XCOM 2
Dystopian Turn Order
59 Comments
Juravis  [author] 8 Aug, 2022 @ 7:06am 
In vanilla you play first then your allies. Enemies are after you both. This makes aliens first.
Eclipse 8 Aug, 2022 @ 4:43am 
Sorry for stupid question, but what is exact vanilla order? I don't quite understand how it is in vanilla
Juravis  [author] 26 Feb, 2022 @ 9:22pm 
Ask the person who made the faction how its called, then edit the file in this mod. Add an entry and put that faction first as [0].
Experienced Dog 26 Feb, 2022 @ 9:01pm 
eg Raider Faction: Marauders go first! How to change it?
Juravis  [author] 8 Oct, 2021 @ 10:16pm 
That was indeed one of the reasons I tried this, also for flavor I like enemies first it gives a more sinister tone
UndyingArchon 8 Oct, 2021 @ 6:46pm 
Like at the most extreme of ranges with shotguns
UndyingArchon 8 Oct, 2021 @ 6:45pm 
one thing that should be nice is that at least your overwatch wont be shooting stupid Losts when some advent reinforcements are inbound just beside you and you want to set them an ambush. cant wait to test it
Weazelsun 7 Jul, 2021 @ 5:44pm 
I'm starting to like this mod. Makes the game-play feel faster since.
Zero 4 Apr, 2021 @ 6:04pm 
Bummer! Thanks for letting me know.
Juravis  [author] 4 Apr, 2021 @ 5:04pm 
No its universal
Zero 4 Apr, 2021 @ 3:33pm 
Awesome idea!

I have a question, can the turn order be based on the mission type and if so, how would I change that in the config file?
Juravis  [author] 15 Jul, 2020 @ 8:52pm 
Yes!
Gentleman Bird 15 Jul, 2020 @ 7:32pm 
Just want to make sure I'm doing this right since this is my first time doing something like this.

So do I just go to the XComGameCore file and replace


+PlayerTurnOrder=eTeam_Alien
+PlayerTurnOrder=eTeam_TheLost
+PlayerTurnOrder=eTeam_Resistance
+PlayerTurnOrder=eTeam_Neutral
+PlayerTurnOrder=eTeam_XCom

with

+PlayerTurnOrder=eTeam_XCom
+PlayerTurnOrder=eTeam_Resistance
+PlayerTurnOrder=eTeam_Alien
+PlayerTurnOrder=eTeam_TheLost
+PlayerTurnOrder=eTeam_Neutral
Juravis  [author] 15 Jul, 2020 @ 7:23pm 
Feel free to edit the ini order in this mod. Its really easy.
Gentleman Bird 15 Jul, 2020 @ 6:55pm 
If it isn't too much trouble, could you possibly make a turn order mod that's the same as vanilla except resistance soldiers move after XCOM instead of after the aliens?

The reason is because there's an issue where resistance soldiers can attack a spectral zombie or a mind controlled unit before you have a chance to react.
Juravis  [author] 30 Mar, 2020 @ 12:07pm 
Yes
Daddy Takeda 30 Mar, 2020 @ 11:57am 
Is this compatible with WOTC?
Juravis  [author] 8 Jan, 2020 @ 10:29pm 
Probably not but you can easily edit it
Slackboy101 8 Jan, 2020 @ 3:11pm 
This works with Raider Factions?
Gabriel Cooper 7 Nov, 2019 @ 4:58pm 
thanks man! awesome mod btw :)
Juravis  [author] 7 Nov, 2019 @ 4:36pm 
Go nuts change the order as you see fit
Gabriel Cooper 7 Nov, 2019 @ 1:13pm 
hey there! could i use this mod to make the resistance go before the aliens? like if i change something in the config file do i need to change anything else?
Juravis  [author] 20 Jul, 2019 @ 8:40pm 
V1.1 Up, if you have RedDobe's Yellow Alert Mod, it will now disable Reflex Actions on the first turn by enabling that mod's parameter via INI files.
Sergeant Stutters 13 May, 2019 @ 7:01pm 
I don't really do videos or anything sadly, but It's not hard to recreate. I did it on gatecrasher of all things
Juravis  [author] 13 May, 2019 @ 7:00pm 
You should video one, I'd love to see that hehe
Sergeant Stutters 13 May, 2019 @ 5:43pm 
I do! It's with all of your AI packs, I just didn't realize those were also yours!
Juravis  [author] 13 May, 2019 @ 5:41pm 
Sprinkle in my AI to those pods, I dont think you would enjoy playing this anymore haha! Good luck!
Sergeant Stutters 13 May, 2019 @ 5:39pm 
I just came by to tell you that this mod combined with Dynamic Pod Activation makes Advent a fucking monster. You ambush an enemy squad, and the squad next to them can activate and then retaliate before you can. It's crazy, they really put you on your heels. combine it with larger pod and squad sizes and it's fucking amazing
Lux Manifestus 16 Aug, 2018 @ 9:34pm 
This keeps you from overwatching the Lost. Very helpful.
Juravis  [author] 7 Apr, 2018 @ 10:06am 
I removed it because i couldn't find anything that broke. The only problem is spawns too close but thats an xcom problem unfortunately. Hehe.
A total stranger 6 Apr, 2018 @ 11:56pm 
I kinda miss the old "Idk man, you gotta try it for yourself" line that used to be in the description.
Glad to see more info though.
Juravis  [author] 12 Jan, 2018 @ 2:12pm 
It would simply have activated them, not a big problem unless you play with already activated units at all times
Aegelweard 12 Jan, 2018 @ 9:44am 
"There might be issues where you are not concealed and the aliens are super close but XCOM 2 usually doesnt allow enemies to spawn adjacent to you." - happened to me on retalliation once. A pack of Mutons spawned on the edge of my sight field and were instantly activated. With your mod on that would have been a disaster, I think.
But it was me, Dio! 29 Nov, 2017 @ 11:51pm 
cool idea !
Juravis  [author] 30 Oct, 2017 @ 5:39pm 
Resistance moves first to allow you to react properly to what happened. I also use a modded Militia with lower aim (It's part of ADVENT Future AI).
Saisher 30 Oct, 2017 @ 5:16pm 
Shouldn't resistance militia move after XCOM? Since XCOM has more experince actually fighting.
Unless the near perfect aim on the militia implies they're all veterans.
AxiomUnbroken 27 Oct, 2017 @ 5:39pm 
Lost first would be best, just for the sake of F the aliens. OMG lost.
Kimo' 20 Oct, 2017 @ 2:57pm 
Oh ok thanks
Juravis  [author] 20 Oct, 2017 @ 12:07pm 
Civilians
Kimo' 20 Oct, 2017 @ 11:55am 
I was wondering what type of ennemies can be reffered as "Team neutral". Maybe aliens rulers?
Juravis  [author] 18 Oct, 2017 @ 10:11am 
I thought about it but the lost are so tame if you activate them last its very boring
talemore 18 Oct, 2017 @ 10:01am 
The lost should have highest or the lowest priority. Lost is a part of an ultility item who is thrown at xcom's turn and it makes sense lost is activated like every other ultility after xcom's turn because items ends the turn when used.
Kaldin 18 Oct, 2017 @ 9:06am 
@ADVENT Avenger: That's true, but it still makes sense to me that they're having the active role due to using Guerilla-Tactics. But I guess that could be seen from both sides, as Circle of Psi points out pretty good.
Juravis  [author] 18 Oct, 2017 @ 8:58am 
@Yamino They still are, but only concealed.
Juravis  [author] 18 Oct, 2017 @ 6:22am 
Yes
Choccy Poo Poo Juice 18 Oct, 2017 @ 6:17am 
can this be enabled mid game?
Kaldin 18 Oct, 2017 @ 2:48am 
Considering that XCom is narratively using Guerilla-tactics, them being the proactive actually fits the narrative imho.
Still, very interesting mod, sounds good for extreme masochists.
Juravis  [author] 18 Oct, 2017 @ 12:15am 
@Arcalane Thats fixed in my Advent Future AI pack i forgot i integrated fireborns fix a while ago
Juravis  [author] 17 Oct, 2017 @ 11:56pm 
Theres no purpose other than to make you feel different. Its hard to explain. You have to live it.
Killian 17 Oct, 2017 @ 11:27pm 
Interesting idea. I'd suggest bumping Team Resistance to after XCOM, though. One complaint that I've seen (and have) is the Resistance goons will often gun down MC'd XCOM agents before you get a chance to react properly, which is a giant pain due to their insane accuracy.