XCOM 2
[WOTC] Better Double Agents
59 Comments
Boberto 6 Apr, 2021 @ 4:25pm 
@Dragon32

Awesome! So it's like I am creating a redundancy or creating a "just in case" edit.

Thanks!
Dragon32 6 Apr, 2021 @ 3:54pm 
@Boberto
As that link says, if the line starts with "+" then it's not added if it would create a duplicate.
Boberto 6 Apr, 2021 @ 1:44pm 
@Dragon32

Ah thanks. I was thinking it just like Elder Scrolls and how it may overwrite.

Trying to find if several mods edit the "Double Agent" list sounds like a pain.

Editing the list (ind this mod) for added mods would cause 2 entries in the same list.

Would this cause any problems?

I ask because I'd rather have all ABA, A Better DLC, Adv Psi Priest Revamped, etc. mods that introduce humanoid units added to this mod ([WOTC] Better Double Agents) rather than scouring to see if these independent mods added their lists properly.

Plus it looks neater :)

Thanks!
Dragon32 6 Apr, 2021 @ 1:35pm 
@Boberto
If you scroll down to #7 you can see what the various line prefixes mean XCom 2 Mod User Tips [imgur.com]

Basically if you've a bunch of mods that use "+" then they're all adding their entries without overwriting each other

No idea how you're setting load order but it probably doesn't work. Load order in XCOM 2 is weird [robojumper.github.io] and not as important as, e.g., Elder Scrolls games.
Boberto 6 Apr, 2021 @ 1:17pm 
Added a discussion to this mod page for commonly used enemy mods. The headers are commented to show what mods I added.

If people are interested I can add A Better DLC as well.

Question: since this mod replaces the list for Double Agents, it will replace ABA's as well right? So this mod needs ABA units added to the list to work properly?

I currently have this mod loaded AFTER ABA and A Better DLC

Thank you!
Yagisan  [author] 29 May, 2020 @ 9:25pm 
This doesn't change what the double agents bring to a fight, only what agents could possibly come.
Let That Sink In 29 May, 2020 @ 6:19pm 
This was nice. After installing this mod, I got an ADVENT Captain to join my group. Too bad that it forgot to bring its gun to the fight. All it did was point and shit.

Is that normal?
Dragon32 8 Mar, 2020 @ 3:20pm 
@Shavy:
Doesn't LWotC get rid of SitReps?
Shavy 8 Mar, 2020 @ 3:08pm 
LWOTC?
Nazkai 2 Feb, 2020 @ 6:07pm 
Thanks for the confirmation. :steamhappy:
Yagisan  [author] 2 Feb, 2020 @ 4:10pm 
Yeah, it still works.
Nazkai 2 Feb, 2020 @ 3:05pm 
Does this mod still work can anyone confirm?
What's An Airport? 16 Oct, 2018 @ 6:13pm 
Can I order a double agent Gatekeeper?
ericmncst 17 Nov, 2017 @ 2:14pm 
would be nice if double agent and resistance fighter gave you the opportunity to recruit a soldier...
Yagisan  [author] 13 Sep, 2017 @ 1:38pm 
This mod is just an ini file edit. There is nothing in this mod that would cause that sort of behaviour. Not loading is odd - tried revaliding the game files ?
Ser Lancelot 13 Sep, 2017 @ 1:24pm 
111 total mods. No problem up until this mission. Now WotC doesn't even load, like, at all. The Alternative Mod Launcher shows zero conflicts. I'm stumped.
Yagisan  [author] 13 Sep, 2017 @ 1:22pm 
@Ser Lancelot - I have succesfully evacuated Priests. Do you have any other running mods ?
Ser Lancelot 13 Sep, 2017 @ 12:57pm 
So, I have this mod active and got an Advanced Priest on my council mission...he apparently counts as an XCOM Soldier to be evacuated but the game constantly crashes at the End Mission screen. More than sure it's because it's evacuating the Priest, which otherwise wouldn't be possible in the vanilla WotC game, correct?
Yagisan  [author] 12 Sep, 2017 @ 5:23am 
@Kontaro - Yep, this one too.
Kontaro 11 Sep, 2017 @ 8:04pm 
does this mod the xcomgamedata.ini? checking for mod conflicts
teh1archon 11 Sep, 2017 @ 2:14pm 
Hmm... I see. But yeah "Immersion" is good name for such things.
Yagisan  [author] 11 Sep, 2017 @ 2:11pm 
@teh1archon There are (were) multiple levels of Stun Lancer or Trooper it could pick, further filtered by force level.

FYI - I would classify this mod as an "Immersion" change, as that is the main purpose for me.
teh1archon 11 Sep, 2017 @ 1:34pm 
"The game makes a random roll from a table of 6 choices, half of which are Stun Lancers, and the other half are Troopers."
I like to orginize my mods in catagories to find them easily. If the Advent draw is not "shuffle deck" type this is clearly a bug that should be under bug fixes. If it's random then it's 50/50 no matter how you look at it.
If it's supposed to be shuffle deck (which means the 3 draws of each are reset after 6 draws) this is a gameplay mod.
Regardless good mod. Pretty sure it's a bug since Firaxis can't code good even their life were dependant on it.
Lennybolt7 10 Sep, 2017 @ 2:36pm 
Got it! Thanks again.
Yagisan  [author] 10 Sep, 2017 @ 2:25pm 
@Lenny1013 - in the mod, look for XcomGameData.ini
Lennybolt7 10 Sep, 2017 @ 2:18pm 
@prometheus So where can I find this list to add units?
Yagisan  [author] 10 Sep, 2017 @ 9:06am 
@LULZferBAKON - This mod only changes what spawns, not how the system works. It has nothing to do with loot.
LULZferBAKON 10 Sep, 2017 @ 8:38am 
I'm not sure if this is a bug with the mod or double agents in general, but I grabbed some loot with an Advent Captain and it didn't add the items to my inventory.
Red Knight 8 Sep, 2017 @ 10:12pm 
I was just saying how much I like the double agent feature. My thing is I want them to come over to your side as a recruit when the mission is done. I like this though.
Yagisan  [author] 5 Sep, 2017 @ 11:29pm 
@prometheus522 - While you can add any unit to the list, the actual unrealscript that controls this event assumes that it is spawning an Advent type unit and changes abilities accordingly. I decided to er on the side of caution1 and restrict myself to only Advent troops.
PatientLandBeaver 5 Sep, 2017 @ 10:31pm 
Advent Captain: "Hey. you weren't in the barracks last night!"
Advent Purifer: "I was helping XCOM burn everything in sight, plus they have the coolest outfits."
Advent Captain: "Is that so? How do I get in on this action?"
Advent Purifer: "Just SUBSCRIBE to the 'Better Double Agents' mod by Yagisan, SIR.
Advent Commander: *Enters room* "What's this talk about XCOM?"
<crickets>
Goremand 5 Sep, 2017 @ 2:08am 
Time to to show those idiots at Advent command how to make proper use of a flamethrower unit.
Yagisan  [author] 4 Sep, 2017 @ 2:52am 
@Kaerius Your right. In my defense, it was 4am when I wrote that comment.

@frizzeldian12 What did you have in mind ? People linking here get the benefit of bugfixes and balance updates.
Kaerius 3 Sep, 2017 @ 2:53pm 
Sidenote: This can be a continent bonus as well as a faction order. I have both the resistance and advent trooper bonuses as continent bonuses in my current campaign.
Kaerius 3 Sep, 2017 @ 2:49pm 
@Yagisan You forgot to carry the decimals. It's 5.28% (a chance of 0.0528 out of 1).

Neat mod idea btw.
Dęąth Viper 3 Sep, 2017 @ 11:49am 
do you mind if I use this mod for a collaberation mod?
Yagisan  [author] 3 Sep, 2017 @ 11:05am 
Without using my other mod to ensure you always roll double agents, you have a 0.0528% chance of getting a Captain on any given mission. (33% chance of agent, 16% chance at Force Level 8 of a captain). This does not take into account several missions explicity forbid Double Agents.

While ADVENT clearly has a lot more Stun Lancers and Troopers than anything else, if I weight those too much, you may never get any other type of Double Agent due to the RNG being unhappy.

I wrote the mod and got 6 Stun Lancers in a row before I got a Priest!

2/2
Yagisan  [author] 3 Sep, 2017 @ 11:05am 
The force levels were chosen to exactly match when they are introduced as enemies.

Getting the percentages right isn't an exact process. Without changing the unreal script I can specify an enemy name, a start force level, and an end force level.

Take Force level 1 for an example. There are only 2 options. Trooper and Captain. 50% chance of each, IF you succesfully roll a double agent (I have a mod to ensure you always roll it).

By Force Level 4, you are now down to a 20% chance, and at Force Level 8, 16%.

1/2
Juravis 3 Sep, 2017 @ 10:33am 
Great mod, instasub.

However, I dont think these should all be the same percentage, as a Captain is more valuable than a Trooper in every case.

The distribution weights should be about these, if you take into account that a trooper is "10". You can put flat percentages because of the differing force levels, so weights would be good.

Stun Lancer 8
Trooper 10
Purifier 10
Priest 8
Captain 6
Shieldbearer 4
Boisegangpc 3 Sep, 2017 @ 10:25am 
@Yagisan: Cool!
Saltifex Maximus 3 Sep, 2017 @ 10:22am 
Ah, my mistake, they must have put continent bonuses not used on the base continents into the covert op order pool. That would make sense, because I've gotten ammo and armor proving ground bonuses as orders before. Double Agents is the bonus from Africa in my playthrough.
Yagisan  [author] 3 Sep, 2017 @ 10:00am 
It is a reward for a Skirmisher covert op. By default you have a 33% chance of getting a free Stun Lamcer or Trooper on most missions. They aren't great, but an extra gun is an extra gun.
Saltifex Maximus 3 Sep, 2017 @ 9:52am 
I believe Double Agent is a continent bonus that gives you a chance to start a mission with an Advent soldier on your side.
Boisegangpc 3 Sep, 2017 @ 9:40am 
What exactly is a "Double Agent"? A SITREP?
José 3 Sep, 2017 @ 9:01am 
Neat. Thanks for at least looking into it. It might end up being easier to ask them to integrate your mod into theirs, if you're not able to think of any shortcuts.
Yagisan  [author] 3 Sep, 2017 @ 8:52am 
I can have a look at ABA WotC, but I can't make any promises.
José 3 Sep, 2017 @ 8:28am 
Would you be so kind as to update this or create a version compatible with ABA WotC? Or add in a listener so that any units labeled 'ADVENT' can defect? I think it'd be so cool to have one of Falkyrie's Titans join the squad.
Yagisan  [author] 3 Sep, 2017 @ 8:08am 
@shadow79, No.

This mod -> https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1126403071 gives you a 100% chance for a volunteer solider / double agent IF the map supports it.

This mod has 6 possible choices. 100 / 6 = a 16.666% chance that any one of those 6 choices gets picked.

The force level was evened out to ensure that the game picks from the same 6 choices, regardless of force level.
MrShadow 3 Sep, 2017 @ 8:01am 
@Yagisan... did you change the %chanceto 16%? If so you made it a less chance that anyone will get a double agent. It's set standard at 33%. That's for anything on that list. Whatbit does is it checks for your current game force level and any enemies on that list at that current force level have a 33% chance to show up as a double agent.
MrShadow 3 Sep, 2017 @ 7:57am 
Oh ok I see. Sorry for my misunderstanding.