutual exclusivity or via ExcludeGameplayTags. See the Savage Sitreps config for possible examples.
Epigamesh  [author] 2 Oct, 2024 @ 8:55am 
@Match Unless I'm mistaken, this might be default behaviour with raider units (I think the hive does it too ; I have also had NPCs activated far too soon with it).
I don't think this is something that could be easily fixable, though (at least not with my current knowledge)
Mach 30 Sep, 2024 @ 4:31am 
Julian somehow counts as XCOM for activating proximity objectives, resulted in a bunch of Resistance escorts taken out of invincibility in the middle of a crowded ADVENT/Lost/Julian battlefield and promptly obliterated. Thank goodness he didn't go near the actual VIP.
HeatKnuckle 8 Jun, 2024 @ 7:03am 
@Epigamesh
Thanks for your reply! I will give this one a try!
Conefed 7 Jun, 2024 @ 5:04pm 
Be cool if may create alliance with Derelicts faction ala Skirmisher etc
Epigamesh  [author] 7 Jun, 2024 @ 2:52pm 
@75式改 I haven't tested with LWOTC, but I would expect it to be compatible (as much as any raider mod ; I haven't done anything out of the ordinary).
This standalone version doesn't change anything about lost towers or sparks and the sitrep appearance is purely determined by forcelevel and probability of occurrence.
I would only advise to deactivate the Raiders and Resistance Strategic Spawning mod if you're using it and Julian doesn't spawn in spite of the sitrep (I have discovered the lastest version to cause problems with my Alternative DLC Integration mod, which the standalone code initiates from).
Epigamesh  [author] 7 Jun, 2024 @ 2:34pm 
@LeyShade Technically, the ini contains the minimal forcelevel for the sitrep appearance, this part can at least be adapted.
The sitrep stays the same, though (there's no modification with forcelevel), so you won't be indeed able to tune its balance for the higher forcevel.
This is more a way to have Julian do some cameos during a campaign than a truly independent robotic faction.
HeatKnuckle 6 Jun, 2024 @ 7:39am 
Hi thanks for your mod, the idea of robot uprising really got me intrigued.

I'm just curious if this mod works with LWOTC?

I'm in the middle of my very first LWOTC campaign and I could build my SPARK units without doing the Lost Tower mission so they must have integrated the Lost Tower mission into the campaign somehow. Not sure if how it would affect this new Sitrep.