XCOM 2
[WOTC] Better Double Agents for ABA
32 Comments
Yagisan  [author] 14 Oct, 2022 @ 6:27am 
@MerriMasa812 - This mod has been up unchanged since 2017 functioning correctly. Are you sure you don't have a conflict with another mod?
Branch 13 Oct, 2022 @ 6:56pm 
Only spawning Demolitionists..
LightenedDark 20 Feb, 2021 @ 10:24pm 
Oh. Yes I do. Thank you for making it. I forgot about the non-ABA version because I was still using ABA. I stopped to try to troubleshoot some strange issues (the problem wasn't aba, at least).
Yagisan  [author] 20 Feb, 2021 @ 8:03am 
@LightendDark - Perhaps you want the vanilla version instead?
LightenedDark 19 Feb, 2021 @ 12:23pm 
If the ABA options are commented out, this mod won't actually need ABA as a dependency, right? If so, is there a way to tell the mod launcher to stop bothering me about that dependency?
MrMister 26 Mar, 2020 @ 3:19am 
Bug report: the final line in XComGameData.ini adds AdvTrooperSniperM1 between force levels 14 and 20, when I'm sure it should be AdvTrooperSniperM3.
Krakenous 10 Jan, 2020 @ 4:53pm 
Hehe, bit late, but this is awesome because you add pretty much any unit to this listing, including things like sectopods for the ultra lols. Love it :D.
Yagisan  [author] 6 Dec, 2018 @ 3:54am 
@yes_commander - if that's the case, the bug (if any) is in ABA or the base game.
yes_commander 6 Dec, 2018 @ 2:02am 
Recently had a Double Agent mission where I got an ABA gunslinger. The only issue was that he was unable to hunker down after being lit on fire by an incendiary grenade from a purifier. Anyone else had a similar thing happen?
Green Soul 16 Aug, 2018 @ 11:55pm 
Could you update this for A Better DLC? I want to play those new units.
That guy. 2 Jul, 2018 @ 7:59am 
@Yagisan how hard would it be to make it so that, the double agents that join you, join xcom. not as Skirmishers, but as the class they are, with skills as the level up acording to what they were. i think it would be a very cool idea, and i have not seen anything like it on any of the mod forms. how difficult would it be to make something like that?
MadBman 24 Jan, 2018 @ 5:19am 
It would be cool and thematic if there was a small chance to get a new Skirmisher after a mission with a double agent. This should only happen for flawless missions (maybe excellent with a lower chance) and would trigger the same event as for the recruit skirmishers covert op. This would also stop people from abusing double agents as cannonfodder/live mimic beacons.
Yagisan  [author] 4 Dec, 2017 @ 1:41pm 
Honestly, I haven't tested it yet, but it will likely merge the two. This one works by removing the original WotC list, then adding my list.
Lennybolt7 4 Dec, 2017 @ 1:33pm 
So does his edit overwrite this one, or will the two work together somehow?
Yagisan  [author] 4 Dec, 2017 @ 10:20am 
@RambelZambel - DerBK has a different (smaller) list of potential Double Agents based on his changelog.
MaCC165 4 Dec, 2017 @ 9:45am 
DerBK made ABA units show up as double agents, no need for this mod anymore
Yagisan  [author] 9 Oct, 2017 @ 1:47pm 
@Skarsatai 2.0 - That error is not a result of this mod. This mod only replaces data tables, and contains no coding.
Skarsatai 2.0 9 Oct, 2017 @ 11:02am 
Hello Yagisan. I found a error in your mod
the logfie showed me the following error. After deinstall your mod the crash inside the tactial game dissapeared. the error:
[1386.68] Critical: appError called: Assertion failed: appErrorf [File:G:\BuildAgent\work\ce3b64a62966ccd1\branches\ShippingOzzy\XCOM2\Development\Src\Core\Src\UnLinker.cpp] [Line: 4629] appeared after advent soldier was moving outside a visible range.
Yagisan  [author] 5 Oct, 2017 @ 5:39am 
@Lenny1013 - alien defector ? Not off the top of my head. I would start by looking at any mission mods you have.
Lennybolt7 4 Oct, 2017 @ 5:37pm 
Hate to bother you, but do you know what mod adds an alien defector resistance order and continent bonus? It seems to have broken and I'd like to let the creator know.
Lennybolt7 9 Sep, 2017 @ 3:51pm 
Thanks!
Yagisan  [author] 9 Sep, 2017 @ 3:26pm 
The Firaxis code assumes a humanoid is the double agent. You can certainly change it for other enemies, but there may be animation errors. Thematically, only ADVENT have control chips though.
Lennybolt7 9 Sep, 2017 @ 3:10pm 
Just out of curiosity. Would a version that allows some aliens to be double agents be possible? I don't know how the game handles double agents and adding abilities like extraction to them.
José 6 Sep, 2017 @ 1:37am 
lol.
Anywho, I spoke with DerBK of ABA, and he liked your mod, since he was focusing on restoring ABA to where it was, they were not able to implement it themselves. Doesn't seem like many more soldiers will be added to the ADVENT forces other than the psi variants. The next major updates, according to recent posts, will mostly be aliens.
Yagisan  [author] 6 Sep, 2017 @ 12:58am 
I will need to revisit this mod if ABA changes force levels and/or Advent soldiers. Until then, good luck commander.
José 5 Sep, 2017 @ 11:40pm 
Whopsie-daisy. Thought it was just limted to the force levels listed. Anywho, glad you like my idea enough to make a mod of it.
Yagisan  [author] 5 Sep, 2017 @ 11:25pm 
@José - elite units will come at a higher force level. Once ADVENT can use the elite unit against you, it becomes available for you.
José 5 Sep, 2017 @ 7:04pm 
I presume we can't get elite units. Was hoping for an Elite Demolitionist
Yagisan  [author] 4 Sep, 2017 @ 6:18am 
No worries.
Oblivious Naga 4 Sep, 2017 @ 6:18am 
@Yagisan Sorry about that. Thanks for showing me
Yagisan  [author] 4 Sep, 2017 @ 6:14am 
This mod needs ABA WOTC.
For regular WotC go here -> https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1127064857
Oblivious Naga 4 Sep, 2017 @ 6:11am 
Query: Do you need ABA WOTC for this mod?