XCOM 2
Random Enemy Movement [wotc]
52 Comments
TerminallyGrill 28 Jun @ 4:18pm 
Mod was working for me, now it doesn't at all. Does it not interact well with Better AI/Larger Patrol Area mods?
robertcox 12 May @ 5:56pm 
Does this not work if installed mid mission, cause I installed it mid mission and they are still tracking me
Lûte the Goblin 21 Apr, 2024 @ 7:45am 
"I am currently attempting to get the debug sdk to work in order to look at it."
Any progress on this?
Lûte the Goblin 4 Aug, 2020 @ 7:29am 
"I am currently attempting to get the debug sdk to work in order to look at it."
Any progress on this?
kotamine 17 Jul, 2019 @ 7:17am 
doesn't seem to work, the AI still perfectly tracks me when im in concealment
i added the mod mid-game so that might be it?
Dragon32 20 Feb, 2019 @ 11:45am 
@Meijiro:
Yes he did, back in November. With kdm2k6's blessing
Meijiro 20 Feb, 2019 @ 10:26am 
@RedDobe - Did you end up adding this functionality to your yellow alert mods?
RedDobe 16 Nov, 2018 @ 11:51am 
@Kdm - not sure if you are still active in this community. There is a fix that can be applied to The Function ShouldMoveToIntercept to prevent errors in movement destinations that are out of bounds, especially for mods that expand the encounter area. It’s one line of code taken from Long War. It’s most likely the problem people are reporting with pods not patrolling. If I provide that for you can you update your mod? Otherwise I am going to have to incorporate your mod into my mod so that I can override the class AIGroup. 🍻
Spiner909 25 Oct, 2018 @ 3:07pm 
This mod does not seem to have any effect. At the least not in the TLP missions.
search__ 7 Jul, 2018 @ 10:39am 
pods stay in one place pretty often
Player 1 Mar, 2018 @ 7:55am 
Great idea for a mod, thanks!
Jess 2 Feb, 2018 @ 1:24pm 
Even though you are concealed.
kdm2k6  [author] 4 Jan, 2018 @ 1:25pm 
==Update==
I've noticed that the mod doesn't seem to work on a few missions: namely the blacksite and, perhaps, neutralize advent general. I am attempting to run the sdk in "debug" so I can look at it - but it is crashing right now (so I won't be able to look into it - if I can't get it working)
pvt_stayfrosty 28 Dec, 2017 @ 7:21am 
I am having problems downloading this mod? I am subscribed to it but the workshop folder 1129017531 doesn't get created and the alternative mod launcher lists the mod as "Not Installed". Is this mod still available? I hope so as I really don't like the "Line of Play" mechanic. I really miss the LW2 alert system replacement, I hope there is a port of it at some point.
Ash 12 Dec, 2017 @ 4:13pm 
I seem to have issues with patrols too. I didn't test anything but I seemed to notice it more once I removed the larger patrol areas mod. Does this mod maybe require the patrol mods to work properly?
花兔 11 Dec, 2017 @ 2:59am 
Compatible with ABA
PlaCebO ||76|| 30 Nov, 2017 @ 10:44am 
Same problem and also during a protection device mission.
Advent was not shooting at the device. They patrolled around the device. indefinitely.
The idea of this mod is good but currently it creates small bugs that ruin the immersion.
Perhaps a conflict with another mod
Theodore Roosevelt 20 Nov, 2017 @ 5:32pm 
I have also been having the problem with pods that don't patrol. They don't seem to home in on me, but they don't really move randomly either until I have eyes on them. Ill mess around a bit with my mods and see if I can't find something that might be conflicting.
EasyName12345 15 Nov, 2017 @ 2:53pm 
Yeah Cpt_Chaos, I'm having the same problem as you.
Cpt_Chaos 4 Oct, 2017 @ 9:40am 
Is it normal that pods that are not seen by anyone (not yet discovered) dont patrol at all? I just had a mission with SITREP location scout and they were just standing around doing nothing. Then suddenly when I see them (still concealed) they start patrolling. I then confirmed this behaviour with a fresh gatecrasher mission with all mods disabled and console command X2ForceAllUnitsVisible. No patrolling but as soon as I move a unit into LOS they start walking. Very unimmersive. Anything that can be done aboutthis?
Alexandr 27 Sep, 2017 @ 12:30pm 
A reply to an older comment, but
@Arcanus01134 Yes, there's something like this for LW2. It's called


Long War 2
a train 24 Sep, 2017 @ 11:48am 
didnt work for me on the blacksite but otherwise appears fine . thank you
marshmallow justice 24 Sep, 2017 @ 10:10am 
@TheMishtra - I've experienced this as well. But I don't have a large enough sample size to see if this is happening every single time.
TheMishthra 20 Sep, 2017 @ 9:01am 
I wish I could identify where or how, but this mod stopped working for me. I have something conflicting and the 4 pods walking into me while concealed is pretty much ending my 500+ hours into xcom 2.
K. Constantine 17 Sep, 2017 @ 5:42pm 
They still go right for you on the first blacksite, not sure about others.
Incognito 14 Sep, 2017 @ 10:52pm 
thankyou kdm, i will give it a try. I appreciate the response.
kdm2k6  [author] 14 Sep, 2017 @ 2:22pm 
I added in which functions this mod modifies (in the description above) - so you can ask other authors if there are any conflicts with their mods.

I have been using my mod a lot recently and it appears to be working well - enemies don't appear to zone in on you.

I am unable to create a vanilla version right now since I don't have the huge 50 GB SDK installed; however, there is a reasonable chance it will work in vanilla (and I believe you can still try to load it there)
Incognito 10 Sep, 2017 @ 10:12pm 
Can anyone help with a vanilla mod for those without the funds to have upgraded to WOTC yet? Please help!
repairman0817 10 Sep, 2017 @ 4:42pm 
Not working for me
StuLLe 10 Sep, 2017 @ 10:43am 
It would be so awesome if this mod would actually work^^^... I dont have any AI mods installed. Any ideas anybody?
DinoChrono 9 Sep, 2017 @ 7:27pm 
XCom"Random"EnemyMovement.ini
Not so random without that mod, huh? :D
Arcanus01134 9 Sep, 2017 @ 3:41pm 
Is there anything like this for LW2?
eGregious 9 Sep, 2017 @ 7:49am 
Same as Boomwolf, I had no idea this was a thing. I feel scammed. Downloaded, thank you!
BoomWolf 8 Sep, 2017 @ 3:34am 
Until this moment, I just thought I had hellhole luck that patrols just happened to run into and revealing my dudes every single time my dudes were in the general vacinity. now I know the AI was actually cheating.
This cause more than one ragequit when a squad got wiped by waht should have been an easy mission due to "highly impropable" patrol movements x_x

Thank god for this mod teaching me the AI cheated, and removing the cheat. stealth is back on the menu!
Lora 7 Sep, 2017 @ 4:58am 
Tried the mod and it seems to be bugged, on a map with advent and lost advent shot at my Ranger even though I hadn't broken concealment on any of my soldiers yet. It might be a conflict with the fair lost targeting mod which causes it though.
MrCloista 7 Sep, 2017 @ 1:12am 
Been using it with A Better AI (non-enemy version of ABA) and seems to work just fine in conjunction with it.
marshmallow justice 6 Sep, 2017 @ 11:42pm 
@tmon

i've been using it with A Better Advent and there seems to be no issues. AI doesn't seem like they've gotten dumber - ie. overwatch's when pinned by my own overwatch, sectoids will mind control / shoot flanked units, advent will shoot low health/flanked units, etc... could be placebo, but it doesn't crash at least.
tmonahan23 6 Sep, 2017 @ 6:26pm 
Can soneone confirm this works with the mod- A Better Advent?
Tapi 6 Sep, 2017 @ 6:20pm 
It doesnt work for me. I dont have any AI addons installed.
marshmallow justice 6 Sep, 2017 @ 10:17am 
@force2reckon

yeah, in vanilla x2 ai the pods will base their patrols around you and the objective, and 'know' where you are even if you are in stealth, such as why they completely stop patrolling when you get close to an objective.

that was the best thing about long war 2 - they removed that mechanic and made their patrols react to noise instead, meaning you could stealth around.
Juravis 6 Sep, 2017 @ 10:11am 
Wait, this is not a DefaultAI edit? Excellent mod!

I thought this was going to alter HeatSeek but it seems you did it differently!
marshmallow justice 6 Sep, 2017 @ 5:20am 
DerBK said it *shouldn't* affect A Better AI changes, so I'm going to test it out.

Though as some as said, it could affect the Rescue mission patrolling and make it harder.
[The] Force 6 Sep, 2017 @ 5:18am 
Wait. This is a thing they do? Is this why they always "stumble" upon my guys out of what seems to be pure happenstance?
Fuuuuck this mechanic, this is bullshit and it makes stealth not even a remote option. Might as well just start without concealment.
Pudding 6 Sep, 2017 @ 4:35am 
So far It's working fine :)
Beagle 6 Sep, 2017 @ 1:48am 
Wow, I've been wanting to see Line of Play destroyed since I found out about it, and here comes this mod. Amazing, thank you.

Does this have mod conflicts, like with A Better AI or so?
Kurt 5 Sep, 2017 @ 11:30pm 
Seems to work perfectly, thank you so much
Schadenfreude 5 Sep, 2017 @ 10:23pm 
Is This affecting Rescue Missions with strict Pod-Patrolls?
Preacher 5 Sep, 2017 @ 10:05pm 
Im just wondering if this would interfere on prisoner rescue missions. random patrols could make thase really hard really fast XD
Rabid Dutchman 5 Sep, 2017 @ 9:15pm 
I always hated that ADVENT would know where you are when they shouldn't. It's like when your screen-peeking friend would try to pretend that he just happened to know exactly where you are at all times.
Anyways, thanks for making this!
the_moidart 5 Sep, 2017 @ 8:40pm 
I just had a match that begged for a change like this. Save scumming and the sitrep that makes the timer only start when you break concealment led me to getting right next to the objective, but all the enemy patrols shoved themselves in the middle, then executed a pincer movement to force me to break concealment at a disadvantage.

I mean I still won, I save scum after all, but it was...less than fun.
So something like this might very well be needed.