XCOM 2
220 ratings
Hostile Territory
   
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14 Apr, 2016 @ 2:30pm
21 Apr, 2016 @ 10:22pm
5 Change Notes ( view )

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Hostile Territory

Description
Not everybody wants to join XCom!

This mod adds hostile human military forces with the same abilities and equipment as XCom. Run missions despite getting blown up by grenadiers, sliced up by rangers, and shot up by sharpshooters, while gremlins are healing them up.

Latest update: April 21, 2016. Added mini-bosses with unique loot! See the change notes page for details.

If you like the mod please remember to give it a thumbs up, so I can get the fifth star!

Important mod incompatibility: Instant Avenger Menus

The bad news is, this mod conflicts with Instant Avenger Menus. The good news is, this mod includes Instant Avenger Menus! As long as you follow the below steps, you can get the effect of IAM without loading it. Disable IAM in the mod launcher, and then check My Documents/My Games/XCOM 2/XComGame/Config/XComEngine.ini. There must be only one line that mentions XComHQPresentationLayer:

+ModClassOverrides=(BaseGameClass="XComHQPresentationLayer", ModClass="HT_HQPresentationLayer")

Using the mod

When you activate the mod, you will see a new research project: Decrypt Hostile Communications. Complete this, and you will see a new mission button in the geoscape which is a Hostile Territory Mission. Each time you complete the research, another mission will be added to the geoscape. For these missions, all the enemies will be human; no advent or aliens will appear.

There is a youtube video with a basic tutorial in the sidebar. It is not very polished, but it shows the basic steps and some snippets of the gameplay. The snippets show my squad using very bad tactics and getting killed a lot, but the point of the video is to show the enemy abilities in action. It is not as deadly as this video makes it look!

Known bugs

* Reinforcements are Advent, not human. I could argue this is a feature: if your battle continues for too long, then Advent is called to investigate.

* For enemy specialists, the gremlin sometimes trails behind them, or temporarily remains hovering around an enemy who was just healed. This is cosmetic; the gremlin will catch up after some time.

Tweaking the mod

You can adjust the intel and time cost, as well as the enemy force levels in the ini file:

steamapps/common/workshop/content/268500/665546898/Config/XComHostileTerritory.ini

The intel cost, research cost, and duration of the mission before expiration should be easy to understand. If you prefer, you can set both costs to zero, and set the duration to a large number. Completing all these missions will allow you to get mission rewards such as scientists or engineers very quickly. If you make the missions free, please do not complain the mod is unbalanced!

You can also adjust the force levels to make the enemies easier or harder, but this will require some explanation. The enemy leaders have four varieties: corporal (CPL), lieutenant with conventional weapons (LT_CV), lieutenant with mag weapons (LT_MG) and captains (CAP_MG). The enemy followers are the same, but also including rookies. Forcelevel is an integer from 1-20 representing how strong your enemies are supposed to be; this increases during the game. The ini file allows you to determine which enemy leaders and followers should appear at each force level. You can make the mod easier by keeping the lower power enemies through higher forcelevels, or make it harder by allowing higher power enemies to appear at lower forcelevels.

The ini file contains these parameters:

LT_CV_LEAD=6
LT_MG_LEAD=11
CAP_MG_LEAD=16

This means that LT_CV will appear when the forcelevel is between 6-10, LT_MG from 11-15, and CAP_MG at 16 or higher. The lowest leader CPL will appear from 1-5. To make the mod easier, you can increase these numbers by 1-2 each, so that the more powerful leaders will come slightly later. The similar idea applies to follower levels.

As I get more playtest feedback, if most people feel the mod is too easy I will lower the breakpoints, or raise them if people feel the mod is too hard. In the meantime, adjust to your taste and let me know what you found.

Future directions

Currently, all the mission objectives are the same as those in the unmodded game, such as hack workstation, rescue VIP, etc. In the future I plan to add different objectives and build sequences of missions. This way, the outcome of one mission will affect which future missions or objectives are available. Stay tuned!

Acknowledgements

* Grenade launcher and gremlin heal by swinka6666 @ nexus
Popular Discussions View All (3)
8
3 May, 2016 @ 5:16pm
Are the enemies too easy or too hard?
davea
2
3 May, 2017 @ 11:51am
Seperate enemy mods
Phantom
0
5 Oct, 2016 @ 7:10pm
Localization
mystermask
331 Comments
Conefed 26 Jan, 2018 @ 6:24pm 
This broke my game. I paid the intel for the mission and it generated a mission, but gave no way to actually do it. clicking on the spawned building did nothing. clicking on the item tray did nothing. The result? I lost my HQ and the ability to idle scan. That was also my only relay tower, which made all contacts cost 200 intel each. Upon mission timed out loss. it popped up a blank box. a red blank failure effect also popped up. the next two guerrilla missions before i quit were also blank.
What's An Airport? 26 Oct, 2017 @ 6:18pm 
It's like EXALT was for Enemy Within, but cooler and gets the rival battle feel.
Redhand_Jedi 27 Sep, 2017 @ 2:59pm 
I hope to see this updated soon. Any chance soon?
Paentimexi 10 Sep, 2017 @ 12:41am 
is this compatible with WotC?
shadowsoyaca 29 Aug, 2017 @ 7:12pm 
Out of curiosity, will this be updated for WotC? The only reason I ask is because not all of the mods for XCOM 2 are going to be updated and will remain for the nonWotC expansion. Not trying to pry, just wanted to ask a question. :/
Dęąth Viper 2 Aug, 2017 @ 8:05pm 
that would be dope af and you could upgrade them as well to use the same gear as your troops!!
OverlordMGC 2 Aug, 2017 @ 8:55am 
Can you make a mod with Resistance Fighters there fight against Advent in a Mission?
AshHill07 31 Jul, 2017 @ 2:40pm 
Is there a way to increase the amount of enemies on these missions? I'm running LW Toolbox as well as playable aliens, so the 5-6 enemies just isn't really a match for 12 Vipers. :P
Slappy 18 Jul, 2017 @ 3:56pm 
great!
Arkan 2 Jul, 2017 @ 12:53pm 
it replaces all alien missoins or just adds new human combats missions? :DarkOphelia: