XCOM 2
Dystopian Turn Order
59 коментара
Juravis  [автор] 8 авг. 2022 в 7:06 
In vanilla you play first then your allies. Enemies are after you both. This makes aliens first.
Eclipse 8 авг. 2022 в 4:43 
Sorry for stupid question, but what is exact vanilla order? I don't quite understand how it is in vanilla
Juravis  [автор] 26 февр. 2022 в 21:22 
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 февр. 2022 в 21:01 
eg Raider Faction: Marauders go first! How to change it?
Juravis  [автор] 8 окт. 2021 в 22:16 
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 окт. 2021 в 18:46 
Like at the most extreme of ranges with shotguns
UndyingArchon 8 окт. 2021 в 18:45 
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 юли 2021 в 17:44 
I'm starting to like this mod. Makes the game-play feel faster since.
Zero 4 апр. 2021 в 18:04 
Bummer! Thanks for letting me know.
Juravis  [автор] 4 апр. 2021 в 17:04 
No its universal
Zero 4 апр. 2021 в 15:33 
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  [автор] 15 юли 2020 в 20:52 
Yes!
Gentleman Bird 15 юли 2020 в 19:32 
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  [автор] 15 юли 2020 в 19:23 
Feel free to edit the ini order in this mod. Its really easy.
Gentleman Bird 15 юли 2020 в 18:55 
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  [автор] 30 март 2020 в 12:07 
Yes
Daddy Takeda 30 март 2020 в 11:57 
Is this compatible with WOTC?
Juravis  [автор] 8 ян. 2020 в 22:29 
Probably not but you can easily edit it
Slackboy101 8 ян. 2020 в 15:11 
This works with Raider Factions?
Gabriel Cooper 7 ноем. 2019 в 16:58 
thanks man! awesome mod btw :)
Juravis  [автор] 7 ноем. 2019 в 16:36 
Go nuts change the order as you see fit
Gabriel Cooper 7 ноем. 2019 в 13:13 
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  [автор] 20 юли 2019 в 20:40 
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 май 2019 в 19:01 
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  [автор] 13 май 2019 в 19:00 
You should video one, I'd love to see that hehe
Sergeant Stutters 13 май 2019 в 17:43 
I do! It's with all of your AI packs, I just didn't realize those were also yours!
Juravis  [автор] 13 май 2019 в 17:41 
Sprinkle in my AI to those pods, I dont think you would enjoy playing this anymore haha! Good luck!
Sergeant Stutters 13 май 2019 в 17:39 
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 авг. 2018 в 21:34 
This keeps you from overwatching the Lost. Very helpful.
Juravis  [автор] 7 апр. 2018 в 10:06 
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 апр. 2018 в 23:56 
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  [автор] 12 ян. 2018 в 14:12 
It would simply have activated them, not a big problem unless you play with already activated units at all times
Aegelweard 12 ян. 2018 в 9:44 
"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 ноем. 2017 в 23:51 
cool idea !
Juravis  [автор] 30 окт. 2017 в 17:39 
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 окт. 2017 в 17:16 
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 окт. 2017 в 17:39 
Lost first would be best, just for the sake of F the aliens. OMG lost.
Kimo' 20 окт. 2017 в 14:57 
Oh ok thanks
Juravis  [автор] 20 окт. 2017 в 12:07 
Civilians
Kimo' 20 окт. 2017 в 11:55 
I was wondering what type of ennemies can be reffered as "Team neutral". Maybe aliens rulers?
Juravis  [автор] 18 окт. 2017 в 10:11 
I thought about it but the lost are so tame if you activate them last its very boring
talemore 18 окт. 2017 в 10:01 
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 окт. 2017 в 9:06 
@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  [автор] 18 окт. 2017 в 8:58 
@Yamino They still are, but only concealed.
Juravis  [автор] 18 окт. 2017 в 6:22 
Yes
Choccy Poo Poo Juice 18 окт. 2017 в 6:17 
can this be enabled mid game?
Kaldin 18 окт. 2017 в 2:48 
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  [автор] 18 окт. 2017 в 0:15 
@Arcalane Thats fixed in my Advent Future AI pack i forgot i integrated fireborns fix a while ago
Juravis  [автор] 17 окт. 2017 в 23:56 
Theres no purpose other than to make you feel different. Its hard to explain. You have to live it.
Killian 17 окт. 2017 в 23:27 
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.